Malachi256
08-14-2010, 11:04 PM
Melee combat is starting to depress / frustrate me. I'm seriously enjoying this game, but this is turning into a bit of a speed bump for me.
With all the jumping around and back-tumbling that mobs do, you have to do a lot of pursuit (especially on casters, which are the "kill first or die" mobs in the content I've been doing so far).
The problem is this:
1. The game seems to use server-side hit detection. It doesn't matter if I look close enough on MY screen, I have to be right on top of the guy cause he's moving backwards (basically anticipate where he 'really' is, much like you have to do in many online pvp games) - so I really have to ride right on them as they backpeddle, or I lose precious time to swinging at air.
2. The game also uses collision. This sounds great at first, but it doesn't deal very well with #1. Oftentimes I'm sticking to some caster or ranged mob, trying to take them out ASAP, and then I warp or rubberband around a bit while the server syncs up with my client - the caster stopped moving or switched direction, and now I've bounced past him or something. By that time, the other 3 melee mobs are closing in on me, and I have to jump over them or some nonsense to get to the caster who bolted off in another direction.
3. Due to #1, killing mobs that are patrolling when I'm stealthed is almost pointless to try when on a challenging difficulty.
For a game with virtually no pvp aspirations, and focused almost entirely on small-group or solo content, why did they use server-side hit/collision detection? Client side seems like it would be much better. As it is, any situation that actually gets tense and requires maximum effectiveness turns into a total mess with rubberbanding and warping and my caster target only being in my hit zone about 50% of the time. Very frustrating.
With all the jumping around and back-tumbling that mobs do, you have to do a lot of pursuit (especially on casters, which are the "kill first or die" mobs in the content I've been doing so far).
The problem is this:
1. The game seems to use server-side hit detection. It doesn't matter if I look close enough on MY screen, I have to be right on top of the guy cause he's moving backwards (basically anticipate where he 'really' is, much like you have to do in many online pvp games) - so I really have to ride right on them as they backpeddle, or I lose precious time to swinging at air.
2. The game also uses collision. This sounds great at first, but it doesn't deal very well with #1. Oftentimes I'm sticking to some caster or ranged mob, trying to take them out ASAP, and then I warp or rubberband around a bit while the server syncs up with my client - the caster stopped moving or switched direction, and now I've bounced past him or something. By that time, the other 3 melee mobs are closing in on me, and I have to jump over them or some nonsense to get to the caster who bolted off in another direction.
3. Due to #1, killing mobs that are patrolling when I'm stealthed is almost pointless to try when on a challenging difficulty.
For a game with virtually no pvp aspirations, and focused almost entirely on small-group or solo content, why did they use server-side hit/collision detection? Client side seems like it would be much better. As it is, any situation that actually gets tense and requires maximum effectiveness turns into a total mess with rubberbanding and warping and my caster target only being in my hit zone about 50% of the time. Very frustrating.