Make Cursor's 'Target Recognition Radius' Bigger On Point-Clicking // Desync Fix Idea for Attacks
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I read someone's Thread regarding an Auto-Attack and Auto-Target feature. That kind of feature (and has been mentioned by others) would make it too easy for players to BOT PoE.
I don't recommend an Auto-Attack and Auto-Target feature at all for PoE. Therefore, a more legit fix (without ruining PoE's gameplay) would be to make the Cursor's 'Target Recognition Radius' a little bigger when Point-Clicking (not by too much) so it's a little easier (especially for melee characters) to target things instead of miss when you could have sworn you were locked onto a target. What irritates me most when playing as a melee or caster is I'll be locked onto a target (any target, from Sand Spitters to Act 3 Monkeys,) and I completely MISS when I'm dead-on target. Desync Fix Idea for All Attack Types: The below would happen in the background and either not be noticed by players, or, ever so slightly noticed. The fix for getting rid of Desyncs related to melee and projectile attacks is to make it so only when a target is manually acquired after a point-click, a player is glued onto an enemy, but NOT in that your character will keep hitting the enemy over and over. Instead, if players are in the middle of a swing with an attack or the casting of a spell (skills in general,) it would glue that spell, projectile or melee attack to the enemy. IF in the moment players are switching between skills, the latter applies that if a desync happens in the middle of casting the second skill (be it melee or not,) that skill would be glued onto your target, granted you point-clicked on it when the desync happened. No matter what skills players alternate between, so long as the game recognizes while players are in the middle of performing a skill (be it melee or not,) and a desync happens, the gluing of your skill FIX would always apply by gluing skill(s) to the enemy during a desync. Thank You for reviewing. MetalGearSolid When game developers ignore the criticism that would improve their game, the game fails. Just because a game receives a great amount of praise vs. only a small amount of criticism does not mean to call it a day and make a foolish misplaced assumption that it is perfect. (me) Last edited by HeavyMetalGear#2712 on Jul 6, 2013, 12:08:50 PM
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I don't see how this makes botting any easier than auto-targetting.
And it doesn't really solve much of the issues. The purpose of auto-targetting isn't the targetting - it's the responsiveness of your character vs enemy movement. As a melee, this is particularly problematic. I can be "locked" onto an enemy, as melee, and if it's a moving foe, I keep moving towards enemy, and before the server registers my attack, the enemy has already moved out of my way (although in my screen he's within range). Your suggestion doesn't fix this. Or sometimes, enemy is moving towards me, and when server registers my movement and attack, enemy is so close, that I end up moving past the enemy and attacking thin air. Your suggestion doesn't fix this either. So auto-attack is good, if it's done properly. Its purpose is a consistent attack and effectively "gluing" yourself to nearby enemies. Bots won't be any better because of this. Forum Warrior - Why are you creating a thread about this subject? Use Search! Also Forum Warrior - Nice necro. Last edited by Nurvus#6072 on Jun 10, 2013, 8:52:12 PM
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" Then the fix if done the way I vision it is make it so only when the target is manually acquired after a point-click that you're glued onto an enemy, but NOT in that your character will keep hitting the enemy over and over. Instead, if you're in the middle of a swing with an attack or the casting of a spell (skills in general,) it would glue that spell or attack to the enemy. Also, desync will eventually go away, and the other way via auto-attack / auto-target will be useless in which the game can go on players manually hitting enemies instead like it is now. What my way does notably is fix the amount of times you may miss an enemy when you're dead-on, but given the above, that can be put into my idea as well. Why does the other way fail? First, it's not a manual system. What I was trying to get at is the other way is too easy mode and it does make it easier to BOT because it's easier to kill enemies with an easy-mode 'Auto Lock-On' System. Anything auto makes the game too easy when it comes to battling. When game developers ignore the criticism that would improve their game, the game fails. Just because a game receives a great amount of praise vs. only a small amount of criticism does not mean to call it a day and make a foolish misplaced assumption that it is perfect. (me) Last edited by HeavyMetalGear#2712 on Jun 11, 2013, 4:38:20 PM
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You do realize that DaleWinters is a troll? You bit so hard that you went and made a new thread with a counter suggestion..
