1.69 and distance/placement in melee

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Bargeld
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1.69 and distance/placement in melee

Post by Bargeld »

I've noticed since the upgrade, I'm getting a lot more 'unable to reach target' messages and a lot more running around in battles. I would even go so far as to say that it appears the fewer targets are allowed to surround a target.

Graphical description:
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Also, it seems like the movement paths are 'dumber'. Meaning that it's sending you the long way around battle and trees and even corners. This causes lots of movements stops for no reason. The Menzo barracks entrance/exit is a perfect example... if you are around the corner (freshly recalled) and click on the door to leave, the pathe takes you around the corner but you get stuck just before opening the door. The same happens on the opposite side of the room as well, with the other corner in front of said door.

Anyone have supporting/denying documentation or experiences?
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Re: 1.69 and distance/placement in melee

Post by VagaStorm »

I've goten alot of 'unable to reach target' to, and on sevral ocations I have been killed since I cant get away. To me it seems like a monster or player dos ocupy the space it seems to, so that you will need an opening to actualy move.... Those who have gotten to ogre mnt, do they still stand on each otther?
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Lorkar
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Re: 1.69 and distance/placement in melee

Post by Lorkar »

Not that I have seen. That was one of the fixes in 1.69 so I have a feeling we are stuck with it.
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Wolfarus
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Re: 1.69 and distance/placement in melee

Post by Wolfarus »

Yeah i noticed it in the snake pit. the guy i was partied up was right infront of me, and a snake right infront of him. I tried clicking on the snake to assist in the kill, and i kept getting the "unable to reach target" message, even though there was plenty of room on either side of him to move up.

So unless the dev's can do a custom fix (if it is a core part of the 1.69 change, and not something buggy with our implimentation) then we'll have to get used to allot
more moving around and attacks of opportunity headed our way.
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Chernobyl_Glow
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Re: 1.69 and distance/placement in melee

Post by Chernobyl_Glow »

I've seen exacly the same thing. Fewer players around targets and I seem to get boxed in. FYI, my characters have max Tumble. Not that I think it really applies here. The effect seems most apparent in places like the Giant caves. You used to be able to run by the Tree Smashers almost every time. Now it is unlikely and if they are engaged, sometimes impossible.

The "boxed in" effect is the most frustrating. I've died two or three times while swarmed simply because I was not able to disengage. I used to be able to tumble out of situations like that almost always.

Your diagrams express the point well.

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Blystos Re
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Re: 1.69 and distance/placement in melee

Post by Blystos Re »

Take Spring Attack. :wink:

I have noticed pathfinding is a lot more dumberer, before if I had clicked on the snake in the above scenario I would have gone around the player in front of me and attacked it.

frogofpeace
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Re: 1.69 and distance/placement in melee

Post by frogofpeace »

Blystos describes it well - dumberer. It seems almost like the monsters and other objects have a bigger radius, take up more space - try to run by a smasher or even an ogre in the tunnels below Giant Mountain, and you get hung up, even if there seems to be plenty of room and your invisible and they don't seem to notice you. And trying to run with party through a restricted space (or even too close together in an open space) you end up running into each other and stopping a lot. Not a killer (well, unless your not paying attention and stop right next to a monster you expected to run by), but doesn't seem as smooth.
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Blystos Re
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Re: 1.69 and distance/placement in melee

Post by Blystos Re »

This does, however, fix a number of other issues that had to do with movement and should make SD a harder class to play (in theory). Probably just a new game mechanic that we'll need to get used to.
I can tell you one thing, Whirlwind Attack works MUCH better now with the new spatial rules. I can actually HIT things with it! Regularly!

It seems huge, because it's like a base of gameplay; we've all been playing this game the same way for 6,000 years. It will just make the 1.69 version that much more like a brand new game.

:D

diddy33
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Re: 1.69 and distance/placement in melee

Post by diddy33 »

has anyone tested circle kick to see if this was fixed because of this update?
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DOGsoldier
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Re: 1.69 and distance/placement in melee

Post by DOGsoldier »

Well one thing it has gotten rid of was when fighting melee and you would have 2 to 3 npc's all occupying the same spot, so to target a IKD or disarm was very displeasing. I really think it is going to take some time to adjust to the new way is all.

Bargeld
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Re: 1.69 and distance/placement in melee

Post by Bargeld »

Blystos Re wrote:It seems huge, because it's like a base of gameplay; we've all been playing this game the same way for 6,000 years. It will just make the 1.69 version that much more like a brand new game.
QFT

After dealing with it, I do kinda like it, once you get used to the difference. It seems much more 'rule' oriented and 'correct' if you look at it in terms of a real time, turn based rpg (like Fallout tactics or Final Fantasy tactics and Warhammer 40k). It makes the player much less lazy and even pure warriors with spring attack and max-cross class tumble and a large weapon still need to 'strategically' jump around battle. This was all done for you before... now the game just stops you in your tracks and you have to do it manually.

Hopefully the devs have looked into this whole area of mechanics and have the ability to tweak it a little, based on their desires (like maybe increasing a server setting for the 'smartness' of the movement paths). For now... we learn to re-play the game 8).
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DM_Kim
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Re: 1.69 and distance/placement in melee

Post by DM_Kim »

Nice signature, DOGsoldier wish it was a little smaller.. but still nice..
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mgrjebbo
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Re: 1.69 and distance/placement in melee

Post by mgrjebbo »

*Cough* way to stay on topic... :wink:

Does spring attack actualy help you move about? It would be worth it just for the sake of the AOO's but it would be even neater if you could spring by stuff.
Last edited by mgrjebbo on Mon Jul 21, 2008 3:09 pm, edited 1 time in total.
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LinuxPup
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Re: 1.69 and distance/placement in melee

Post by LinuxPup »

Hopefully the devs have looked into this whole area of mechanics and have the ability to tweak it a little, based on their desires (like maybe increasing a server setting for the 'smartness' of the movement paths). For now... we learn to re-play the game 8).
No I never noticed any of this before, but as far as I know this is unchangeable.
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Wolfarus
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Re: 1.69 and distance/placement in melee

Post by Wolfarus »

mgrjebbo wrote:*Cough* way to stay on topic

Does spring attack actualy help you move about? It would be worth it just for the sake of the AOO's but it would be even neater if you could spring by stuff.
As far as i can tell, spring attack only lets you move about w/o incuring Aoo's. Which is fine as far as not taking in unnessary hits, especially with this new set up of having to manually move your char around the battlefield now, since pathfinding and such seems to have taken a step back from previous levels.
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