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<title>Latest posts for the topic &quot;The Problem With Hyper-Jump&quot;</title>
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<description>Latest messages posted in the topic &quot;The Problem With Hyper-Jump&quot;</description>
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<title>Re:The Problem With Hyper-Jump</title>
<description>&lt;p&gt;K geez, where to start without really entering the firestorm &amp;gt;.&amp;gt;&lt;/p&gt;&lt;p&gt;Look first off, I&amp;#39;m pretty new to PvP, so opinion is prolly of low importance. Secondly, I did look around and find some posts at one point about &amp;quot;proper etiquette&amp;quot; in PvP, and I&amp;#39;d say I tried to follow them. Then when I found this &amp;quot;etiquette&amp;quot; being broken and commented, I always got basically the same answer....&lt;/p&gt;&lt;p&gt;&amp;quot;It&amp;#39;s PvP, anything goes...&amp;quot;&lt;/p&gt;&lt;p&gt;So I&amp;#39;m just going to make the following observations....&lt;/p&gt;&lt;p&gt;1) ANY tweak of the PvP system is going to meet with vociferous dissent. Anyone who posts a suggestion regarding modifiying something to make PvP &amp;quot;more fair&amp;quot; is opening a can that is going to be ugly. &lt;/p&gt;&lt;p&gt;So maybe we should just completely abandon the notion that PvP should be fair, and just enjoy it for what it is.&lt;/p&gt;&lt;p&gt;2) In my experience all sides complain about these issues, especially when at the recieving end. Zion complains about the Mech Zerg, Mech&amp;#39;s complain about the Zion Zerg....&lt;/p&gt;&lt;p&gt;So Im gonna make a basic suggestion.... lets all quit bitching. I&amp;#39;ll start! I vow to never complain about anyones tactics or behavior in PvP. It would be nice if there were no sploits, but since its really hard to tell if someone is sploiting or just has a really good build, I will never again accuse anyone of sploiting.&lt;/p&gt;&lt;p&gt;3) My solution to the tactics that various people use is... just use them myself. Are you sick of people Sniping and then jumping away? Go load up Sniper and do the same thing!! &lt;/p&gt;&lt;p&gt;Feel like you lost because of the other sides Trauma Surgeon? You did... go code it up and use it. &lt;/p&gt;&lt;p&gt;Pvping and suddenly found yerself outnumbered? People log in and out all the time... wait till some more buddies come on and then flag up.&lt;/p&gt;&lt;p&gt;Fighting someone and they pop a pill? pop one yerself!&lt;/p&gt;&lt;p&gt;And if you insist on taking the high ground on some issue on principle? Don&amp;#39;t gripe or *CENSORED* about others not doing the same. if you stick to your principles eventually people will notice. &lt;/p&gt;&lt;p&gt;Yeah... so I guess i&amp;#39;m saying leave HJ well enough alone in this regard. Its just another tactic and its frustrating as hell, but... part of the fun is learning how the little bits and pieces of this game work and learning to deal with them and make use of them.&lt;/p&gt;&lt;p&gt;As a final note for the record, In any kind of reality, even the Matrix kind, a well placed sniper shot would kill you instantly.... Yet in this game a kick to the balls from behind does significantly more damage! Even to women! In other words, we could go on and on about all this stuff. i for one am gonna log out now and go play &lt;img src=&quot;/mxo/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;http://i217.photobucket.com/albums/cc96/gewebb/MxO/sgnature1-2.jpg&quot; alt=&quot;&quot; width=&quot;450&quot; height=&quot;150&quot; border=&quot;0&quot; /&gt;&lt;/p&gt;</description>
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<pubDate>Sun, 11 May 2008 15:19:53 GMT</pubDate>
<author>psilody</author>
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<title>Re:The Problem With Hyper-Jump</title>
<description>I just think Cntrl+Space wouldn&amp;#39;t be as ostrocized as it is now if you didn&amp;#39;t lose your target from it. If you&amp;#39;re going to lose your target from Cntrl+Space, why not make it for the normal precision HJ as well? Honestly I think it&amp;#39;s just a client-draw distance limitation, than something actually intended by the devs.</description>
