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What a move! Oh darn, that 10 meter dagger...

Tapio75
Tapio75
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Yes, i think those long weapons should be made shorter..

What i mean is, that rolling backwards from attacking enemy for example. You are clearly out of the range of his melee weapon as there is large gap between you and enemy.. Still they manage to hit you almost every time..

I think that at least NPC melee range needs to be 50% shorter at least if not more. It is not really efficient use of resources to try and roll away since they most likely still hit, even if you are long way from them.

Another thing that needs improvement is blocking. It has to be almost immediate..
>>PC-EU Mostly PVE. Played since BETA<<
  • ShadowDisciple
    ShadowDisciple
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    Done in update 6. Combat is alot more responsive.

    Good day.
  • riverdragon72
    riverdragon72
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    Tapio75 wrote: »
    Yes, i think those long weapons should be made shorter..

    What i mean is, that rolling backwards from attacking enemy for example. You are clearly out of the range of his melee weapon as there is large gap between you and enemy.. Still they manage to hit you almost every time..


    .

    I've reported this a 1000 times and gave up. It's amazing when tiny spiders, mud crabs and skeevers have a reach of 30 feet.
    Meh...**** it..
  • Tapio75
    Tapio75
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    Responsiveness of combat is one thing.. Melee range of NPC enemies is another.

    Still, they can be the same but i think not in this case since they reach far out even when game is very responsive in general/not laggy.
    Edited by Tapio75 on March 1, 2015 5:30PM
    >>PC-EU Mostly PVE. Played since BETA<<
  • Yusuf
    Yusuf
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    Tapio75 wrote: »
    Yes, i think those long weapons should be made shorter..

    What i mean is, that rolling backwards from attacking enemy for example. You are clearly out of the range of his melee weapon as there is large gap between you and enemy.. Still they manage to hit you almost every time..

    I think that at least NPC melee range needs to be 50% shorter at least if not more. It is not really efficient use of resources to try and roll away since they most likely still hit, even if you are long way from them.

    Another thing that needs improvement is blocking. It has to be almost immediate..

    hahahah you know dat feel when a crocodile bites you from 3 meters away? xD
  • Snit
    Snit
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    Many combat skills appear to register the hit when the animation starts. If it's a lengthy animation, this makes things look out-of-sync.
    Snit AD Sorc
    Ratbag AD Warden Tank
    Goblins AD Stamblade

  • danovic
    danovic
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    This happens because the program only takes position information at the start of the move not the end of it. It works both ways though you can be within 8 meters start the move then back away to 20 and it will still hit. Its really funny with wrecking blow with two hander. Don't know why they can't fix it its a mater of detecting position information at end of move. Seems to work more in 1.6 though get a huge amount of misses if you don't keep the cursor on the target the hole time of the move.
  • Tapio75
    Tapio75
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    Yusuf wrote: »
    Tapio75 wrote: »
    Yes, i think those long weapons should be made shorter..

    What i mean is, that rolling backwards from attacking enemy for example. You are clearly out of the range of his melee weapon as there is large gap between you and enemy.. Still they manage to hit you almost every time..

    I think that at least NPC melee range needs to be 50% shorter at least if not more. It is not really efficient use of resources to try and roll away since they most likely still hit, even if you are long way from them.

    Another thing that needs improvement is blocking. It has to be almost immediate..

    hahahah you know dat feel when a crocodile bites you from 3 meters away? xD

    Indeed :D

    >>PC-EU Mostly PVE. Played since BETA<<
  • SickDuck
    SickDuck
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    Probably more to do with usability than reality. Most melee skills work in the 5-8m range. Smaller range would make melee attacks more difficult and the melee AOE abilities a joke. If the later would be unchanged then quite a few bosses could not be attacked from melee range. Currently bosses can have a reasonable size deadly close range AOE but melee dps can still just reach 'em from the outside.

    Not sure why the hit is registered at the start of the cast only (if it does at all and not just lag plays tricks to the eyes) and not for the whole duration. You definitely need to be in range to be able to trigger a targeted ability. Anything after that might come down to technical difficulties. Or maybe again melee combat would be much harder the other way. At least now you need to block, dodge or interrupt a cast ability, not just slightly step aside.
    Edited by SickDuck on March 1, 2015 8:17PM
    Holdviola - Khira'de Regalo - Lélekvadász - Used To Be An Adventurer - Zetor - Does-Not-Give-A-Duck - Lord Sugar - Tenar Arha - Da'rinka - Violent Moon - Extreme Runner
  • Tapio75
    Tapio75
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    Usability.. Well, bad excuse. Melee AOE abilities for one, can each have different range if they so choose. Just like some bow abilities have short range and some have long range.

    And after every other excuse, melee is melee. It is not supposed to be ranged.

    It is also so, that you do not "hit" enemy NPC's center but the edges defined in the size parameters of that NPC's.. Forgot the english word for that.. Frame maybe? Anyway. enemy can be size of the castle and you dont have to stand in the courtyard to hit it.

    Most people by instinct go as close as they can (assumotion). I think that both coding and parameters are to blame for this.
    >>PC-EU Mostly PVE. Played since BETA<<
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