



Can I just point out that 4 of the 6 servers use a (slower) controller rather than keyboard and mouse. That's as well as the PC players who choose to use a controller too. Not saying this wouldn't be an improvement for us too (I don't do end game so I'm not the best judge) but sometimes things aren't in the game for kb&m users
StihlReign wrote: »Can I just point out that 4 of the 6 servers use a (slower) controller rather than keyboard and mouse. That's as well as the PC players who choose to use a controller too. Not saying this wouldn't be an improvement for us too (I don't do end game so I'm not the best judge) but sometimes things aren't in the game for kb&m users
This would be an improved experience.
SeaGtGruff wrote: »The tab-targeting does have its usefulness in certain situations, but I often end up activating it by mistake and then cannot deactivate it, or if I'm trying to activate it to target a specific target (such as a given player in PvP who is running all over the place) then it's almost impossible to select the desired target.
katanagirl1 wrote: »Is there some reference about multiple targeting systems for this game that you can site here? I am not trolling but am genuinely interested since I have not seen anything about it. Otherwise I would think you came to this conclusion based on observation.
katanagirl1 wrote: »Is there some reference about multiple targeting systems for this game that you can site here? I am not trolling but am genuinely interested since I have not seen anything about it. Otherwise I would think you came to this conclusion based on observation.
The API for addons has two seperate formulas for various information pulls. One for reticle, the other is for game camera. Using both at once can cause a different name to be pulled, as you may be retciled over one NPC, but the position of the other NPC means the game camera is making it the interactable. Tab-Target is just there as part of the combat system and has it's own game key setting.
Just to be clear: I'm also not suggesting tab-target be removed, but it needs a massive overhaul. And imo should act differently depending on the role you are.
StihlReign wrote: »Nice post, good points. Be nice if they just removed tab target and gave priority to the reticle game camera issue. They could probably make the camera transitions between those two look really seamless, raise the skill level and remove the auto-target problems from the game.
. It's also worth noting if you have a mob tab-tagetted and turn away from them, and move so they are off the screen and no mob is under the reticle, and then use a skill you'll do a 180 and hit the tab-targetted mob.
StihlReign wrote: »Nice post, good points. Be nice if they just removed tab target and gave priority to the reticle game camera issue. They could probably make the camera transitions between those two look really seamless, raise the skill level and remove the auto-target problems from the game.
Tab target shouldn't be removed-- I use it all the time to taunt or pull enemies that are behind other enemies (especially very... large ones where it's impossible to see around them). It does need help, though. I've heard of people hitting things BEHIND them due to tab targeting. It'd also be nice to see more options around the tab target aura... "Triplets" in halls of fabrication is a very good example where the thin white line is impossible to see and yet extremely necessary.
katanagirl1 wrote: »Is there enough info there to know that both of these are actually used for targeting in the game code? Since I don’t have insight into this it would seem like it is an assumption.
mdjessup4906 wrote: ». It's also worth noting if you have a mob tab-tagetted and turn away from them, and move so they are off the screen and no mob is under the reticle, and then use a skill you'll do a 180 and hit the tab-targetted mob.
This 1000% happens. Ive learned not to tab target twins on Voc hm lest I switch bosses only to end up stampeding backwards to where I was.
Tab target (ON screen) should take priority over everything otherwise what's ti even for. Love it when the game decides what adds my chain will actually pull based on vibes and not what ive actually highlighted so I can see the damn thing through all the flashbang.
How does it work when that small hitbox is directly behind the large or small hitbox of a different enemy?HatchetHaro wrote: »2. Position your reticle directly over your tabbed target's small hitbox (within the white glow outline).
HatchetHaro wrote: »1. Tab your target.
2. Position your reticle directly over your tabbed target's small hitbox (within the white glow outline).
How does it work when that small hitbox is directly behind the large or small hitbox of a different enemy?
katanagirl1 wrote: »Is there enough info there to know that both of these are actually used for targeting in the game code? Since I don’t have insight into this it would seem like it is an assumption.
It's not an assumption, it shows that there are two targetting mechanisms at play. This is then further evidenced by observations such as provided in my opening post.
If there were not two at play then the functions GetGameCameraInteractableActionInfo() and GetUnitNameHighlightedByReticle() wouldn't give two different Unit Names.


You're missing the point. Its purpose is so you can hit a tabbed target even when it's hiding behind a bunch of other NPCs, and I can guarantee you that it's quite consistent in that ability.HatchetHaro wrote: »1. Tab your target.