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<pubDate>Mon, 12 May 2008 12:26:06 GMT</pubDate>
<author>Ballak</author>
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<title>Re:The Problem With Hyper-Jump</title>
<description>&lt;p&gt;Ahh... well on that last Ballak,&lt;/p&gt;&lt;p&gt;I think you will find that the up component of cntrl Space is to accomodate the &amp;quot;vagueness&amp;quot; of the destination of a control-space jump.&lt;/p&gt;&lt;p&gt;I.e. when you precision jump with the crosshairs, the system gets a specific point to aim for, and can calculate a flight path that will get you there, taking into account what obstacles are, or are not, in the way. If you used crosshairs to hop a building, you would find that the jump takes a high arc to claer that distance.&lt;/p&gt;&lt;p&gt;A Cntrol-space jump can be terminated at any time, simply by releasing the keys. As such, the system simply launches you to the maximum height, because it doesnt know exactly where you want to land. It has recieved no trajectory information, so it launches you on a generic trajectory, in this case a high one. I guess what im trying to say is that the way the system works, when you hit contrl-space, it cant tell if you are jumping over anything high or not, so it just assumes you need the highest trajectory it can give you.&lt;/p&gt;&lt;p&gt;If they adjusted that trajectory downward, it might generate a lot of odd trajectories, like launching forward at a building, and then riding up the side...&lt;/p&gt;&lt;p&gt;oh wait it already does that... scratch &amp;gt;.&amp;lt;&lt;/p&gt;&lt;p&gt;Edit: And sorry, gues I didn&amp;#39;t respond to this particular part of the question in the first place because I don&amp;#39;t want to see it changed. I think this use of HJ is simply a part of tactics, and I use it semi-regularly, tho hopefully not in the excessive way that annoys so many people apparently. And the getting lost part is useful, especially like in DM if you are mining and someone comes in on a gank run. A great trick is to start a HJ, and then release halfway, so that they shoot past you when they try to follow &amp;gt;.&amp;gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;http://i217.photobucket.com/albums/cc96/gewebb/MxO/sgnature1-2.jpg&quot; border=&quot;0&quot; alt=&quot;&quot; width=&quot;450&quot; height=&quot;150&quot; /&gt;&lt;/p&gt;</description>
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<pubDate>Mon, 12 May 2008 12:42:38 GMT</pubDate>
<author>psilody</author>
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<title>Re:The Problem With Hyper-Jump</title>
<description>I&amp;#39;m for upping the draw distance and adding a slight reuse timer to hyper jump, say... 15 seconds, that&amp;#39;s enough time to get into the air, land, and wait 7. Give or take a few I&amp;#39;d have to actually record the times.&lt;br /&gt;</description>
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<pubDate>Mon, 12 May 2008 15:47:49 GMT</pubDate>
<author>TimeMaker</author>
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<title>Re:The Problem With Hyper-Jump</title>
<description>&lt;cite&gt;TimeMaker wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;I&amp;#39;m for upping the draw distance and adding a slight reuse timer to hyper jump, say... 15 seconds, that&amp;#39;s enough time to get into the air, land, and wait 7. Give or take a few I&amp;#39;d have to actually record the times.&lt;br /&gt;&lt;/blockquote&gt;&lt;p&gt;&lt;br /&gt;Upping the draw distance would increase lag hugely as the server would have to send all those people positions to your client, that would in turn change the graphic settings from a client specced decision to a internet connection speed decision.&lt;/p&gt;&lt;p&gt;And no the re-use timer.&amp;nbsp; ^_^&lt;/p&gt;</description>
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<pubDate>Mon, 12 May 2008 16:08:21 GMT</pubDate>
<author>SolidRevolver</author>
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<title>Re:The Problem With Hyper-Jump</title>
