I know exactly what your talking about. I see it a lot in the Imperial City due to the close quarters. I could see it being considered a exploit because it is effective exploiting the game's terrible momentum physics and then using snare removal to ensure they keep moving to the to point where they just cannot be hit because the tab target system is garbage compared to what it used to be. And to any who think it's lag or a L2P issue... It's not, it so totally is not
It’s a L2P thing when it comes to learning how to do it. The walkthrough tactic can be countered by anyone with a good connection, but “line of sighting” has no counter. Nor should it. Anyone who’s played an FPS or RTS will tell you that usage of corners and doorways (or gates, ledges, ridges, etc) is what separates a bad player from a good (or average) player.
The only thing that would “fix” this is to make the Final LOS, range, and “facing” checks client side instead of server side. But that would cause a whole bunch of issues where the opposite would happen. Instead if you not being able to hit an opponent because of location desync on your end, an opponent would now be able to hit you even when you aren’t close to them due to location desync on their end. The latter is much worse than the former IMO.
Emma_Overload wrote: »It has become apparent to me over time that it is somehow possible for some players to "LOS" you right in front of your face! WTF?
Let me explain the type of situation I'm talking about. Let's say I have a Frag procced for instant cast, and there's an enemy player positioned right in front me that I have already tab-targeted. When I say "right in front of me", I mean one meter or less. Assuming I am not hard CC'd, I should be able to tap the appropriate button and send that Frag flying instantly towards them. Except that's not what happens with certain players! Some of these guys are doing SOMETHING to make themselves basically un-targetable to your attacks, even though they are right in front of you with no intervening obstruction between you and them. I've noticed that usually these guys are wiggling back and forth, so I'm wondering if they are somehow exploiting the game's combat engine by doing this.
You know what the worst thing about this is? While these guys are doing this little dance they do, they're still able to hit ME with their attacks! How the heck is this possible? More importantly, how is this fair?
Emma_Overload wrote: »It has become apparent to me over time that it is somehow possible for some players to "LOS" you right in front of your face! WTF?
Let me explain the type of situation I'm talking about. Let's say I have a Frag procced for instant cast, and there's an enemy player positioned right in front me that I have already tab-targeted. When I say "right in front of me", I mean one meter or less. Assuming I am not hard CC'd, I should be able to tap the appropriate button and send that Frag flying instantly towards them. Except that's not what happens with certain players! Some of these guys are doing SOMETHING to make themselves basically un-targetable to your attacks, even though they are right in front of you with no intervening obstruction between you and them. I've noticed that usually these guys are wiggling back and forth, so I'm wondering if they are somehow exploiting the game's combat engine by doing this.
You know what the worst thing about this is? While these guys are doing this little dance they do, they're still able to hit ME with their attacks! How the heck is this possible? More importantly, how is this fair?
I know exactly what your talking about. I see it a lot in the Imperial City due to the close quarters. I could see it being considered a exploit because it is effective exploiting the game's terrible momentum physics and then using snare removal to ensure they keep moving to the to point where they just cannot be hit because the tab target system is garbage compared to what it used to be. And to any who think it's lag or a L2P issue... It's not, it so totally is not
It’s a L2P thing when it comes to learning how to do it. The walkthrough tactic can be countered by anyone with a good connection, but “line of sighting” has no counter. Nor should it. Anyone who’s played an FPS or RTS will tell you that usage of corners and doorways (or gates, ledges, ridges, etc) is what separates a bad player from a good (or average) player.
The only thing that would “fix” this is to make the Final LOS, range, and “facing” checks client side instead of server side. But that would cause a whole bunch of issues where the opposite would happen. Instead if you not being able to hit an opponent because of location desync on your end, an opponent would now be able to hit you even when you aren’t close to them due to location desync on their end. The latter is much worse than the former IMO.
The fix is muuuch, much simpler:
GET. RID. OF. SNARES!!!
