Casting in a 360 degree range is the new Iwin.

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DarkKnghtZ
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Postby DarkKnghtZ » Feb 23, 2010 04:51

Seriously. A runemaster casts behind him. I walked a good 3 steps behind him, turned to attack, moved back into range, just barely in melee range and He casted, facing the opposite direction, and hit me. REALLY? SERIOUSLY?

Is this an Isolated experience? (Meaning im not the only one seeing it, 2nd time for me) If so, there is absolutely no reason to not roll an enchanter and win almost every 1 on 1 encounter. 360 stun, pbae pbae pbae and pet heals.

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DanGer666
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Postby DanGer666 » Feb 23, 2010 07:35

in a very small area there is a "allways facing-position given", thats to not let the stupid lag-strafer abuset the lag for own purpose, so casters cant cast on em while they run through the target all day long. might be you encountered that yourself now.

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jalore
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Postby jalore » Feb 23, 2010 07:43

i know on my runemaster i've had issues of where i will target my first target root it and switch to a second target and i will nuke the first target that i had originally targeted from all directions "behind me and to my side". it only fires one nuke then goes back to my second target and i nuke normally.

i can't recreate this consistently so i haven't filled out a bug report it is just something that happens now and then.
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Blue
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Postby Blue » Feb 23, 2010 14:29

Same code is active in melee. The out-of-view check is disabled if the target is in a certain small radius around you. This is to prevent out of view exploiting by your target by running through you repeatedly.
It's done when it's done. Thanks for your patience.
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Toblerone
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Postby Toblerone » Feb 23, 2010 14:35

Is that the same custom code that allows everyone with a shield to have a 360° block radius ? Please get rid of it :/

Braxis
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Postby Braxis » Feb 23, 2010 16:04

Toblerone wrote:Is that the same custom code that allows everyone with a shield to have a 360° block radius ? Please get rid of it :/

If your plan is to ruin the game, then youre on the right track.

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Luydor
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Postby Luydor » Feb 23, 2010 16:33

Heho,

I played for a few days with my warrior as def Tank, sometimes I need more then 2 times to slam a enemy tank, first go in bubble, the next get block and that when i try to slam them while runing behind them.
I think that is a change, that changes more then the staff wantde to change ^^.

greetz Luydor
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Force
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Postby Force » Feb 23, 2010 20:15

I agree with Luy here, on live the "run throughs" were "working as intended"...360 degree defenses were something that were VERY reserved (stealthers didn't get 360 degree evade for example), and currently the only thing you must do to achieve this is stay "close enough."


Having players run through a quick cast and have your first cast not fire was common on live, it was a part of the game. You had to (not hit QC again or it would cancel it) continue to cast that spell until it landed.

As frustrating as that may be, it was part of the game, 360 degree 'everything and its brother' was not.

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DarkKnghtZ
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Postby DarkKnghtZ » Feb 24, 2010 04:21

Only thing I can say is I disagree with this code change. The fact that lords are blocking me standing behind them is frustrating enough, but having players do it is just downright annoying. Casters are already cannons at distance, if you close that distance, they SHOULD be screwed. QC or no. The live servers have it right. If you are behind the idiot who didnt even have the common sense to click their "face" hotkey, they deserve to burn their QC. (No im not saying that will land every time, what I am saying is now its easy mode. actively trying to face your opponent and casting is not much to ask considering if that spell lands you are almost certainly dead unless you purge2+ said spell.)

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Greatreaper
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Postby Greatreaper » Feb 24, 2010 13:21

you forget that not just caster are supported by this issue. Also Meeles where are caster runs through still hit him.

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hopscotsch
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Postby hopscotsch » Feb 24, 2010 16:00

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.

Braxis
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Postby Braxis » Feb 24, 2010 16:30

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.

Lag is a part of an mmo game, wether we like it or not.
Playing an mmo (with lag) is a skill.

Custom changes that prevent ppl from playing this game as intended is a very bad thing, if were trying to emulate DAoC from a certain timeframe that is.

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Amadeth
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Postby Amadeth » Feb 24, 2010 16:35

DanGer666 wrote:thats to not let the stupid lag-strafer abuset the lag

learn to play.

oh, and learn to spell.
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Amadeth
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Postby Amadeth » Feb 24, 2010 16:39

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.
<strong>FIX TEH PROFILE PAGE SO I CAN CHANGE MY SIG PLZ</strong>

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DarkKnghtZ
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Postby DarkKnghtZ » Mar 04, 2010 07:14

Blue,

Can you verify if this "always in front" check works for ALL melee?

Reason I ask is because I get (compared to live) an outrageous amount of lag, and I have to re-learn the timing of perf while target is moving.

Assuming they were running at me, I was able to land about 90%+ on live, but on uth, maybe 4 times out of all the attempts from level 34-44 in bgs. Ive gotten a variety of errors such as target is not in sight when hes standing directly on top/in front of me when I unstealth, target is too far away, etc.

If this code works for melee, then shouldnt perf hit every time as long as you are stealthed and somewhere in the vacinity of their frontal arc?

Thanks

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