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The Matrix Online » Top » Development Discussion » Feedback Forums » Player Versus Player Feedback Previous Topic  |  Next Topic      Go to Page: Previous  1 , 2 , 3 , 4  Next
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Systemic Anomaly

Joined: Aug 15, 2005
Messages: 1455
Location: Syntax
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Hmmm I just noticed this post here. Relox, suriously if you have that big of a problem with it then don't pvp against me. Do you know how much effort it actually takes to use and emote on a person thats running from you? It's freaking hard! I was barley able to keep up with you but that's only because you stayed in the area, until you finally got fed up, called me a f*g and hl'd to the loading area.






This note is to all :

If you want to hyperjump away thats fine but don't complain when someone decides to give chase. just because you suddenly THINK you deserve a break doesn't mean the person you were fighting has to stop. I've been chased down many times with /face and emotes. If I can get away again then great if I can't I fight like a man and either die or get lucky. If you want to get away so badly then keep jumping or teleport. Do not decide to jump away then sit next to the battle field to heal. You might as well say free hit to anyone flagged that happens to see you. Ofcourse then you'll probably try to accuse them of using an emote to find you. Come on people it's a game, if you can't figure out your own unique way to escape an unhealthy situation for your RSI then I suggest you mosy on over the WoW.






Femme Fatale

Joined: Aug 15, 2005
Messages: 11028
Location: Las Vegas, NV
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Renzouken wrote:
If you can't get away from someone who's busy waving at you instead of chasing you down. You deserve to die.
QFT.

I've had my share of deaths. I have also used /russdance to track someone I really disliked and he still got away from me, so emotes aren't as bad as /face



Ascendent Logic

Joined: Aug 15, 2005
Messages: 933
Location: Ontario, Canada
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It's easy to paint a ridiculous light on the issue of emotes allowing autotracking, but guess what: if it was worthless, people wouldn't be doing it.

Duh.

The issue isn't serious in regular combat, just as /face wasn't either. No one really cares if you use something to get an idea of where your target is; after all, you have them selected, so it stands to reason that you know where they are.

The issue arises in HyperJump pursuit, and it's the same issue that arose from /face. It allows for an automated method of tracking someone, a big no-no in MxO. That's why /addwaypoint was removed on hostiles.

HJer lands, then HJ's again.
Pursuer lands, /point's (or any other facing emote) to find out the exact direction of HJer, and then HJ's.

This is automated, and as we all know:

Automated tracking == NO.

QED.




Femme Fatale

Joined: Aug 15, 2005
Messages: 11028
Location: Las Vegas, NV
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Sneaker wrote:

It's easy to paint a ridiculous light on the issue of emotes allowing autotracking, but guess what: if it was worthless, people wouldn't be doing it.

Duh.

The issue isn't serious in regular combat, just as /face wasn't either. No one really cares if you use something to get an idea of where your target is; after all, you have them selected, so it stands to reason that you know where they are.

The issue arises in HyperJump pursuit, and it's the same issue that arose from /face. It allows for an automated method of tracking someone, a big no-no in MxO. That's why /addwaypoint was removed on hostiles.

HJer lands, then HJ's again.
Pursuer lands, /point's (or any other facing emote) to find out the exact direction of HJer, and then HJ's.

This is automated, and as we all know:

Automated tracking == NO.

QED.

Either I suck at automated tracking, or the few people I've chased using /russdance suck horribly, which is probably why I caught them.

By your post I take it if someone points to you while you're using hyperspeed it's all good?

If they take emotes out on hostile players, might as well take luggables out of the game.

It's fine as is I say, some people just need to learn to mix running with their jumping. There's buildings and elevators for a reason.