BroanBeast1215 wrote: »I know exactly what your talking about. I see it a lot in the Imperial City due to the close quarters. I could see it being considered a exploit because it is effective exploiting the game's terrible momentum physics and then using snare removal to ensure they keep moving to the to point where they just cannot be hit because the tab target system is garbage compared to what it used to be. And to any who think it's lag or a L2P issue... It's not, it so totally is not
It’s a L2P thing when it comes to learning how to do it. The walkthrough tactic can be countered by anyone with a good connection, but “line of sighting” has no counter. Nor should it. Anyone who’s played an FPS or RTS will tell you that usage of corners and doorways (or gates, ledges, ridges, etc) is what separates a bad player from a good (or average) player.
The only thing that would “fix” this is to make the Final LOS, range, and “facing” checks client side instead of server side. But that would cause a whole bunch of issues where the opposite would happen. Instead if you not being able to hit an opponent because of location desync on your end, an opponent would now be able to hit you even when you aren’t close to them due to location desync on their end. The latter is much worse than the former IMO.
The fix is muuuch, much simpler:
GET. RID. OF. SNARES!!!
No.
BroanBeast1215 wrote: »I know exactly what your talking about. I see it a lot in the Imperial City due to the close quarters. I could see it being considered a exploit because it is effective exploiting the game's terrible momentum physics and then using snare removal to ensure they keep moving to the to point where they just cannot be hit because the tab target system is garbage compared to what it used to be. And to any who think it's lag or a L2P issue... It's not, it so totally is not
It’s a L2P thing when it comes to learning how to do it. The walkthrough tactic can be countered by anyone with a good connection, but “line of sighting” has no counter. Nor should it. Anyone who’s played an FPS or RTS will tell you that usage of corners and doorways (or gates, ledges, ridges, etc) is what separates a bad player from a good (or average) player.
The only thing that would “fix” this is to make the Final LOS, range, and “facing” checks client side instead of server side. But that would cause a whole bunch of issues where the opposite would happen. Instead if you not being able to hit an opponent because of location desync on your end, an opponent would now be able to hit you even when you aren’t close to them due to location desync on their end. The latter is much worse than the former IMO.
The fix is muuuch, much simpler:
GET. RID. OF. SNARES!!!
No.
Yes.
BroanBeast1215 wrote: »I know exactly what your talking about. I see it a lot in the Imperial City due to the close quarters. I could see it being considered a exploit because it is effective exploiting the game's terrible momentum physics and then using snare removal to ensure they keep moving to the to point where they just cannot be hit because the tab target system is garbage compared to what it used to be. And to any who think it's lag or a L2P issue... It's not, it so totally is not
It’s a L2P thing when it comes to learning how to do it. The walkthrough tactic can be countered by anyone with a good connection, but “line of sighting” has no counter. Nor should it. Anyone who’s played an FPS or RTS will tell you that usage of corners and doorways (or gates, ledges, ridges, etc) is what separates a bad player from a good (or average) player.
The only thing that would “fix” this is to make the Final LOS, range, and “facing” checks client side instead of server side. But that would cause a whole bunch of issues where the opposite would happen. Instead if you not being able to hit an opponent because of location desync on your end, an opponent would now be able to hit you even when you aren’t close to them due to location desync on their end. The latter is much worse than the former IMO.
The fix is muuuch, much simpler:
GET. RID. OF. SNARES!!!
No.
Yes.
Keep snares. Remove stealth from pvp.
rfennell_ESO wrote: »Emma_Overload wrote: »It has become apparent to me over time that it is somehow possible for some players to "LOS" you right in front of your face! WTF?
Let me explain the type of situation I'm talking about. Let's say I have a Frag procced for instant cast, and there's an enemy player positioned right in front me that I have already tab-targeted. When I say "right in front of me", I mean one meter or less. Assuming I am not hard CC'd, I should be able to tap the appropriate button and send that Frag flying instantly towards them. Except that's not what happens with certain players! Some of these guys are doing SOMETHING to make themselves basically un-targetable to your attacks, even though they are right in front of you with no intervening obstruction between you and them. I've noticed that usually these guys are wiggling back and forth, so I'm wondering if they are somehow exploiting the game's combat engine by doing this.
You know what the worst thing about this is? While these guys are doing this little dance they do, they're still able to hit ME with their attacks! How the heck is this possible? More importantly, how is this fair?
A couple things...
