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Auto run forward when attacking


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#1 myakka

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Posted 06 November 2013 - 20:11

I don't know anything about the history of why this is set this way, all I know is that with a character with weak armour and a ranged type attack the best strategy for attacking opponents is to take pot shots from a distance.  In this context the auto-run forward is a suicide scenario for these characters -- especially when there are several aggressive opponents in the field one is auto-running into.

 

I much prefer lots of messages that I am out of range, etc... letting me choose my spot over having the game take over the choosing for me.

 

(This dynamic often means that I am repeatedly aborting attacks that I have tried to start... so it isn't a game ender for me.  And if this function is actually good for someone I would be happy with having the option of toggling it off.)

 

Thanks for all the effort you have put into this game.

 

 



#2 Alpion

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Posted 06 November 2013 - 20:24

This does cause problems sometimes.  I know if I'm on a ranged character (magic or range), I will spam that ability if I'm out of range so that I will cast as soon as I'm in range.  I, too, would rather have an "Out of Range" message, but for now I just mash my skill so that it casts as soon as it's in range while I'm running towards them.


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#3 Anonemesis

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Posted 07 November 2013 - 03:53

I don't know anything about the history of why this is set this way, all I know is that with a character with weak armour and a ranged type attack the best strategy for attacking opponents is to take pot shots from a distance.  In this context the auto-run forward is a suicide scenario for these characters -- especially when there are several aggressive opponents in the field one is auto-running into.

 

I much prefer lots of messages that I am out of range, etc... letting me choose my spot over having the game take over the choosing for me.

 

(This dynamic often means that I am repeatedly aborting attacks that I have tried to start... so it isn't a game ender for me.  And if this function is actually good for someone I would be happy with having the option of toggling it off.)

 

Thanks for all the effort you have put into this game.

 

Agreed, very annoying running into a group of baddies please change


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#4 livingtarget

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Posted 07 November 2013 - 11:53

So you are casting a melee attack and it's running you into range? Or are you casting a ranged attack and it's moving you slightly closer into range? I have almost never found this to move me into a position that's going to agro a group of baddies. You can cancel by clicking anywhere else anyway.

 

You are able to kite a great deal even with this in place and just make sure you are not a total glass cannon?

 

I am reluctant to change this currently, the main reason is combat would be a lot more hassle. Instead of click to move and then click to attack. I do agree you lose a bit of fine tuning but I think it's better than not having attack move.

 

We might add an option to switch this off in the future, that sounds reasonable enough. Probably not for release though. Auto attack is coming in the next release (on by default but toggleable).



#5 Anonemesis

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Posted 07 November 2013 - 12:37

So you are casting a melee attack and it's running you into range? Or are you casting a ranged attack and it's moving you slightly closer into range? I have almost never found this to move me into a position that's going to agro a group of baddies. You can cancel by clicking anywhere else anyway.

 

You are able to kite a great deal even with this in place and just make sure you are not a total glass cannon?

 

I am reluctant to change this currently, the main reason is combat would be a lot more hassle. Instead of click to move and then click to attack. I do agree you lose a bit of fine tuning but I think it's better than not having attack move.

 

We might add an option to switch this off in the future, that sounds reasonable enough. Probably not for release though. Auto attack is coming in the next release (on by default but toggleable).

Ok nevermind doesn't seem to do that anymore that's strange. xD


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#6 livingtarget

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Posted 07 November 2013 - 12:42

I'll add the option in anyway won't actually take very long.



#7 Irradiated

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Posted 07 November 2013 - 12:44

So you are casting a melee attack and it's running you into range? Or are you casting a ranged attack and it's moving you slightly closer into range? I have almost never found this to move me into a position that's going to agro a group of baddies. You can cancel by clicking anywhere else anyway.

This is with ranged attack.  The game often (usually?) moves the player much closer then required to actually take the shot.  If it moved to 'just' within range all would be good.  But I've ended up in aggro range, missing out on that initial 'free' shot.

 

But as Alpion said, spamming the ability is an easy work around.  To be honest, it's been so long since I didn't do this, the issue could be fixed and I wouldn't know it :)


Edited by Irradiated, 07 November 2013 - 12:45.

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#8 Alpion

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Posted 07 November 2013 - 13:59

But as Alpion said, spamming the ability is an easy work around.  To be honest, it's been so long since I didn't do this, the issue could be fixed and I wouldn't know it :)

 

Haha...same here.  I've been used to it pulling me way too close to the mobs that it aggroed everything before it bothered casting...way closer than the actual casting range...that it may have been fixed or updated and I wouldn't know lol.  I've just been so used to spamming the skills to block the problem for months.  I'll have to try it again when I log in next.

 

--EDIT--

 

Nope.  It still pulls you way too close before it fires off your range attack.  Almost right into the middle of mobs.


Edited by Alpion, 07 November 2013 - 18:08.

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#9 myakka

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Posted 12 November 2013 - 00:49

Thank you for considering making it optional for those of us willing to give up some of the ease you and others seem to value for a greater degree of control.



#10 Sinner

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Posted 12 November 2013 - 06:14

Haha...same here.  I've been used to it pulling me way too close to the mobs that it aggroed everything before it bothered casting...way closer than the actual casting range...that it may have been fixed or updated and I wouldn't know lol.  I've just been so used to spamming the skills to block the problem for months.  I'll have to try it again when I log in next.

 

--EDIT--

 

Nope.  It still pulls you way too close before it fires off your range attack.  Almost right into the middle of mobs.

Yeah I'm also having this issue. I find myself actually just manually moving to approximately the max distance and using a spell rather than letting my character auto-run to the mob. The auto-run function will put you FAR too close to your target (about half way between the max distance and your target) I wouldn't mind the auto-run-to-attack feature if it attacked at the max available distance.


Edited by Sinner, 12 November 2013 - 06:14.


#11 l3fty

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Posted 12 November 2013 - 09:21

You're right it was pulling you half way between if you were out of range for your ranged attack. It was kind of an overcompensation for the effect of latency if you had to move a long way. In the next build its been changed, though it will still move you a chunk within your max range to prevent rubber banding.

 

This was winding me up while I was testing creature attacks too xD


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