If you can't get away from someone who's busy waving at you instead of chasing you down. You deserve to die.
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.
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.
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.
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. QFTRegardless 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.
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.
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.
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.