Quote Originally Posted by Rydin View Post
or...
(and this is going to sound crazy)
Casting a spell instantly stops your movement???
You see what I did there? I'm a problem solver
(and let's be honest... that seems like it would take a lot less effort to implement)
Hi Rydin (and Yoshida-san),

This is a great suggestion, and alternative to the problem.

Instead of making ALL players have to press an extra button (or type /facetarget) to be 100% safe to cast a Spell, to alleviate momentum / slight ancillary movement, you should build in a command on the game side that basically sets up:

* Start Casting Spell = Set Motion to 0 (ZERO), instantly.

So even if you might've had some momentum from stopping, or were worried about compensating for lag, if by *default* inherently in starting ANY Casting for a Spell, you're immediately stopping the Character and telling the engine that the Motion Value is Zero, that would alleviate the problem for ALL players immediately.

You remove the burden of this really clunky, antiquated method of having to manually Face Target / press an extra Button and/or Wait a second or so before casting.

Think about it this way:

With the changes that Moving will Cancel a Spell, when would you ever want to try Casting a Spell while moving? In other words, we wouldn't want to fail Casting because of movement.

Even with this change (forcing Motion to Zero for the Player automatically), the player can then choose to START MOVING again (after this happens), if they wanted to truly cancel casting a spell (or were being chased and started moving), etc.

I hope you consider something like this for a fix, if you can't get a better system in for 2.0. It just makes for a far more seamless experience.

Thanks!