<description>&lt;cite&gt;psilody wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;A Cntrol-space jump can be terminated at any time, simply by releasing the keys. As such, the system simply launches you to the maximum height, because it doesnt know exactly where you want to land. It has recieved no trajectory information, so it launches you on a generic trajectory, in this case a high one. I guess what im trying to say is that the way the system works, when you hit contrl-space, it cant tell if you are jumping over anything high or not, so it just assumes you need the highest trajectory it can give you.&lt;/blockquote&gt;Control-Space HJ projects a landing spot based on your Super Jump level and calculates the maximum parabola for your trip.&amp;nbsp; When you release the button it pretty much drops you straight down.&amp;nbsp; &lt;br /&gt;</description>
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<pubDate>Mon, 12 May 2008 18:52:26 GMT</pubDate>
<author>GypsyJuggler</author>
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<title>Re:The Problem With Hyper-Jump</title>
<description>&lt;cite&gt;psilody wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;p&gt;Ahh... well on that last Ballak,&lt;/p&gt;&lt;p&gt;I think you will find that the up component of cntrl Space is to accomodate the &amp;quot;vagueness&amp;quot; of the destination of a control-space jump.&lt;/p&gt;&lt;p&gt;I.e. when you precision jump with the crosshairs, the system gets a specific point to aim for, and can calculate a flight path that will get you there, taking into account what obstacles are, or are not, in the way. If you used crosshairs to hop a building, you would find that the jump takes a high arc to claer that distance.&lt;/p&gt;&lt;p&gt;A Cntrol-space jump can be terminated at any time, simply by releasing the keys. As such, the system simply launches you to the maximum height, because it doesnt know exactly where you want to land. It has recieved no trajectory information, so it launches you on a generic trajectory, in this case a high one. I guess what im trying to say is that the way the system works, when you hit contrl-space, it cant tell if you are jumping over anything high or not, so it just assumes you need the highest trajectory it can give you.&lt;/p&gt;&lt;p&gt;If they adjusted that trajectory downward, it might generate a lot of odd trajectories, like launching forward at a building, and then riding up the side...&lt;/p&gt;&lt;p&gt;oh wait it already does that... scratch &amp;gt;.&amp;lt;&lt;/p&gt;&lt;p&gt;Edit: And sorry, gues I didn&amp;#39;t respond to this particular part of the question in the first place because I don&amp;#39;t want to see it changed. I think this use of HJ is simply a part of tactics, and I use it semi-regularly, tho hopefully not in the excessive way that annoys so many people apparently. And the getting lost part is useful, especially like in DM if you are mining and someone comes in on a gank run. A great trick is to start a HJ, and then release halfway, so that they shoot past you when they try to follow &amp;gt;.&amp;gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;http://i217.photobucket.com/albums/cc96/gewebb/MxO/sgnature1-2.jpg&quot; border=&quot;0&quot; alt=&quot;&quot; width=&quot;450&quot; height=&quot;150&quot; /&gt;&lt;/p&gt;&lt;/blockquote&gt;I agree with this 100%. Tis pretty much how i view pvp. &lt;br /&gt;</description>
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<pubDate>Mon, 12 May 2008 20:00:53 GMT</pubDate>
<author>byond</author>
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<title>Re:The Problem With Hyper-Jump</title>
<description>&lt;cite&gt;byond wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;psilody wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;p&gt;Ahh... well on that last Ballak,&lt;/p&gt;&lt;p&gt;I think you will find that the up component of cntrl Space is to accomodate the &amp;quot;vagueness&amp;quot; of the destination of a control-space jump.&lt;/p&gt;&lt;p&gt;I.e. when you precision jump with the crosshairs, the system gets a specific point to aim for, and can calculate a flight path that will get you there, taking into account what obstacles are, or are not, in the way. If you used crosshairs to hop a building, you would find that the jump takes a high arc to claer that distance.