2. Position your reticle directly over your tabbed target's small hitbox (within the white glow outline).
Which would mean tab-targetting is redundant and it simply becomes target highlighting.
The problem is it is not consistent, and there are situatiuons such as I described about doing a 180 turn.
It guarantees the hit on your tabbed target. It's especially useful for tanks when it comes to taunting and wrangling additional enemies behind their main tanking target. As long as your target is within range and isn't occluded by the environment and your reticle is directly over your target, you can hit them through crowds of enemies.How does it work when that small hitbox is directly behind the large or small hitbox of a different enemy?HatchetHaro wrote: »2. Position your reticle directly over your tabbed target's small hitbox (within the white glow outline).
mdjessup4906 wrote: »It would be wonderful if reticle targeting could be the only thing you need, but with lag, desync, whatever i cant see that working so well.
HatchetHaro wrote: »You're missing the point. Its purpose is so you can hit a tabbed target even when it's hiding behind a bunch of other NPCs, and I can guarantee you that it's quite consistent in that ability.
HatchetHaro wrote: »It guarantees the hit on your tabbed target. It's especially useful for tanks when it comes to taunting and wrangling additional enemies behind their main tanking target. As long as your target is within range and isn't occluded by the environment and your reticle is directly over your target, you can hit them through crowds of enemies.
mdjessup4906 wrote: »It would be wonderful if reticle targeting could be the only thing you need, but with lag, desync, whatever i cant see that working so well.
That wouldn't work for controllers as it's also the camera and sometimes you need to look around, like watching for mechanics
HatchetHaro wrote: »You're missing the point. Its purpose is so you can hit a tabbed target even when it's hiding behind a bunch of other NPCs, and I can guarantee you that it's quite consistent in that ability.
In that instance the mob isn't "hiding". You can have the reticle over a target in front of you, and the tab will turn you 180.HatchetHaro wrote: »It guarantees the hit on your tabbed target. It's especially useful for tanks when it comes to taunting and wrangling additional enemies behind their main tanking target. As long as your target is within range and isn't occluded by the environment and your reticle is directly over your target, you can hit them through crowds of enemies.
It does not. It is too inconsistent, and as I said wayyyyyy back it needs an overhaul.
StihlReign wrote: »StihlReign wrote: »Nice post, good points. Be nice if they just removed tab target and gave priority to the reticle game camera issue. They could probably make the camera transitions between those two look really seamless, raise the skill level and remove the auto-target problems from the game.
Tab target shouldn't be removed-- I use it all the time to taunt or pull enemies that are behind other enemies (especially very... large ones where it's impossible to see around them). It does need help, though. I've heard of people hitting things BEHIND them due to tab targeting. It'd also be nice to see more options around the tab target aura... "Triplets" in halls of fabrication is a very good example where the thin white line is impossible to see and yet extremely necessary.
They should fix targeting and remove autotargeting, especially in cases where players are cheating the environment and using the targeting to taunt or pull enemies that are behind other enemies (especially very... large ones where it's impossible to see around them). Players should move or reposition.
Autotargeting is broken, and enabling broken mechanics.
HatchetHaro wrote: »HatchetHaro wrote: »You're missing the point. Its purpose is so you can hit a tabbed target even when it's hiding behind a bunch of other NPCs, and I can guarantee you that it's quite consistent in that ability.
In that instance the mob isn't "hiding". You can have the reticle over a target in front of you, and the tab will turn you 180.HatchetHaro wrote: »It guarantees the hit on your tabbed target. It's especially useful for tanks when it comes to taunting and wrangling additional enemies behind their main tanking target. As long as your target is within range and isn't occluded by the environment and your reticle is directly over your target, you can hit them through crowds of enemies.
It does not. It is too inconsistent, and as I said wayyyyyy back it needs an overhaul.
You're going to need to prove what you're talking about because there's no way in oblivion tab-targeting turns your camera 180 degrees.
katanagirl1 wrote: »Is there enough info there to know that both of these are actually used for targeting in the game code? Since I don’t have insight into this it would seem like it is an assumption.
It's not an assumption, it shows that there are two targetting mechanisms at play. This is then further evidenced by observations such as provided in my opening post.
If there were not two at play then the functions GetGameCameraInteractableActionInfo() and GetUnitNameHighlightedByReticle() wouldn't give two different Unit Names.

