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View Full Version : Increase melee range in pvp combat.


EZ_Tular the Most Ill
04-30-01, 04:58 PM
This probably belongs in arena area but I feel it is not getting enough attention and it is something that verant really needs to fix.

Here's the situation. Let's say you're in the arena and you're fighting a mage. Unless you can snare him or root him by some means it is basically written in stone that the mage will beat you. All he has to do is set pet on you and run in circles. Even if you catch up the mage and are right behind him you most likely will only get the too far away message. This is because of lag.

Verant needs to increase the melee range in pvp. I feel it is a bug and it is exploited by many casters in pvp. Maybe there are other ways to fix this problem but it must be fixed soon.

I wanted to post this in developer's forum on EQ site but i can't log in there for some reason so i'm posting it here and hope that others will post it on the EQ board.

EZ_Elegance
04-30-01, 05:12 PM
try reading my post in the arena about pvp changes that need to be made.
its not lag though its the eq engine something like this.
your pc tells the server "I am swinging at this damn caster.
the server say "ok" then says to the casters pc "Hey this guy is swinging at you"
somewhere in there lies the problem. eq has a really crappy pvp engine Diabalein Avidya
One Extra Large Can O Grade A Retarded Whoop Ass
Rogue of the 28th thingymajigger
122 points of Loving, Hand delivered on the end of a sharp stick

EZ_Tular the Most Ill
04-30-01, 09:52 PM
what you described right there is essentially lag. it's because it takes time for the little electrical signal that is telling each computer these things to reach its destination.

Kambic
04-30-01, 10:07 PM
The problem is that it must make two checks, rather then one check. Then after those checks are made, rather then one packet being sent, it must send two packets. If you're lagging at 250 milliseconds, and they are lagging at 250 milliseconds, that's .5 seconds in between your swing and the true check being made, then the packet must be sent (I believe that if the packet is sent, and it is no longer valid, then another is sent back saying so) telling both computers and the server to disregard the original packet, and thus your target is out of range. A LOT can happen in a second.


Canbik Virulentus
36th Rogue Warden of Rallos ZekLast Knight of Silent Decree

EZ_Elegance
05-01-01, 01:26 AM
my reason for saying its not lag is because thats not how pvp games work. at least not so poorly. on tribes I have to be laggin BAD before I start missing people who are right in front of me. in eq its normal. Diabalein Avidya
One Extra Large Can O Grade A Retarded Whoop Ass
Rogue of the 28th thingymajigger
122 points of Loving, Hand delivered on the end of a sharp stick

EZ_Ceescrit da Bossalini
05-01-01, 05:52 AM
I agree 100% here. A smart mage/necro is unbeatable by a pure melee, unless you can snare or root him somehow. [b]Ceescrit Bossalini
Crime Boss of Vallon Zek
>Illuvitae

EZ_Tular the Most Ill
05-01-01, 12:51 PM
They don't even need to be smart though, how much brain power does it take to realize you aren't being hit and continue running in circles? This would be less of a problem if it wasn't so obvious.

EZ_MajestykVZ
05-01-01, 01:48 PM
Step into his path and wait. Land backstab as you would on a jousting melee. Usually works on circle runners. Majestyk, Rogue, Shanks, Vallon Zek!We as Shanks, have chosen the hard path. In the hardness of it, is where we find the glory.

EZ_Tular the Most Ill
05-01-01, 07:50 PM
that doesn't really work thought Maj, either the caster will use his brain and avoid you or you just wont be able to kill him anyways because his pet is beating the crap out of you the whole time.

EZ_Madeline TZ
05-01-01, 11:57 PM
I chase the mage till ID is about to do it's check, target pet. 50% of the time the pet goes running if it hasn't been buffed to resist. The next few minutes usually consist of me beathing him down best I can or him running since he can't get a spell off.