Author Topic: Distance Bug Abusers...  (Read 2293 times)

Suno_Regin

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Distance Bug Abusers...
« on: September 15, 2005, 10:39:27 pm »
This bug needs to be fixed, its gotten very annoying with everyone, especially the guild knights, using this bug in all of their duels...

They call it \"The Drive By\" and say its strategy, but its a little bug that gets more annoying every day...The trick is to run right through your opponent, and right before running through them, press the attack button, and good job, you made them too far away to attack, and you killed them using the wonderful distance bug!

I\'m surprised no ones reported this yet...I mean even the RPers should be annoyed by this, running through someone and striking air isn\'t very roleplay-ish ;P

I think to fix it, the distance point to be able to attack an NPC and Player should be taken away, the point be right next to your back, so it won\'t be so stretched out and able to do this drive by thing...That might solve it, but its becoming an issue here, so please try and get this fixed...(I sound like a begger don\'t I? ;P)

Drey

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« Reply #1 on: September 15, 2005, 10:45:32 pm »
why are you always having to complain about other guilds... you are all like waaa this guild did this and this other one did that.

and im not thinking its a bug, its called tactics like jousting! and on your strikning air, ever though people could miss?
<Rux> i wish i could say that narrows it down, but the internet is one freaky place

darkw00t

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« Reply #2 on: September 15, 2005, 10:49:27 pm »
I saw it yesterday and it ain\'t just the guild knights, blame your own guild, cause we ain\'t the only ones who do it. It really is commen sence for a duel, your just sad cause Necro killed you with it
Eleloy Shadowfrost

Rage McCloud

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« Reply #3 on: September 15, 2005, 11:03:29 pm »
How about dont accept/challenge... problem slved for me... no one has used that bug at all on me... of course thats because i have it on auto decline...
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DaveG

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« Reply #4 on: September 15, 2005, 11:38:01 pm »
With the psycotic ammount of damage newer weapons give, all duels are decided by who hits first.  The person with the better timing wins...

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fken

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« Reply #5 on: September 15, 2005, 11:44:30 pm »
I am not sharing your opinion all : I think what he said was an interesting point. First its unrealistic but moreover it everytime annoy me while i am fighting a mobs.

I attack an ennemy to enter stance then i go through him to start battle and at this time game say \"you are too far away to fight\" and the mobs start to fight me while I am trying to double click... really it isnt your best work Xordan!

Anyway, to come back to his thread : I think its a strategic way ... but its totally unrealistic... and moreover its really anti rping... so its against the ideas of ps.

But everyone is right when everyone said : \"YOU DONT HAVE TO ACCEPT CHALLENGES!!!\"

DaveG

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« Reply #6 on: September 15, 2005, 11:53:38 pm »
fken:
My post was merely a statement of fact, without opinion...  :P  Yes, I agree that many stupid things are at play here.  :rolleyes:

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Suno_Regin

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« Reply #7 on: September 16, 2005, 03:39:20 am »
Quote
Originally posted by Drey
why are you always having to complain about other guilds... you are all like waaa this guild did this and this other one did that.

and im not thinking its a bug, its called tactics like jousting! and on your strikning air, ever though people could miss?
Well, Sirunie is the one who uses it the most ;P Just pointing it out, but its not really about the guilds...Its just annoying that every time I duel theres always some coward who tries to run through me and hit me from behind

And as for declining challenges...Not a chance, I like to duel, but now I know that I should check my opponents movements better before I accept, like Thilele, he always moves back and fourth when hes about to do that little trick, so I know that I need to get him when hes too busy messing with his front and back keys to notice I accepted ;P

Redlig

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Attack distance issue
« Reply #8 on: September 16, 2005, 04:36:36 pm »
Frankly I think you guys are missing the point.  This is an issue that doesn\'t just affect PVP.  As it is, it appears the server doesn\'t check the perceived distance on both the server and client side.  If it is only going to check one, then the ability to engage the enemy should be granted by that check and not what the server / client calculates.

Here is what I mean:
In great lag, your client has a lot of trouble interpreting where the monster is.  However the server knows where it is.  The problem is that the server starts the monster attack but the client can\'t attack back because his ability to attack back is determined client side by where he thinks the monster is.
You are experiencing the other side of the problem.  They are initiating combat when their client thinks they are within attacking range and then evading / holding you off at a certain distance so you cannot fight back properly (this is how I read the above statements).

Gentar

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« Reply #9 on: September 16, 2005, 04:40:15 pm »
you realize you CAN just run after the guy!!!!!!!!!!!!!!! you dont have to stand there and continue to let him do that.

THINK SMART PEOPLE!!! IF THEY DO SOMETHING YOU DONT LIKE, FIND WAYS TO COUNTER IT!
« Last Edit: September 16, 2005, 04:41:51 pm by Gentar »

Suno_Regin

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« Reply #10 on: September 16, 2005, 09:33:40 pm »
In other words, abuse more bugs to combat their bug...Good thinking, I\'ll go right next to Zayek and do this, see what he thinks about it ;P

What that means is, if I do it in front of a GM, I get banned...Or annoyed, and when the other person does it, the GM\'s look right at them and don\'t say a thing...Thats my perspective :/
« Last Edit: September 16, 2005, 09:34:35 pm by Suno_Regin »

Suno_Regin

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« Reply #11 on: September 16, 2005, 09:39:02 pm »
Quote
Originally posted by Redlig
Frankly I think you guys are missing the point.  This is an issue that doesn\'t just affect PVP.  As it is, it appears the server doesn\'t check the perceived distance on both the server and client side.  If it is only going to check one, then the ability to engage the enemy should be granted by that check and not what the server / client calculates.

