Teras Kasi Archive

Thread: We need a /stick command badly....what's the harm?

Syrkai
Wed Aug 27, 2003 7:42 pm
#1

Please bump me if your in favor....


Kasamatsu
Thu Aug 28, 2003 2:13 am
#2

Sorry for being naive, but what do you mean by stick?



TKM for Life.

- I support keeping & balancing the current combat system You can too

Whoever said "Don't bring a knife to a gunfight" was right; it wouldn't be fair. I can kick your butt without the knife.
Ignigo
Thu Aug 28, 2003 3:20 am
#3

Like /follow, but staying pretty close to your target (melee distance)
josfe
Thu Aug 28, 2003 7:40 am
#4

What is /stick? Well first lets take a look at a similar command /follow. /follow takes your velocity and sets it to your targets velocity. This makes you follow the character at a distance. However it does not take into account your maximum speed. So 2 objects traveling at the same velocity will never meet. Ranged users take advantage of this fact, knowing that a TKA can not hit from any further away than 8m they run away and keep you at a distance your only way to defeat such a tatic is to burst run, disable follow and predict where the range user will be by the time you catch up to them. The second problem with /follow is that it's rarely verified server side, which means you see a player at a certian position on your screen when the server says he's at a totally different position. If you run towards them and attack you'll think you are right next to your opponent when they are much further away in reality.



So what is stick? Stick is a command that's similar to follow. Initially your players velocity is set to the velocity of your target. Your velocity then increases until your maximum running velocity is hit which allows you to "close the gap" if you are indeed faster than your opponent. Once you are in range of your opponent it actually keeps you there. When used this command should initiate a faster server side position check than what is currently in place for regular combat. This allows what you see on your screen to be what the server says so your not standing 15m away from an opponent trying to hit them because you think you are actually 2m away from them.



I've been on the developers cases about this command for ages. It's either being overlooked or ignored at the moment. This command NEEDS to be implemented, I can't see how any MMO with melee combat could've possibly shipped with out this. It's a gross oversight.

ChoNaguriai
Thu Aug 28, 2003 7:58 am
#5

I totally agree. I came from the DAOC world playing a melee tank. When I found there was no /stick I thought I was missing something... surely there HAD to be /stick !!??Without it,meleegoes from what styles and strategy you will use into how to just stay close. It takes it from the realm of MMORPG and into some kind of Playstation fighting game.


I feel like a need a joystick...




Cho Naguriai / Project G.H.O.S.T.
Dark Jedi Knight - JediQuest Blog
StrychnineRictus
Thu Aug 28, 2003 9:18 am
#6

Don't get me wrong. The /stick command is a good idea, and i am totally in favor, but....how is it going to help when we can't attack while moving? If you stop to attack they are usually out of range again before the attack even fires. I just don't see how this will help.



______________________________
Jabrakk
Creature Handling Teras Kasi Medic
______________________________
Mori-Mori
Thu Aug 28, 2003 10:02 am
#7

it'll help.

the hit-while-moving issue...i think it'll help. my impression is that we CAN hit while moving, even though we pause, as long as that pause doesn't get us out of range. a /stick command should tell the server that we're in range (when certain conditions are met, such as target not moving faster than you're capable of moving), no matter how it shows up on screen.

so the art might still showing you stopping to swing, but if /stick is engaged, the server will assume you're in range anyway.

i dunno. it won't solve everything but it'll help.





if my group is fighting something on a hill, for example, i might as well just sit down...
IronSceptr
Thu Aug 28, 2003 6:47 pm
#8

/agree
CorwinLordOfBria
Thu Aug 28, 2003 6:56 pm
#9

Sticky melee was added to AC after about 3 or 4 months i think. There is a similar thing in this game(the follow option). The only problem with follow is that you dont hit something while you are running right on its behind.



When sticky melee was added to AC all of the mages cried for about 2 months about how melees were now able to HIT them! Then they figured out that they were still stronger so they shut up.




Corwin (Retired Master CH,Master TKA)
I turned then, for the long walk back to Chaos.
Voldraxx
Fri Aug 29, 2003 5:08 am
#10

If it lets you attack whilst moving sure.. if not , no its a total waste of time. Im only really bothered about being able to actually hit a guy thats in front of me, whether im chasing him manually or via some /stick command is pretty irrelevant. I hope we dont get devs thinking all we want to do is be able to chase close via a /stcik command when thats not the real issue at all.


Devs obviously think their system is working atm, they need to be told it is NOT what did that guy say "if you can catch them you win" well no thats not the case at all. If you can catch them you can attack and be spammed with *target is out of range*, THATS the problem atm, and no amount of /stick or any other way to be able to tailgate an enemy is going to do the slightest bit of good until the issue is fixed with melee not being able to hit a moving target.

josfe
Fri Aug 29, 2003 7:53 am
#11

This has been mentioned a number of times before so I'll just reiterate what's going on.


There seems to be a bit of a mis-conception that you can not hit while running. And I'll admit that I used to believe this was the case as well. However after removing my VK's and watching the combat window I have to tell you that this is not the case.



The current SWG animation system doesn't appear to let 2 animations "blend" togeather. So either it shows your animated running sequence or shows your animated fighting sequence it doesn't show you fighting while running, however if you watch your combat window you'll notice you land a few hits if you are with in range of a target even when animations of your fighting do not play. This gives us the illustion that we can not attack on the run when we can.


Secondly we have issues with VibroKnuckles equiped. The developers have stated that there can be upto a 7m diffrence between what you see on your screen and what the server says your position and your enemy position is at. So there is a 14m margin of error for 2 players and a 7m margin of error if your fighting an NPC. In case you didn't notice it with VK's equiped your range isabout 3m (I forget what the lunge range is off the top of my head with VK's). Thus you'll think your right next to an NPC or player and your hitting them but the server thinks your out of range so when you attack you recieve the "out of range" message. This adds to the miss-conseption that you can not hit on the move.


Thirdly there is lag, I'm sure I don't need to explain this one.


I've taken out a number of NPC's in the game with out a single animation of my character playing which at times I find quite amusing. The bottom line here is that a /stick command which keeps us in range of our target will allow us to do dammage to them even if they are running. If they are in range we can hit them, our problem is that there is a huge variation between what we see client side and what the server says our positions are at. So right now it's almost futile to try to run and attack because by the time we get in range of the opponents last reported position on the server the server will have updated their position to somewhere out of our range, then we have to wait again for the server to recieve our updated position.



The developers see us asking for the ability to run and hit and they say "you already have that ability" and ignore the rest of the request, which is why we are just blatently asking for /stick right now.

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