First, just to be clear for those that aren't aware: Abilities with a cast time have 2 los checks, first at onset of cast and second at finish of cast. The time in between those two events doesn't require los. So if you start the cast and then it "fails" it's likely going to be a lack of los at the finish of the cast. Furthermore, as long as those two los checks are made... it doesn't matter where they go los afterward (through doors, behind a rock, behind a tree... it will still hit them).
They can run through you, but if you started the cast you only need los for the finish of the cast to hit them.
Second and last, there is a situation where people in clear sight become unattackable (and untargetable). It's noticeable with melee abilities as they fire as if the person was under the world (animations plays super fast with no connect at end). This is either a bug or an exploit, Being I see it done by "the usual suspects" I would lean toward it being an exploit, mostly because that's how they roll. I can only guess what it is if it's being done intentionally... could be a lag switch used after they activated vigor or some -noclip ce thing to put them under the game world partially.
P.S. starting in IC there was a point where many of the "elite" players would spend a fair bit of the time unattackable in melee range. I switched to ranged because of it. I'm sure it's a l2p issue, right? Anyways, I sent at least a half dozen videos of people doing this to ZOS and I doubt anything was done about it.
rfennell_ESO wrote: »Emma_Overload wrote: »It has become apparent to me over time that it is somehow possible for some players to "LOS" you right in front of your face! WTF?
Let me explain the type of situation I'm talking about. Let's say I have a Frag procced for instant cast, and there's an enemy player positioned right in front me that I have already tab-targeted. When I say "right in front of me", I mean one meter or less. Assuming I am not hard CC'd, I should be able to tap the appropriate button and send that Frag flying instantly towards them. Except that's not what happens with certain players! Some of these guys are doing SOMETHING to make themselves basically un-targetable to your attacks, even though they are right in front of you with no intervening obstruction between you and them. I've noticed that usually these guys are wiggling back and forth, so I'm wondering if they are somehow exploiting the game's combat engine by doing this.
You know what the worst thing about this is? While these guys are doing this little dance they do, they're still able to hit ME with their attacks! How the heck is this possible? More importantly, how is this fair?
A couple things...
First, just to be clear for those that aren't aware: Abilities with a cast time have 2 los checks, first at onset of cast and second at finish of cast. The time in between those two events doesn't require los. So if you start the cast and then it "fails" it's likely going to be a lack of los at the finish of the cast. Furthermore, as long as those two los checks are made... it doesn't matter where they go los afterward (through doors, behind a rock, behind a tree... it will still hit them).
They can run through you, but if you started the cast you only need los for the finish of the cast to hit them.
Second and last, there is a situation where people in clear sight become unattackable (and untargetable). It's noticeable with melee abilities as they fire as if the person was under the world (animations plays super fast with no connect at end). This is either a bug or an exploit, Being I see it done by "the usual suspects" I would lean toward it being an exploit, mostly because that's how they roll. I can only guess what it is if it's being done intentionally... could be a lag switch used after they activated vigor or some -noclip ce thing to put them under the game world partially.
P.S. starting in IC there was a point where many of the "elite" players would spend a fair bit of the time unattackable in melee range. I switched to ranged because of it. I'm sure it's a l2p issue, right? Anyways, I sent at least a half dozen videos of people doing this to ZOS and I doubt anything was done about it.
Ragnarock41 wrote: »rfennell_ESO wrote: »Emma_Overload wrote: »It has become apparent to me over time that it is somehow possible for some players to "LOS" you right in front of your face! WTF?
Let me explain the type of situation I'm talking about. Let's say I have a Frag procced for instant cast, and there's an enemy player positioned right in front me that I have already tab-targeted. When I say "right in front of me", I mean one meter or less. Assuming I am not hard CC'd, I should be able to tap the appropriate button and send that Frag flying instantly towards them. Except that's not what happens with certain players! Some of these guys are doing SOMETHING to make themselves basically un-targetable to your attacks, even though they are right in front of you with no intervening obstruction between you and them. I've noticed that usually these guys are wiggling back and forth, so I'm wondering if they are somehow exploiting the game's combat engine by doing this.