Here is what I mean:
In great lag, your client has a lot of trouble interpreting where the monster is.  However the server knows where it is.  The problem is that the server starts the monster attack but the client can\'t attack back because his ability to attack back is determined client side by where he thinks the monster is.
You are experiencing the other side of the problem.  They are initiating combat when their client thinks they are within attacking range and then evading / holding you off at a certain distance so you cannot fight back properly (this is how I read the above statements).
I don\'t think thats the case, I think that the distances are completely messed up...When not lagging, if I attack an NPC, and I\'m almost right next to them, it says I\'m too far away to attack, while the Gladiator (example/dummy NPC) is hitting me...When with player distances, if both are doing it at once, and one is lagging, I think your right...But NPC\'s are just distance bugged...

Now to fix this, I think that Kiern should STOP messing with distances, I remember Drey\'s screenshot of a Gladiator attacking him a meter away, so instead of her always expanding the NPC\'s range and leaving us with about a dagger-sized space between attacking and too far away, she should concentrate on lowering their ranges, while lowering ours, but keeping it about the same distance, so one isn\'t reaching farther than the other...Also this would help pvp\'s, because if both of them dash through eachother, they won\'t have a stretched out distance to produce that bug, and have to stand up and actually fight.....Unless they can press the button at the right time and hit right at the point where they run through you :/

neko kyouran

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« Reply #12 on: September 17, 2005, 01:01:14 am »
For those saying that lunging at your opponent and hitting them while running through them at high velocity is unrealistic, I give you an example of when it was used in real war.

Before guns, in the days of samurai, one of the most powerful moves to finish your enemy quickly was to use the Gatotsu technique.  Arc you sword above or to the side of your body with your other arm pointing at your enemy.  Run at your enemy as fast as you can and before you reach them thrust the sword forward causing a powerful stab to your enemy.  When done correctly, it causes major damage and also allows you dodge their attack with your other extended arm.

Also, it seems very reasonable that when more of the stealthier skills are made in game that a player should be able to run right up behind their enemy and give a quick blow while they are unaware of what is happening.   After the quick blow the player could then sneak back to the shadows to await the time to strike again.  Seems very practical when used with the already in game dagger skill.

As for pvp usage.  It was very impractical to just stand their while you and your opponent hack away at each other.  Take modern boxing for example, you don\'t see each player go to the center of the ring and start giving massive blows to each other until someone is knocked out.  Instead they are constantly moving, swerving around each other, looking for the right moment to strike without getting hit themselves.

My point is this, the idea of the hit and run tactic is not a bug in itself as it has been used in fighting techniques through the span of history.  What is a bug, is the way the game is currently laid out, as instead of keeping you from attacking and giving the error message, \"you are to far away to attack\", thus kicking you out of the attack mode.  

It should instead keep you in attack mode, and when you finally do come into range, then you would start attacking.  Pressing the attack button should then be more like telling the game you have the notion or intent to attack something, and if you are too far away, the game you should wait until you are close enough to actually start the damage dealing.  This way, a player could select a monster from far distance, push the intent to attack the target button, and when they run up to it and get in range, they would do damage.  If they run through it out f range again, then the game would not then kick them out of attack mode as they still probably have the intent to attack it, but the game would then wait until the player moved back in to deal more damage.

This is still pre-alpha, so many combat techniques still probably aren\'t in game yet.  Also, I don\'t mean to cause an argument, I just felt I needed to say my views.  And finally, sorry about the long post.

Keyaz

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« Reply #13 on: September 17, 2005, 02:52:41 am »
this is also known as slash and dash, its actually a very good technique to use, if you time it right and are lucky enough you can take down an ulbernaut with some determination.

I don\'t see anythign wrong with it, in real life you can run past someone and stab them in the face :|


not that i would

SuburbanPlankton

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« Reply #14 on: September 17, 2005, 05:24:42 am »
I have to agree with those who say that this is an example of tactics, rather than exploiting a bug.  If you have figured a way to work the system so that you can attack a monster but it does not have the capability of attacking you back, then that is cheating.  But if you have figured out a way to use your speed and agility to attack quickly and retreat before your opponent has the opportunity to attack you, then that is an example of superior combat tactics.

With monsters, we do have the problem that none of them move faster than a crawl, which causes this tactic to be too easily employed.  If this is changed in the future, the situation may be different.  And as for distances, I don\'t think that they should necessarily be shortened across the board.  An Ulbernaut, for example, should have a striking range that is significantly greater than any player\'s due simply to its immense size.  If this were implemented, and it was able to move at greater then zombie-speed, then techniques such as the one described in this post would become a necessity.

As for PvP, I really don\'t understand how you can complain about a hit-and-run technique.  Do you expect your opponents to all stand motionless before you while you wail on them with your sword?  Or do you think it might be a bit more realistic if they attempt to hit you without giving you a chance to hit them back?