Jacked Out

Joined: Aug 17, 2006
Messages: 676
Location: Mannsdale
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Players can use /stuj, it does not appear in system chat and you wouldn't know they were doing it. So many times people have used it on me, chased away from the zerg.. and been silently taken down. Their cheap tricks have backfired.  SMILEY


Systemic Anomaly

Joined: Oct 7, 2005
Messages: 4674
Location: HvCFT Everto
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I don't know why people are saying you get locked in place, for me I can see by 2 things, contrails and looking up. If your pointing it's an easy method to success. once you hit the emote your facing the direction of the enemy and you just hit ctrl + space or another button that you've assigned and your going to give chase, it doesn't take any more time aswell if you have a macro to point, hit 5 the ctrl+ space easy and now your 2 seconds behind your opponent of course if you get caught using that method then you just suck as really the only way to catch someone who is jumping is assume the point where he'll stop and root, stun, pacify, IL ect.

/face was removed for a reason, /point is something that has an unintentional effect, I doubt that "I was pointing to my factionmates where the enemy was" would be a great defense in this game. My point is that I can only assume that /point and /wave is an exploit as it's as far as I know a bug that people are able to use to give them an unfair advantage.



Vindicator

Joined: Aug 1, 2006
Messages: 3144
Location: New Zealand
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Hmm.. how about we drop the selection range to 50 meters or so? 
That way you'd only be able to emote at people who'd normally be in your sight range anyway. 



Systemic Anomaly

Joined: Aug 16, 2005
Messages: 3104
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Renzouken wrote:
If you can't get away from someone who's busy waving at you instead of chasing you down. You deserve to die.


QFT

Regardless of whether this is an exploit, game mechanism or black magic the value of distracting dev time to deal with it is so negligible as to be criminal.



Systemic Anomaly

Joined: Oct 7, 2005
Messages: 4674
Location: HvCFT Everto
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Tytanya_MxO wrote:
Renzouken wrote:
If you can't get away from someone who's busy waving at you instead of chasing you down. You deserve to die.


QFT

Regardless of whether this is an exploit, game mechanism or black magic the value of distracting dev time to deal with it is so negligible as to be criminal.

so because the problem is so small you think it would be better to ignore it yes there are other problems that need attention but Rarebit said himself he fixes small bugs when he has nothing to do which I hope this falls into that category.



Systemic Anomaly

Joined: Dec 20, 2005
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It's still easy to get away from people chasing you in this way by not jumping the full Ctrl+Space distance and then going perpendicular to that path of travel once you land, which will screw up the emote's direction once that person lands; you'll be far away and in a non constant direction.

In no way are emotes an "automated" system of tracking; they give information about a target just like /who and /range. Range can even be updated by looping macros, whereas with emotes the user must be out of the combat state and not in motion to use them.

Packhunter, the emotes are working exactly as they've always been intended to. You see something, you select it, and when you /point, your character points to that object. Please tell me, how exactly is that a bug? And aside from the hypothetical situations that have been brought up in this thread, how much of an "edge" do these emotes really give? You should come onto Vector and do some testing with these emotes then, it should be no problem for you to catch me because they're so obviously flawed, right?

Rarebit wrote: The difference is that you can't emote while in the combat state, emotes don't auto-face like /face did, and they have a bit of casting time to them. And no, we aren't planning on changing how they work.



Femme Fatale

Joined: Mar 31, 2006
Messages: 5017
Location: Groznyj Grad, North of Sokrovenno
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You would think that it would be more of a problem that unflagged, I can walk right into your face, buff myself to the hilt, and use Logic Cannon 2.0 and you can do is wait till it hits I flag then you can attack..... but some people see this problem, which really isn't a problem, as more drastic.....

Obviously this isn't a problem on Vector, but still, if your in a fight with someone who is busy waving at you, all you have to do is shoot him/her, they enter combat state, now HJ away, problem solved.




Ascendent Logic

Joined: Aug 15, 2005
Messages: 933
Location: Ontario, Canada
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Roukan: The only ground with /face on the ground was when it was combined with autorun. Players could then target anyone they wanted and "wiggle" around them. Especially annoying for hyperjumps; there were times when I'd jump only to have 5 or 6 Zionists wiggling exactly where I was about to land.

Pathetic.

