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  1. #1
    Community Member Amaras's Avatar
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    Default Fix to moving creatures?

    Considering most of the new enhancements that are coming out require a "one time chance click" will there be a fix to moving monsters? as currently they are still IMPOSSIBLE to hit while moving.

    I have taken a level 13 paladin into the level 1 explorer area to do some "can i catch the running away mobs hit testing" and 80% of the time, if I am hasted and faster then the mob moving I still am unable to hit them until they "stop in place". I have also testing being slower then them, being their speed, same problem.

    This bug has been around since you did your meddling in mod4, can we at least get some conformation that you are working on it?

  2. #2
    Community Member Mad_Bombardier's Avatar
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    I thought we were getting more "pay on execution" abilities (like the fixed LoH). It turns out that we are getting "pay on click" abilities, instead. Please fix hitbox detection or whatever you call it, so that I can get attack rolls on fleeing mobs without having to be in front of them swinging in the opposite direction.

  3. #3

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    I'd like both the fix to be able to actually hit moving mobs, AND pay on hit, not pay on click.

    yes, I want both. Please make both happen, it would do much to improve game play, make players happier, and may even calm down some of the rants about how arcanes are over powered. (well.. ok, maybe not, but it would at least give melees an a better chance and they/we wouldn't get as frustrated.)

  4. #4
    Community Member
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    Quote Originally Posted by Amaras View Post
    Considering most of the new enhancements that are coming out require a "one time chance click" will there be a fix to moving monsters? as currently they are still IMPOSSIBLE to hit while moving.
    It's not "impossible". You can still hit them, as long as you remember to swing in a completely different position from where the monster actually is.

    The weird thing is, some players actually deny that this is a problem. They twist it into a good thing that you need to run ahead of a monster, estimate your internet round-trip-time to the server, and make an attack ahead of it's movement path timed to trigger when the target arrives.

  5. #5
    Community Member Laith's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    The weird thing is, some players actually deny that this is a problem. They twist it into a good thing that you need to run ahead of a monster, estimate your internet round-trip-time to the server, and make an attack ahead of it's movement path timed to trigger when the target arrives.
    gotta have time to practice your air-to-air combat maneuvers.


    "i'm switching to guns!"

  6. #6
    Founder Alavatar's Avatar
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    Default

    And here I thought this would be a thread about paralyzed/held/stoned creatures still moving.

    By the way, was that ever fixed? I haven't tested it in a while.

  7. #7
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    I agree. Mobs can move and cast, usually facing the opposite direction of you. Some warp around, like zombies... so you may be swinging at their bodies but their hit detection is somewhere else.

    When mobs move, they push their hit detection in front of them, or where they will be next, not where they are now or where they were. It should be changed to drag behind them, or just expanded in all directions when they move.

    We were givin all these cool tumble animations, feats to move and swing, claims of twitch based fighting... well, all that went out the window in Mod 4, and actually before that... We should be able to dodge and weave out of danger, we should be able to dance around a target and not get hit. Rogues should be able to backflip through a group of mobs and not get hit. This adds excitement, strategy, and skill to the game. This seems like the opposite direction the game is going.

    We may as well take out collision detection altogether, make the mobs transparent, and force us to press the auto attack button like in LoTRO. What a complete waste of the greatest fighting system ever created. It is such a shame to see the degradation in such a unique game. Oh well.

  8. #8
    Community Member Lorien_the_First_One's Avatar
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    Quote Originally Posted by Alavatar View Post
    And here I thought this would be a thread about paralyzed/held/stoned creatures still moving.

    By the way, was that ever fixed? I haven't tested it in a while.
    Not completely, but they seem to move and attack less while para/held/stoned

  9. #9
    Community Member JFeenstra's Avatar
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    Quote Originally Posted by Alavatar View Post
    And here I thought this would be a thread about paralyzed/held/stoned creatures still moving.

    By the way, was that ever fixed? I haven't tested it in a while.
    this mainly happens when you para/hold/stone stuff that has not yet seen you

    my main issue is things going invis/teleporting when para/stoned/held etc...they should be immobile and unable to use any abilities, much like PCs are when para/stoned/held
    Thelanis
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    Hey you there, stop exploiting the game for your entertainment, log off immediately.

  10. #10
    Community Member Turial's Avatar
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    Quote Originally Posted by Lorien the First One View Post
    Not completely, but they seem to move and attack less while para/held/stoned
    Part of the problem is that mobs seem to use the attack que like we do and status effects like para/held/stoned/death dont register as quickly in their que as it does in ours.
    970 sp and counting
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