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  1. #35
    Player
    Celz88's Avatar
    Join Date
    Aug 2020
    Posts
    5
    Character
    Celz Amalek
    World
    Odin
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Darkstride View Post
    If you're going to tell others they are being hostile, you may want to refrain from doing so yourself. Your reply ventures into rant territory and people are far less likely to take you seriously if you just sling insults and try to boast as if you are superior.

    Although, I suppose that's commonplace on the forums.

    Regarding your complaint, I do see where you're coming from and it probably would be an easy fix. I suspect the reason it is because it reflects the tooltip damage accurately (also could be fixed if needed), and because of animation clipping. If, for instance, you had an attack that visually hits 3 times, then the damage numbers would be spread out over a short period rather than instantly when the actual attack's damage is applied. If you were to immediately use another ability and clip the animation (which is common) what would then happen with your damage numbers? Do you miss the last attack because the animation clipped? I think the way it's currently functioning is merely for the sake of simplicity.

    Why is it still this way? Frankly, I'd say that it's because it's how the game was designed and most players don't have a problem with it. It's the way damage has always been applied. Apparently, not having a major issue with it means we are all "neanderthals". So be it.
    I treat people the way they treat me. But you are right. It's a personality quirk. Like Trump, I believe in an eye for an eye (up to a point). If someone ridicules me for no reason I will not sit there and take it. I was obviously referring to people who ridicule others for something they don't perceive (like the clown above). But having said that, you are either a casual or indeed a neanderthal (in the context of game design) IF, for example, a Dragoon does a high jump ability, and the damage goes off on the way up instead of the way down, and you see nothing wrong with that. It is such basic knowledge of game design that I am shocked I have to sit here to explain this. All they would have to do is delay the damage numbers for rogue and Samurai (and whatever other class has their damage appear before their animation is done) so that it matches the last hit. That's it. No coding needed. It's simply a delay code string which can be fixed in 2 seconds.
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    Last edited by Celz88; 08-10-2020 at 06:18 AM.