Missing Hits due to enemies moving out of range
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This sounds fine on paper, but when even slow moving zombies become unkillable due to it, its enough (ill explain in a second).
The game is plagued with desynch errors right now, just run into enemies with molten shell, it will explode somewhere else than where your character is standing, almost everytime. Its a beta, all fine and good, its not the desynch errors that i want gone RI)GHT NOW, they will be fixed in time. For most people the desynching problem isnt even as noticeable, because most people stand still and use AOE spells to clear enemies. With AOE spells, the exact location of an enemy isnt as much of an issue, because these spells have wide ranges and will hit the enemy anyways (even if he is standing a little off on the server side). What about single target attacks? Im using flicker strike with really high attack speed, and usually i even hit fast running enemies (they dont manage to dodge the attack by running out of range), but desynching helps them with that problem. As soon as desynching occurs, even slow moving zombies manage to evade my flicker strike attacks, and sometimes these desynchs will last 10-20 seconds, which makes any enemy invincible against flicker strike attacks for the duration. Most single target attacks are immune to this issue, because they require your character to stand still, which means your enemies will also stand still, thus they cant take advantage of desynching errors (in regards to moving out of range). With flicker strike, you will randomly flicker through your enemies, which keeps the whole mob of enemies moving, thus they can take advantage of desynching errors (in order to evade attacks they shouldnt be able to), and believe me it happens all the time if you are the only target they can run towards. Everything will work perfectly fine, until a small desynch happens, and then you are just unable to kill anything because on the server side they are at a different position than on your local machine and thus even slow moving zombies become invincible. Certain builds require you to keep killing stuff in order to be able to survive in chaos (like my flicker strike build) but if i play solo, enemies just become unkillable quite often due to desynching errors, and as soon as i cant kill them, i have two options. Either i stop flicker striking and hope i land on the outside of the enemy mob (if i land in the inside im dead), or i log out. I dont want to fucking log out anytime i face desynching errors. What i propose is to temporarily increase the treshold for that range/miss mechanic, until the desynching problem is at a better stage. I want to emphazise that this isnt an issue if playing with AOE spells, singletarget attacks that require you to stand still, or if playing in a group with a tank. Although, thinking about it, AOE spells like firestorm and rain of arrows probably are also affected (if you are playing solo and the enemy is moving towards you, casting straight on them will most probably miss, even if it looks like you did hit). If i play with my tank mate, obviously all enemies are gathered around him and stand pretty much still, thus i can flicker strike them perfectly fine without them being able to move and taking advantage of desynching errors. I also noticed that this happens alot with single target bow attacks if there is someone else in your party and the enemies are running towards him (not towards you). Even if they are extremely slow moving targets, like zombies, and you clearly see that your arrow should hit him (because the arrow vanishes on client side), it wont damage them, because on server side they are already a little closer to your mate, thus you miss on server side. I strongly suggest you to increase that range/miss treshold, until the desynching is at a better stage, it ruins the gaming experience for these certain single target attacks. This is especially discouraging for people that misunderstand the situation and think that their characters arent strong enough yet to clear chaos solo (because they just cant kill anything if they play alone). Not everyone will investigate why they actually fare so much worse if they play solo (instead of in a group), even though enemies have more life in parties. They will just think their character is too weak. I can 1 shot rare mobs in chaos, and i can 2-3 shot them in full parties. I clear entire screens in seconds (with flicker strike) as long as no desynching happens, or if they stand still around a tank (therefore they cant take advantage of desynch). As soon as i play alone and desynchronizations happens, i cant kill anything until the desynch is over, even if it is a slow moving zombie. tl;dr Moving targets utilize desynching issues to their advantage in order to evade certain single target attacks they actually shouldnt be able to evade (they appear to have moved out of range on server side, thus you miss your attack, even though you are right beside them). Proposal: increase the range/miss treshold until the desynching problem is at a better stage Last edited by gh0un#3019 on Mar 17, 2012, 2:43:06 PM
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Oh yeah those beloved desync errors. I am playing a cleave Marauder and I love to gather a ton of enemies to cleave them down. But the bigger the pack the more desync errors are to be encountered.
The mobs will gather infront of me and I can start to cleave but the mobs won't take damage, or will take it way later, or will wander off, or mobs way behind will take damage even though I wasn't able to hit them. And sometimes I will gather a ton of enemies and start cleaving but I don't hit them, but they hit me. And sometimes, I warp to a location I was 5 seconds before or stuff like that. Can get kinda annoying. Join the League of Legends!
http://signup.leagueoflegends.com/?ref=4de3c19e6772c141677041 |
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" Yeah i know those, but they arent the ones i tried to draw attention to. The ones you mentioned are more severe ones, going up to several seconds of desynchronization, but they dont happen as often as these permanent small desynchronizations of 0.3-0.5 seconds. These smaller ones are barely noticeable, except if you use specific single target spells under specific circumstances i was mentioning in the OP. Even the smallest desynchronizations are enough to enable enemies to move out of your range before you hit them, especially prevalent with flicker strike if you are the only one the enemies can move towards. From my own experience i can tell you, if i play on my own, and thus enemies only move towards me, enemies often become invincible against my flicker strike due to very small desynchronization errors. Even the smallest desynchronizations allow them to move out of my range before i hit them (because they are running towards the last spot i flicker striked from), even if they are as slow as the slowest zombie. I wont kill anything until the desynchronization ceases, and then i will start one shotting everything again. If the ping is fine and no desynchronization is apparent, then i will catch even the fastest enemies (the ones with the green aura), because my flicker strike attack is actually that fast (5.5 attacks per second). I did test this with some other spells, but nowhere is this problem more apparent than with flicker strike and single target attacks with bows (and rain of arrows). You lead them enemies with your spells, and on your side it clearly connects, but they just stay unharmed because they already are at a slightly different position on server side. While the more severe ones can only be fixed by fixing the desynchronization issues themselves, the smaller ones i am talking about can be fixed by temporarily increasing the range/miss treshold for enemies (atleast for single target melee attacks, i dont know if that works for bows aswell). Last edited by gh0un#3019 on Mar 17, 2012, 9:26:11 PM
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