You know what the worst thing about this is? While these guys are doing this little dance they do, they're still able to hit ME with their attacks! How the heck is this possible? More importantly, how is this fair?
A couple things...
First, just to be clear for those that aren't aware: Abilities with a cast time have 2 los checks, first at onset of cast and second at finish of cast. The time in between those two events doesn't require los. So if you start the cast and then it "fails" it's likely going to be a lack of los at the finish of the cast. Furthermore, as long as those two los checks are made... it doesn't matter where they go los afterward (through doors, behind a rock, behind a tree... it will still hit them).
They can run through you, but if you started the cast you only need los for the finish of the cast to hit them.
Second and last, there is a situation where people in clear sight become unattackable (and untargetable). It's noticeable with melee abilities as they fire as if the person was under the world (animations plays super fast with no connect at end). This is either a bug or an exploit, Being I see it done by "the usual suspects" I would lean toward it being an exploit, mostly because that's how they roll. I can only guess what it is if it's being done intentionally... could be a lag switch used after they activated vigor or some -noclip ce thing to put them under the game world partially.
P.S. starting in IC there was a point where many of the "elite" players would spend a fair bit of the time unattackable in melee range. I switched to ranged because of it. I'm sure it's a l2p issue, right? Anyways, I sent at least a half dozen videos of people doing this to ZOS and I doubt anything was done about it.
you perfectly explained it.
People standing in front of me without any LOS or cloak usage. yet my abilities don't hit at all, no ''miss'' or ''dodge'' just nothing happens, my hits vanish into the void.
As far as I know, there is also a teleport hack in the game, or its another lag thing, but I do have videos where some shady players just teleport all over the place, in the middle of a duel.
Emma_Overload wrote: »Emma_Overload wrote: »You should add a screenshot, people will not trust you
Unfortunately, a screenshot wouldn't really show anything except me standing in front another player. A video would be better, except that I use a mouse to fire my abilities instead of a keyboard, which means that you can't see the button icon for the Crystal Frag being depressed. Sometimes you CAN see my toon jerking her arms rapidly as I furiously spam the button, as if the Frag cast keeps getting aborted just as it starts.
Seriously? You click your abilities?
Haven't you ever seen an MMO mouse? They're amazing! Mine has plenty of side buttons for abilities... much easier than using the keyboard, in my opinion.
I know exactly what your talking about. I see it a lot in the Imperial City due to the close quarters. I could see it being considered a exploit because it is effective exploiting the game's terrible momentum physics and then using snare removal to ensure they keep moving to the to point where they just cannot be hit because the tab target system is garbage compared to what it used to be. And to any who think it's lag or a L2P issue... It's not, it so totally is not
It’s a L2P thing when it comes to learning how to do it. The walkthrough tactic can be countered by anyone with a good connection, but “line of sighting” has no counter. Nor should it. Anyone who’s played an FPS or RTS will tell you that usage of corners and doorways (or gates, ledges, ridges, etc) is what separates a bad player from a good (or average) player.
The only thing that would “fix” this is to make the Final LOS, range, and “facing” checks client side instead of server side. But that would cause a whole bunch of issues where the opposite would happen. Instead if you not being able to hit an opponent because of location desync on your end, an opponent would now be able to hit you even when you aren’t close to them due to location desync on their end. The latter is much worse than the former IMO.
The fix is muuuch, much simpler:
GET. RID. OF. SNARES!!!
dwemer_paleologist wrote: »ooohhh i see ...ZOS_Edward
you mean like when those people were attacking that boss in clock work city and the boss could not attack them back and you guys banned some people for it?
im a bit confused on this. my apologies.
I know exactly what your talking about. I see it a lot in the Imperial City due to the close quarters. I could see it being considered a exploit because it is effective exploiting the game's terrible momentum physics and then using snare removal to ensure they keep moving to the to point where they just cannot be hit because the tab target system is garbage compared to what it used to be. And to any who think it's lag or a L2P issue... It's not, it so totally is not
It’s a L2P thing when it comes to learning how to do it. The walkthrough tactic can be countered by anyone with a good connection, but “line of sighting” has no counter. Nor should it. Anyone who’s played an FPS or RTS will tell you that usage of corners and doorways (or gates, ledges, ridges, etc) is what separates a bad player from a good (or average) player.
