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  1. #1
    Player
    Wevlum's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    399
    Character
    Tyler Wevlum
    World
    Balmung
    Main Class
    Thaumaturge Lv 50

    Target is too far above/below

    A range job in a hill-ey place like la noscea or thanalan is hell.

    Are there any dev responses and such in regard to this issue? It can't just be me having these issues.
    (10)
    The Ul'duh Inn is like an antique shop...full of crap and always closed.
    "You don't have to say anything, I just look at your life now and work backwards." - Black Books

  2. #2
    Player
    ChiefCurrahee's Avatar
    Join Date
    Mar 2011
    Posts
    959
    Character
    Chief Currahee
    World
    Balmung
    Main Class
    Lancer Lv 60
    Yeah height calculations need to be adjusted.
    (0)

  3. #3
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Agreed, surely you should be able to preform the action if its in line of sight.
    (1)

  4. #4
    Player
    Odd's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    908
    Character
    Tiri Thon
    World
    Goblin
    Main Class
    Dancer Lv 90
    Ya an archer who can't shoot down onto stuff just doesn't sit right with me.
    (8)

  5. #5
    Player
    Nakiamiie's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,556
    Character
    Maelina Sylfei
    World
    Hyperion
    Main Class
    Conjurer Lv 64
    Definitely need to be adjusted, it gets ridiculous how I can't even shoot targets below me even though they are in my light of sight (or above near when I can see them). I really this limitation gets removed at least by 2.0. We can shoot through walls and other obstacles, but a 2 meters elevation makes the target impossible to shoot at, really?
    (1)
    LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
    And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
    (Marvelous economics IQ test!)

  6. #6
    Player
    Eli_Jin's Avatar
    Join Date
    Mar 2011
    Posts
    45
    Character
    Aly Kin
    World
    Excalibur
    Main Class
    Monk Lv 90
    I'm fairly certain this was initially implemented to prevent ranged classes from glitching out mobs and killing them without the mob having a chance to attack them. Though actually all mobs had a ranged attack at release so maybe not.

    I seem to recall SE acknowledging the issue a long time ago (or maybe I dreamed, but I don't think so), but apparently it's quite low on their priority list.
    (0)

  7. #7
    Player
    Gramul's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    5,203
    Character
    Eisen Gramul
    World
    Hyperion
    Main Class
    Blacksmith Lv 90
    Makes sense for close range melee, not so much for range attacks.
    (0)

  8. #8
    Player
    Mychael's Avatar
    Join Date
    Nov 2011
    Location
    Gridania
    Posts
    917
    Character
    Justin Beiber
    World
    Ridill
    Main Class
    Archer Lv 1
    Yeah. It can get absurd sometimes (there's a spot around Bomb Barons, for example, where you have to run almost within melee distance to attack with ARC if they're on the hill)... It would make more sense to me if, in addition to line of sight, there was a 3D line calculating distance (I learned that formula in HS, I'm sure SE could do it), rather than separate calculations for X-Y and Z.
    (0)

  9. #9
    Player
    Wycor's Avatar
    Join Date
    Mar 2011
    Posts
    41
    Character
    Wycor Third
    World
    Ragnarok
    Main Class
    Lancer Lv 50
    It's not only for Range attack but for mages too. If i'm not wrong is a countermesure against "terrain profit glitches" which appeared on FFXI for kill certain NMs.
    For those who didn't play it, it was basically something like: put your mages on a high elevation while the tank on a cliff or lower elevation. If the NM's would perform and AoE even huging the wall, It would never hit the mages. So mages would never have the risk to die about it and the mechanic-strategy of the special attacks of the said NM was worthless.
    An easy example: Dark Ixion.

  10. #10
    Player
    yukikaze_yanagi's Avatar
    Join Date
    Mar 2011
    Location
    Ul-dah
    Posts
    2,059
    Character
    Yuki Ynagi
    World
    Ragnarok
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Wycor View Post
    It's not only for Range attack but for mages too. If i'm not wrong is a countermesure against "terrain profit glitches" which appeared on FFXI for kill certain NMs.
    For those who didn't play it, it was basically something like: put your mages on a high elevation while the tank on a cliff or lower elevation. If the NM's would perform and AoE even huging the wall, It would never hit the mages. So mages would never have the risk to die about it and the mechanic-strategy of the special attacks of the said NM was worthless.
    An easy example: Dark Ixion.
    that's exacly why the thing should remain in place.
    Anyhow, i feel the elevation it's quite low now, it should be highter
    (0)

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