Search found 131 matches
- Sun Dec 20, 2015 11:01 pm
- Forum: Game Features
- Topic: Combat Ranges
- Replies: 21
- Views: 6986
Re: Combat Ranges
I took this into consideration. From what I could tell, the range finder might be automatic, but it isn't correct. I put myself on a true square meridian so only my y was changing, and I could, for example, at a range of 2, be at coords that were between 0 and 1. You can move from 7 to 9. The range ...
- Wed Dec 16, 2015 12:53 pm
- Forum: Game Features
- Topic: Combat Ranges
- Replies: 21
- Views: 6986
Re: Combat Ranges
Hmm it still seems pretty far, so does 10 for parley range. Are you saying the compass range is built in and correct, and the problem is re-creating that same value for the combat engine? One thing that is true, is that say you are at a range of 3, it should take 2-3 individual walking steps to back...
- Tue Dec 15, 2015 9:36 pm
- Forum: Game Features
- Topic: Combat Ranges
- Replies: 21
- Views: 6986
Re: Combat Ranges
Played with it didn't you?
I now get a range of 5 from average humanoids that's about twice, visually, what it should be.
May not be the final tweak, but, at least you're able to affect it.
I now get a range of 5 from average humanoids that's about twice, visually, what it should be.
May not be the final tweak, but, at least you're able to affect it.
- Sun Dec 13, 2015 7:05 pm
- Forum: Game Features
- Topic: Combat Ranges
- Replies: 21
- Views: 6986
Re: Combat Ranges
Five is max melee range, this is used in many encounters to attack from outside various mob effects, or to establish distance between party members to stop contagions. On some mobs, particularly such as large spiders, this always looked like it was calculated from a hit box that was a little too sma...
- Sun Dec 13, 2015 6:41 pm
- Forum: General Discussions
- Topic: The Best Buff Only System
- Replies: 18
- Views: 35312
Re: The Best Buff Only System
Did not like it. Had less charm, moved VG more in line with most other games. Supposedly was part of changes to improve performance, and to simplify the path for expanded content/new gear. For some reason, at lower levels I like having the distinct buffs which increase incrementally at different lev...
- Thu Dec 10, 2015 8:42 pm
- Forum: Content Bugs (Closed)
- Topic: Bug 356: (John Adams) Using the paladin ability
- Replies: 7
- Views: 1252
Re: Bug 356: (John Adams) Using the paladin ability
Well, semantically, it was intended for auto attack to be removed entirely, but that's just another idea that never was implemented. The more I strain my meager memory about ranged, I seem to recall monk pulling with a standard ranged attack that did not start any auto attack, so, my bad for thinkin...
- Thu Dec 10, 2015 8:29 am
- Forum: Content Bugs (Closed)
- Topic: Bug 356: (John Adams) Using the paladin ability
- Replies: 7
- Views: 1252
Re: Bug 356: (John Adams) Using the paladin ability
I might be confused if we are referring to the current state of the server, or how the official game worked. In the current server, I have never seen any ability start an auto attack. In the official game, any melee ability should do it, unless the particular ability is an exception. There is a &quo...
- Wed Dec 09, 2015 5:54 pm
- Forum: Content Bugs (Closed)
- Topic: Bug 356: (John Adams) Using the paladin ability
- Replies: 7
- Views: 1252
Re: Bug 356: (John Adams) Using the paladin ability
Pretty sure that a ranger attack should start an auto attack with the bow.
Any melee attack should start melee auto attacks, unless it has information otherwise. This would not necessarily be the case if you put the ability in a macro, not sure, but abilities dragged from the book should all do it.
Any melee attack should start melee auto attacks, unless it has information otherwise. This would not necessarily be the case if you put the ability in a macro, not sure, but abilities dragged from the book should all do it.
- Wed Dec 09, 2015 12:22 pm
- Forum: Announcements
- Topic: New Telon Updates!
- Replies: 28
- Views: 36161
Re: New Telon Updates!
I'm sure it's a ton of work to make even a basic ability function--no worries, just reporting the blankness of it. Once a simple version is rolled out, I'd expect the devil in the details will be a Line of Sight check. It has to be global and faster than human reflexes, and, if what I saw a necro do...
- Wed Dec 09, 2015 11:57 am
- Forum: General Discussions
- Topic: APW
- Replies: 14
- Views: 2458
Re: APW
Nexus couldn't have been much besides a functioning chunk they were showing off. Has Tanvu style architecture. I could see the MH raids each dropping a piece of a key that you assemble by some nightmarish process, and then some gate works for you to rift there. A few keyed gates are fine, as a few r...