Casting in a 360 degree range is the new Iwin.

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vangonaj
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Postby vangonaj » Mar 04, 2010 12:54

Amadeth wrote:
hopscotsch wrote:I disagree with everyone who thinks lagstrafing and lagjumping is a skill and should be part of the game because it was commonly abused on live.

it could've been fixed on live, but it never wasn't.
obviously, they did not want to fix it. if you stop relying on your /stick and /face commands and learn how to manouver your character, you wont have problems with "lag strafing".

This is a stupid solution and needs to be addressed differently. Flanking an opponent right now is just a waste of time and energy. This is literally game breaking.


It never was fixed but this isn´t mean that lagstraff if skill. If you use hardware problems for win is abuse. I have not stiles or spels called lagstraff. If isnt fixed thia doesn´t meant that isn´t bug.

PS: You are right, if you dont stick you will not have problems with lagstraff.

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Force
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Postby Force » Mar 04, 2010 13:33

there are certain spells which were intended to not have a 2nd LoS check when you cast them. Heal spells are one example that come to mind. But having every spell operate as if there is no LoS check so long as the person who is being casted upon is close to the caster is just simply not live like. Its not correcting a bug, its changing fundamental game mechanics. Same with 360 degree parry/block/evade.

Braxis
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Postby Braxis » Mar 06, 2010 16:44

Please remove this custom feature from the game.
It has no place in DAoC.
Thanks.
Bye.

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Cespx
Gryphon Knight
 
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Postby Cespx » Mar 06, 2010 20:54

Braxis wrote:Please remove this custom feature from the game.
It has no place in DAoC.
Thanks.
Bye.


I think i was one of those ppl who reported bug that caused this "fix".

You wouldnt belive how frustrating it was to get ganked permanently because someone learned how to stay "inside you" while casting.

A nice fix though would be to shorten this no-los-check to lets say 50u instead of a melee range.

Simple and in my opinion could work.

Toblerone
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Postby Toblerone » Mar 06, 2010 21:01

Almost as frustrating as having a supporter block 2-3 hits in a row while running away from you with his back turned.
[23:53] <@ref^> i once hugged a girl you know

[20:03] <@ref^^> I AM NOT STUPID
[20:03] <@ref^^> but i am retardd

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Cespx
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Postby Cespx » Mar 07, 2010 13:41

Toblerone wrote:Almost as frustrating as having a supporter block 2-3 hits in a row while running away from you with his back turned.


Agreed.

But i guess someone needs to PM/querry Blue on irc then. Such "flame" topics dont bring much when it comes to fixes.

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Blue
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Postby Blue » Mar 07, 2010 20:35

I changed the front and out of view checks back to how live servers work.

The only time where you are always considered in front is when the distance to your target is 32 units and less. Same applies to out of view.

The previous change was introduced to prevent lag issues but it was custom and can't be confirmed on live servers.
It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later.

"It is an inescapable law of nature that the amount of satisfaction one gains from achieving something
is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure."


Blue says, "you used macro tools or macro keyboard"
Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand"

[Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????"
BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..."

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Blue
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Postby Blue » Mar 07, 2010 20:42

Talked to Nayru again and the code for out of view should stay customized as the lag issues are considered exploiting the engine.
It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later.

"It is an inescapable law of nature that the amount of satisfaction one gains from achieving something
is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure."


Blue says, "you used macro tools or macro keyboard"
Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand"

[Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????"
BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..."

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Chrissi
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Postby Chrissi » Mar 07, 2010 20:43

Blue wrote:I changed the front and out of view checks back to how live servers work.

The only time where you are always considered in front is when the distance to your target is 32 units and less. Same applies to out of view.

The previous change was introduced to prevent lag issues but it was custom and can't be confirmed on live servers.


So welcome back to new QC wasting and get ganked cause ure enemy strafes out of ure line but the QC is down :wink:

Toblerone
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Postby Toblerone » Mar 07, 2010 20:50

Yay for making positional styles useless and supporters blocking from behind. Livelike.
[23:53] <@ref^> i once hugged a girl you know

[20:03] <@ref^^> I AM NOT STUPID
[20:03] <@ref^^> but i am retardd

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Blue
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Postby Blue » Mar 07, 2010 20:54

Positional styles don't use that front check code. They have different checks for attack angle.

@Chrissi: I still made the custom change that you can start casts on your moving/jumping target if its in 64 units range around you. This is deviation from live servers where only 32 units is granted regardless moving state. I think this change makes sense. Previously it was extending the range up to 128 units and thats a bit too much. 32 unit live like check is still applied when you target stands still. 64 units when your target is moving in any way.
It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later.

"It is an inescapable law of nature that the amount of satisfaction one gains from achieving something
is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure."


Blue says, "you used macro tools or macro keyboard"
Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand"

[Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????"
BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..."

Toblerone
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Postby Toblerone » Mar 07, 2010 20:59

Blue wrote:Positional styles don't use that front check code. They have different checks for attack angle.


Alrighty, nice to know.
[23:53] <@ref^> i once hugged a girl you know

[20:03] <@ref^^> I AM NOT STUPID
[20:03] <@ref^^> but i am retardd

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OdaHikaru
Myrmidon
 
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Postby OdaHikaru » Mar 09, 2010 17:07

<my response to the title of the thread>

aaaaaaaaaaand taking advantage of lag run thrus and exploiting the engine was the old Iwin?

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Chrissi
Phoenix Knight
 
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Postby Chrissi » Mar 09, 2010 17:48

Blue wrote:Talked to Nayru again and the code for out of view should stay customized as the lag issues are considered exploiting the engine.


We just posted in nearly the same second ... ;)

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DarkKnghtZ
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Postby DarkKnghtZ » Mar 10, 2010 03:42

Blue wrote:Positional styles don't use that front check code. They have different checks for attack angle.


Blue, Doesnt this strike you as odd? If I understand this statement correctly, this means that attacks like perforate artery or backstab do not benefit from this change?

Because if that is right, a caster can nuke/mez/root/whatever despite not being able to see their target, and potentially (and very likely) change the outcome of a fight, but an assassin who tries to set up his big hits, and someone turns, runs through him, etc, he missess and now is in at a huge disadvantage.

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