The only thing that would “fix” this is to make the Final LOS, range, and “facing” checks client side instead of server side. But that would cause a whole bunch of issues where the opposite would happen. Instead if you not being able to hit an opponent because of location desync on your end, an opponent would now be able to hit you even when you aren’t close to them due to location desync on their end. The latter is much worse than the former IMO.
The fix is muuuch, much simpler:
GET. RID. OF. SNARES!!!
Wouldn't getting rid of snare immunity be better? So players are no longer running around at major expedition speed all the time.
Merlin13KAGL wrote: »There should be collision, period. If you're in combat with someone, there should be no walking through the other person, or even roll dodging through.
Go around, fine.
Go any other direction, fine. Even dodge on a diagonal to get behind your opponent.
The fact that this is in use and even an option points to poor design choice, using latency as the excuse.
ZOS_Edward wrote: »Hi @Emma_Overload!
At times, what people may instinctively call an "exploit" or "cheat" may actually be something to do with in-game latency or a peculiar effect linked to an ability.
Many times positioning as it appears to you is not necessarily how it actually is due to latency, especially in close-quarters-combat situations. Good players will constantly stay on the move to take advantage of this, which isn't really an exploit in the sense you may be using that term.
In cases where it turns out that this is a function of an ability and you're not really a fan of that function, feel free to leave us feedback on it so we can get a sense of how you and the community feel about it.
If, after discussing things with the community, you feel that something is actually an exploit or cheat, then that discussion is better had over here or just submitted to us via a ticket in-game.
Emma_Overload wrote: »It has become apparent to me over time that it is somehow possible for some players to "LOS" you right in front of your face! WTF?
Let me explain the type of situation I'm talking about. Let's say I have a Frag procced for instant cast, and there's an enemy player positioned right in front me that I have already tab-targeted. When I say "right in front of me", I mean one meter or less. Assuming I am not hard CC'd, I should be able to tap the appropriate button and send that Frag flying instantly towards them. Except that's not what happens with certain players! Some of these guys are doing SOMETHING to make themselves basically un-targetable to your attacks, even though they are right in front of you with no intervening obstruction between you and them. I've noticed that usually these guys are wiggling back and forth, so I'm wondering if they are somehow exploiting the game's combat engine by doing this.
You know what the worst thing about this is? While these guys are doing this little dance they do, they're still able to hit ME with their attacks! How the heck is this possible? More importantly, how is this fair?
Abilities that channel/charge (Dizzying Swing prolly most affected by this) things can "loose" their target if they go back and forth between you.
BroanBeast1215 wrote: »I know exactly what your talking about. I see it a lot in the Imperial City due to the close quarters. I could see it being considered a exploit because it is effective exploiting the game's terrible momentum physics and then using snare removal to ensure they keep moving to the to point where they just cannot be hit because the tab target system is garbage compared to what it used to be. And to any who think it's lag or a L2P issue... It's not, it so totally is not
It’s a L2P thing when it comes to learning how to do it. The walkthrough tactic can be countered by anyone with a good connection, but “line of sighting” has no counter. Nor should it. Anyone who’s played an FPS or RTS will tell you that usage of corners and doorways (or gates, ledges, ridges, etc) is what separates a bad player from a good (or average) player.
The only thing that would “fix” this is to make the Final LOS, range, and “facing” checks client side instead of server side. But that would cause a whole bunch of issues where the opposite would happen. Instead if you not being able to hit an opponent because of location desync on your end, an opponent would now be able to hit you even when you aren’t close to them due to location desync on their end. The latter is much worse than the former IMO.
The fix is muuuch, much simpler:
GET. RID. OF. SNARES!!!
No.
The_Brosteen wrote: »Abilities that channel/charge (Dizzying Swing prolly most affected by this) things can "loose" their target if they go back and forth between you.
Cool story, but op was talking about a frag proc. If you don't know, frags can "proc" to be an instant cast.
All this is, is people who kite properly can easily cause the person they are fighting to loose track of the target window, which is what you were referring to with wrecking blow.
It's not an exploit these players are just maneuvering properly.