Last edited by DichotomousThree#0868 on Jun 11, 2013, 10:29:59 AM
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HeavyMetalGear, I quite like your counter-proposal.
There's just one thing that needs fixing. Your counter-proposal works fine when spamming a single skill. But when changing skills, it doesn't. So maybe there could be a key (like D) that while held works as if you are targetting that enemy the whole time - ofcourse, you must have targetted the enemy with your mouse beforehand, as you said. So let's say I have frenzy on my left-mouse button. I successfully left-click on an enemy, so my character moves to the enemy and uses Frenzy on it. Now I press D. The character will continue to aim at that enemy even if I now click my right-mouse skill (let's say Flicker Strike). It still requires me to press left/right-mouse (or other keybinds) to attack, but the target is "locked" as long as I hold D. This even means that a multi-strike Flicker Strike or Leap Slam would always hit the same target while D is held. Remember, between pressing D and releasing D, the server would handle your targetting - and in the case of melee, movement - as long as the creature is alive. This means NO action desynch whatsoever (only image desynch). Example: I press LMB-Frenzy and hold it until I've performed it 3 times. Now I want to use RMB-Flicker Strike, so I hold D before releasing LMB to lock my target, then press RMB and release D since RMB will keep my target locked. Once I do the flicker strikes I want, I press D before releasing and release it after pressing LMB, for example. --- If this is done, I agree there's absolutely no need for auto-attack. Forum Warrior - Why are you creating a thread about this subject? Use Search! Also Forum Warrior - Nice necro. Last edited by Nurvus#6072 on Jun 11, 2013, 10:44:22 AM
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" No actually, I didn't realize that, but just in case I made some clarifications anyway. I take everyone's criticism in consideration usually, so I didn't think anything troll-related when reading his post. When game developers ignore the criticism that would improve their game, the game fails.
Just because a game receives a great amount of praise vs. only a small amount of criticism does not mean to call it a day and make a foolish misplaced assumption that it is perfect. (me) |
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" The Hotkey D method and explanation seems it would be complex to compute for some people. For me it's one of those, "I got it but don't get it" kind of things. Now that you bring it up changing between skills, it would work like this: IF in the moment you're switching between skills, the latter applies that if a desync happens in the middle of casting the second skill (be it melee or not,) that skill would be glued onto your target, granted you point-clicked on it when the desync happened. So no matter what skills you're alternating between, so long as the game recognizes while you're in the middle of performing a skill (be it melee or not,) and a desync happens, the gluing of your skill FIX would always apply by gluing your skill(s) to the enemy during a desync. That's a lot easier than having players perform the Hotkey D method. I mean, there are already enough Hotkeys (mouse included) to go through while battling. Adding more, unless absolutely necessary, is something I don't recommend. It makes things more complex than need be. When game developers ignore the criticism that would improve their game, the game fails. Just because a game receives a great amount of praise vs. only a small amount of criticism does not mean to call it a day and make a foolish misplaced assumption that it is perfect. (me) Last edited by HeavyMetalGear#2712 on Jun 11, 2013, 7:42:55 PM
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bump
When game developers ignore the criticism that would improve their game, the game fails.
Just because a game receives a great amount of praise vs. only a small amount of criticism does not mean to call it a day and make a foolish misplaced assumption that it is perfect. (me) |
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hello i would completely support the OP
- auto target/action at left and/or right click (usually right click) Exactly like we can have in Diablo 3 (yes Diablo 3 got few good ideas, cant deny it) for the barbarian with bash that can move forward and auto click mobs this is just awesome. No need to mention it could boost the interest for splash damage or so skills... Just because thats a way archaic and hard when mobs are fast and the selectable area is so small to click them (im agree with the OP and i found out this topic doing a google search !) one by one, for a melee character... Players are also here to observe the progression of their characters in the long run, not to have that pain of excessive clickit labour. Last edited by Universalis#5776 on Jun 14, 2013, 7:20:48 AM
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bump
When game developers ignore the criticism that would improve their game, the game fails.
Just because a game receives a great amount of praise vs. only a small amount of criticism does not mean to call it a day and make a foolish misplaced assumption that it is perfect. (me) |
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