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Targeting system and killing rats with ambush or instant crystal fragments.

  • UrQuan
    UrQuan
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    For the record, overall I really like the targeting system in ESO. I like it so much better than the systems I've seen in games like WoW, and I like it far better than previous TES games (at least: for an MMO I like it far better - if this was a single player game I'd feel differently).

    But I've hit more rats with ambush, crystal frags, charges, etc. than I care to admit.
    Caius Drusus Imperial DK (DC)
    Bragg Ironhand Orc Temp (DC)
    Neesha Stalks-Shadows Argonian NB (EP)
    Falidir Altmer Sorcr (AD)
    J'zharka Khajiit NB (AD)
    Isabeau Runeseer Breton Sorc (DC)
    Fevassa Dunmer DK (EP)
    Manut Redguard Temp (AD)
    Tylera the Summoner Altmer Sorc (EP)
    Svari Snake-Blood Nord DK (AD)
    Ashlyn D'Elyse Breton NB (EP)
    Filindria Bosmer Temp (DC)
    Vigbjorn the Wanderer Nord Warden (EP)
    Hrokki Winterborn Breton Warden (DC)
    Basks-in-the-Sunshine Argonian Temp
    Someone stole my sweetroll
  • fancyleggs
    fancyleggs
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    i never have a problem targeting around mobs. i use a nightblade with a bow and a cc sorc as my main chars - only time i ever hit a rat or anything like that is when im not paying attention B)
  • Valymer
    Valymer
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    I'm pretty sure that they adjusted it sometimes during the 1.6 release, because it was much, much worse previously. (the attacking corpses thing)

    Rats and such are annoying but it's only one lost attack, which hardly matters much in this easy PvE world.
  • Merlin13KAGL
    Merlin13KAGL
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    Tab targetting can help, but shouldn't be necessary for anything but visual tracking (and in PvP, should get broken with broken line of sight, IMO).

    What I'd like to see if a LoS targetting that prioritizes targets. That is, if you are visually focused on a particular target in a group for more than a certain timeframe, that becomes your default until you retarget. This would allow the smart projectiles (fireballs, prime example) to lock on to the one you intend to hit, even when one of his buddies steps in front.

    You should still have to shift to maintain that lock, but it would be an improvement over the existing. It would also prevent the occasional right angled rodent death attack.

    The flip side of this, it's equally irritating when you do shift (to another target - namely the one closing the distance on you) and your attacks avoid them entirely. They can make improvements to the existing system. They can even make them various optional settings under Gameplay/Combat.

    Also, hit boxes should be weighted based on size - this would also help.

    Pretty damn sure I'm gonna hit the armored troll the size of Altmer Villa vs the micro-spider crawling near his foot when I'm pointed dead at him.
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
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