I know exactly what your talking about. I see it a lot in the Imperial City due to the close quarters. I could see it being considered a exploit because it is effective exploiting the game's terrible momentum physics and then using snare removal to ensure they keep moving to the to point where they just cannot be hit because the tab target system is garbage compared to what it used to be. And to any who think it's lag or a L2P issue... It's not, it so totally is not
It’s a L2P thing when it comes to learning how to do it. The walkthrough tactic can be countered by anyone with a good connection, but “line of sighting” has no counter. Nor should it. Anyone who’s played an FPS or RTS will tell you that usage of corners and doorways (or gates, ledges, ridges, etc) is what separates a bad player from a good (or average) player.
The only thing that would “fix” this is to make the Final LOS, range, and “facing” checks client side instead of server side. But that would cause a whole bunch of issues where the opposite would happen. Instead if you not being able to hit an opponent because of location desync on your end, an opponent would now be able to hit you even when you aren’t close to them due to location desync on their end. The latter is much worse than the former IMO.
The fix is muuuch, much simpler:
GET. RID. OF. SNARES!!!
Wouldn't getting rid of snare immunity be better? So players are no longer running around at major expedition speed all the time.
Major Expedition is useful for escaping zergs. Snares are used to make the zerg catch up.
I'd rather remove the zerg tool, snares. Also feels better to have a bit speed.
I have two skills that have snares on them(jabs/rending) if that's a snare build than I guess every almost every stamplar runs a snare build lol. Ive just played MMOs before and know that removing snares wont help the pvp situation only hurt it.The_Brosteen wrote: »BroanBeast1215 wrote: »I know exactly what your talking about. I see it a lot in the Imperial City due to the close quarters. I could see it being considered a exploit because it is effective exploiting the game's terrible momentum physics and then using snare removal to ensure they keep moving to the to point where they just cannot be hit because the tab target system is garbage compared to what it used to be. And to any who think it's lag or a L2P issue... It's not, it so totally is not
It’s a L2P thing when it comes to learning how to do it. The walkthrough tactic can be countered by anyone with a good connection, but “line of sighting” has no counter. Nor should it. Anyone who’s played an FPS or RTS will tell you that usage of corners and doorways (or gates, ledges, ridges, etc) is what separates a bad player from a good (or average) player.
The only thing that would “fix” this is to make the Final LOS, range, and “facing” checks client side instead of server side. But that would cause a whole bunch of issues where the opposite would happen. Instead if you not being able to hit an opponent because of location desync on your end, an opponent would now be able to hit you even when you aren’t close to them due to location desync on their end. The latter is much worse than the former IMO.
The fix is muuuch, much simpler:
GET. RID. OF. SNARES!!!
No.
Someone runs a snare build lol
I know exactly what your talking about. I see it a lot in the Imperial City due to the close quarters. I could see it being considered a exploit because it is effective exploiting the game's terrible momentum physics and then using snare removal to ensure they keep moving to the to point where they just cannot be hit because the tab target system is garbage compared to what it used to be. And to any who think it's lag or a L2P issue... It's not, it so totally is not
It’s a L2P thing when it comes to learning how to do it. The walkthrough tactic can be countered by anyone with a good connection, but “line of sighting” has no counter. Nor should it. Anyone who’s played an FPS or RTS will tell you that usage of corners and doorways (or gates, ledges, ridges, etc) is what separates a bad player from a good (or average) player.
The only thing that would “fix” this is to make the Final LOS, range, and “facing” checks client side instead of server side. But that would cause a whole bunch of issues where the opposite would happen. Instead if you not being able to hit an opponent because of location desync on your end, an opponent would now be able to hit you even when you aren’t close to them due to location desync on their end. The latter is much worse than the former IMO.
The fix is muuuch, much simpler:
GET. RID. OF. SNARES!!!
Wouldn't getting rid of snare immunity be better? So players are no longer running around at major expedition speed all the time.
Major Expedition is useful for escaping zergs. Snares are used to make the zerg catch up.
I'd rather remove the zerg tool, snares. Also feels better to have a bit speed.
To play devils advocate: Snares and stuns is also what breaks the zerg ball group apart when they are on the move