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  1. #1
    Player

    Join Date
    Mar 2011
    Posts
    327

    Current problems with targeting system and ways to improve

    The first serious problem I've noticed other than lack of commands such as /assist, is that the target box is always moving.
    This is not limited to when a monster performs a lunging attack. even when the monster is in the idle animation it's target box moves, as well as players
    this makes scrolling through targets very sparatic.
    I have tested this with a party, where multiple player characters are lined up near one another on the screen. The results would have it skip characters completely or toggle back and forth between 2 players due to them changing position in their idle animation.

    This not only makes targeting a nightmare, but I sure it also is creating additional performance loads on clients or servers, and possibly both.


    On a related topic while moving the hit box for AoE attacks is good for lunge animation, the game seems to actually update the player position as well.
    This is a bad mechanic, it requires additional resources and does not guaranty that the player will return to the starting position.
    The players position should remain fixed unless changed by player, or by environment (aka knock back, or draw in).

    This should help create more consistent game play, less frustration (especially for Marauders), reduce client/server loads and improve tactical play.
    While the auto-attack introduction will lessen the occurrence it will still remain an issue with weapon skills.


    Targeting in front only, there are major problems with using the action button while on enemy mode, it often selects the player, or players behind the player while a single monster is standing directly in front.
    Suggestion is this, ignore all targets that are not in front of player, if there is no target then target player. (target being players or npcs)
    This should also be true when using arrows or d-pad to select targets.

    This gives more predictable targeting, minimizes number of targets that player must scroll through. It may also improve performance as it takes more targets out of the equation.


    Additional text command for macro use, /assist, would greatly relieve current issues that I stated above.


    One addition to this list, up/down party targeting for sub-target abilities, healing spells, buffs, accomplice etc. This makes targeting easier for players as other players may not be visible but still in ability range, and limits the target list to a maximum of 8 versus everything on screen.
    (1)
    Last edited by Akuun; 05-22-2011 at 05:41 AM.

  2. #2
    Player
    Alzelia's Avatar
    Join Date
    Apr 2011
    Posts
    323
    Character
    Alzelia Shey
    World
    Hyperion
    Main Class
    Carpenter Lv 50
    I would like to be able to target a list of enemies with an attack the same way you can target Party Members with a heal
    (0)

  3. #3
    Player

    Join Date
    Mar 2011
    Posts
    327
    Quote Originally Posted by Alzelia View Post
    I would like to be able to target a list of enemies with an attack the same way you can target Party Members with a heal
    That would be nice for group mobs or in high monster populated areas, thanks for the contribution.
    (0)

  4. #4
    Player
    Alzelia's Avatar
    Join Date
    Apr 2011
    Posts
    323
    Character
    Alzelia Shey
    World
    Hyperion
    Main Class
    Carpenter Lv 50
    Quote Originally Posted by Akuun View Post
    That would be nice for group mobs or in high monster populated areas, thanks for the contribution.
    Yup! exactly what I wanted it for. I figured with Crowd Control becoming a priority in the battle system this would really help. I'm stick of trying to select a mob to attack only to accidentally select a party member
    (0)

  5. #5
    Player
    Viridiana's Avatar
    Join Date
    Mar 2011
    Posts
    3,481
    Character
    Aria Placida
    World
    Lamia
    Main Class
    Ninja Lv 88
    The players position should remain fixed unless changed by player, or by environment (aka knock back, or draw in).

    This should help create more consistent game play, less frustration (especially for Marauders), reduce client/server loads and improve tactical play.
    Yeah, tired of having my steadfast disappear when I haven't told my character to move. >_<
    (0)

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