VaranisArano wrote: »Or just pick your battles.
If someone starts playing ring-around-the-rosey with the rocks and tree at Chalman mine, I don't chase after them. Same thing with the people who race around the inside of resource towers...and also ball groups running around the top floors of keeps.
There's no point in fighting players like that on the ground of their own choosing. That's how to end up part of the X in someone's 1vX video or get mashed by an organised group.
If you can kill these players in the open field, then make them come to you in the open field or ignore them until they do. Alternatively, don't chase. Players who want to be chased get real salty when someone sits back and drops siege AOEs on their position, because that blankets their usual LOS spots and makes it easier for chasing players to kill them. If they want to stop the siege, they have to come out in the open to do so.
"It's cheap when people use siege instead of fighting me!"
Yeah, well, not sorry.
I think there is an issue here. I wonder if it's to do with lag though.
As someone else said, you can generally just ignore these people
VaranisArano wrote: »If you can kill these players in the open field, then make them come to you in the open field or ignore them until they do. Alternatively, don't chase.
I think there is an issue here. I wonder if it's to do with lag though. As far as I can tell, especially if you've got a bag ping, someone sort of jiggles around behind a tree/box/obstacle, it's virtually impossible to target them because your systems always playing ctach up with where they were 2 seconds ago.
Line of sight can be a pretty strong tactic, but that's a slippery slope because maneuverability is apart of defensive play in the game. If you take it away, people will just use other tactics, like building tankier to sustain more damage than currently.
I think there is an issue here. I wonder if it's to do with lag though. As far as I can tell, especially if you've got a bag ping, someone sort of jiggles around behind a tree/box/obstacle, it's virtually impossible to target them because your systems always playing ctach up with where they were 2 seconds ago.
It's not lag, it's a result of low tick rate. Actual competitive games like MOBAs and multiplayer FPSs have servers running at 60 to up to 128 ticks/second for some games like CS:GO, the most important informations like player position are updated at this rate server side so they're kept very accurate.
Hard to say what ESO servers tick rate is but it's most likely something much lower, which is normal for MMORPGs as you just can't have the same tick rate as CS:GO for something as massive as a MMO with thousands of entities (players and NPCs) and all the actions they perform for the servers to keep track of.
But it's the reason why LoS is so powerful in this game, positions are not refreshed fast enough server side for an action game so you have untargettable players as soon as they start running around pillars, tethers not breaking until you wait 1 or 2 good seconds with a solid obstacle between and executioners not going off, only getting "Target out of range" messages even though your target is right under your nose on your screen.
I also think it would not be beneficial to severe performance if Zenimax for the server determine if a shot hit the bars or passed between them.
@VaranisArano makes a good point.
The uneven terrain and objects/architecture are part of a conscious design in Cyrodiil and BG arenas. In other words, Zenimax knew players would use them to their advantage. It is called tactics and if a player is using such legitimate tactics to make it difficult for others to kill them then that is also by design.
I also think it would not be beneficial to severe performance if Zenimax for the server determine if a shot hit the bars or passed between them.
It has nothing to do with performance, it already determines if targeting works or not by checking what's between players.
It has to do with object states - adding state that object is translucent for targeting, and might be tricky to change all the instances everywhere, but it will not impact performance.
SkaraMinoc wrote: »
You can shoot through the ground in certain parts of WoW's Alterac Valley 40v40 battleground.
It provides a very unfair advantage to the Horde.
Weakening active defenses will push the game toward a more static numbers game.
Weakening active defenses will push the game toward a more static numbers game.
Active defenses is block and dodge and elusive and shields and kiting.
Duelists straight out ban LoS, for example, and they still have plenty of active defenses to use.
All active defenses cost something. LoS is abuse of game mechanics (specifically, targeting system), that's why it doesn't cost anything.
Weakening active defenses will push the game toward a more static numbers game.
Active defenses is block and dodge and elusive and shields and kiting.
Duelists straight out ban LoS, for example, and they still have plenty of active defenses to use.
All active defenses cost something. LoS is abuse of game mechanics (specifically, targeting system), that's why it doesn't cost anything.