The emotes like /point can't be combined with autorun. Thus, I don't really care about that aspect. I do care about the advantage they give during mutual HyperJump pursuit.

There's buildings and elevators for a reason.
It's very easy to get trapped in buildings.

Tytanya_MxO: I highly disagree. Yes, in some situations, it's use grants the user absolutely no advantage. But, as I've already described, there certainly are situations where it allows for auto-tracking, same as /face.

It's still easy to get away from people chasing you in this way by not jumping the full Ctrl+Space distance and then going perpendicular to that path of travel once you land, which will screw up the emote's direction once that person lands; you'll be far away and in a non constant direction.
There's a very noticable "pause" in midair when you do this, so the person behind you simply lets go of his Ctrl+Space too. And then, you're back at square one.

Regardless, even if there is a way around it, it still allows autotracking and needs to be fixed.

The solution is simple: don't allow emotes to auto-face the target at all. This won't hurt RP, since it's unnatural to whip around to face your target when doing an emote anyways, and will fix the problem of auto-tracking HJers. Case closed.




Systemic Anomaly

Joined: Oct 7, 2005
Messages: 4674
Location: HvCFT Everto
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Bayamo wrote:
It's still easy to get away from people chasing you in this way by not jumping the full Ctrl+Space distance and then going perpendicular to that path of travel once you land, which will screw up the emote's direction once that person lands; you'll be far away and in a non constant direction.

In no way are emotes an "automated" system of tracking; they give information about a target just like /who and /range. Range can even be updated by looping macros, whereas with emotes the user must be out of the combat state and not in motion to use them.

Packhunter, the emotes are working exactly as they've always been intended to. You see something, you select it, and when you /point, your character points to that object. Please tell me, how exactly is that a bug? And aside from the hypothetical situations that have been brought up in this thread, how much of an "edge" do these emotes really give? You should come onto Vector and do some testing with these emotes then, it should be no problem for you to catch me because they're so obviously flawed, right?

Rarebit wrote: The difference is that you can't emote while in the combat state, emotes don't auto-face like /face did, and they have a bit of casting time to them. And no, we aren't planning on changing how they work.
I'm going to give you another look at my Avatar



in any case it does give an advantage, if you try and IL and bounce off the evade then you don't go into combat state you immidiately bounce back and you can loop an emote to activate so you face in their direction, ctrl + space and away you go, it's not easy if the person rolls or you miss immobalizing shot but it takes about 5 seconds to leave the combat state, if you are able to jump in their general direction your easily going to keep with him, the emote doesn't have to happen, as soon as you've clicked the macro or hit enter your facing in the direction and you can HJ and aslong as you keep him targetted you ain't gonna have a problem



Systemic Anomaly

Joined: Aug 24, 2005
Messages: 1112
Location: Enumerator 2.0
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OMG!!!!!!!!!!!!   I cant take it anymore!  This argument has been going on for frelling months!!!

*takes the Dead Horse Beating Sticks away from Sneaker and Denary.....Throws them On the Dead Horse...pours 10 gallons of TurboBlue on it all, runs far away, whips out the flare gun and fires.  




Find something else to Complain about please, please, please




**oh and /agree that if your a 50 and cant get away....92% of the time you deserve to die...the other 8% being the glitches (ie:crappy lag filled machine, laggy area...*insert excuse here)

btw, for the record i've chased and been chased, lived and died *sings 'Its only a gaaammMMeee' just click that little button called reconstruct, it (should) only take a few seconds from your life.










***gadzooks i really shouldnt post when tired and 'under the influence'



Femme Fatale

Joined: Aug 15, 2005
Messages: 11028
Location: Las Vegas, NV
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Sneaker wrote:

There's buildings and elevators for a reason.
It's very easy to get trapped in buildings.

People who get trapped in buildings shouldn't whine about getting owned because some zergling had the audacity to chase you that far. There's block hands, there's roots, there's antibiotics.. you have no reason to die to someone chasing you unless you have a luggable.

 
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