&lt;/p&gt;&lt;p&gt;A Cntrol-space jump can be terminated at any time, simply by releasing the keys. As such, the system simply launches you to the maximum height, because it doesnt know exactly where you want to land. It has recieved no trajectory information, so it launches you on a generic trajectory, in this case a high one. I guess what im trying to say is that the way the system works, when you hit contrl-space, it cant tell if you are jumping over anything high or not, so it just assumes you need the highest trajectory it can give you.&lt;/p&gt;&lt;p&gt;If they adjusted that trajectory downward, it might generate a lot of odd trajectories, like launching forward at a building, and then riding up the side...&lt;/p&gt;&lt;p&gt;oh wait it already does that... scratch &amp;gt;.&amp;lt;&lt;/p&gt;&lt;p&gt;Edit: And sorry, gues I didn&amp;#39;t respond to this particular part of the question in the first place because I don&amp;#39;t want to see it changed. I think this use of HJ is simply a part of tactics, and I use it semi-regularly, tho hopefully not in the excessive way that annoys so many people apparently. And the getting lost part is useful, especially like in DM if you are mining and someone comes in on a gank run. A great trick is to start a HJ, and then release halfway, so that they shoot past you when they try to follow &amp;gt;.&amp;gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;http://i217.photobucket.com/albums/cc96/gewebb/MxO/sgnature1-2.jpg&quot; border=&quot;0&quot; alt=&quot;&quot; width=&quot;450&quot; height=&quot;150&quot; /&gt;&lt;/p&gt;&lt;/blockquote&gt;I agree with this 100%. Tis pretty much how i view pvp. &lt;br /&gt;&lt;/blockquote&gt;&lt;p&gt;&lt;br /&gt;So in otherwords, they are your&lt;/p&gt;&lt;p&gt;&lt;b&gt;&lt;span style=&quot;font-size: xx-large;&quot;&gt;OMG LOL-ABORT!!! ABOOOOOORTT!!&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;font-size: x-small;&quot;&gt;Keys.. got&amp;#39;cha. =P&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;font-size: x-small;&quot;&gt;In all honesty, if you were getting attacked, would you either...&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;font-size: x-small;&quot;&gt;A: Precision Hyper-Jump&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;font-size: x-small;&quot;&gt;or&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;font-size: x-small;&quot;&gt;B: Cntrl+Space Hyper-Jump?&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;font-size: x-small;&quot;&gt;If you chose B, then it&amp;#39;s probably because time is of the essence, and you need to get the hell out of there right there and then. Of course, to me, that&amp;#39;s fine, that&amp;#39;s what it&amp;#39;s there for. I just think that you should also be able to track the person who&amp;#39;s jumping instead&amp;nbsp;of just &amp;quot;LOLNOYOULOSEHIMBECAUSEOFCLIENTFAILURELAFF&amp;quot;. &lt;/span&gt;&lt;/p&gt;</description>
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<pubDate>Tue, 13 May 2008 09:06:26 GMT</pubDate>
<author>Ballak</author>
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<title>Re:The Problem With Hyper-Jump</title>
<description>&lt;cite&gt;SolidRevolver wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;TimeMaker wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;I&amp;#39;m for upping the draw distance and adding a slight reuse timer to hyper jump, say... 15 seconds, that&amp;#39;s enough time to get into the air, land, and wait 7. Give or take a few I&amp;#39;d have to actually record the times.&lt;br /&gt;&lt;/blockquote&gt;&lt;p&gt;&lt;br /&gt;Upping the draw distance would increase lag hugely as the server would have to send all those people positions to your client, that would in turn change the graphic settings from a client specced decision to a internet connection speed decision.&lt;/p&gt;&lt;p&gt;And no the re-use timer.&amp;nbsp; ^_^&lt;/p&gt;&lt;/blockquote&gt;&lt;br /&gt;Oh well just throwing it out there, not like it matters much anyway, we&amp;#39;ll never see a change.&lt;br /&gt;</description>
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<pubDate>Tue, 13 May 2008 11:45:41 GMT</pubDate>
<author>TimeMaker</author>
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<title>Re:The Problem With Hyper-Jump</title>
<description>&lt;cite&gt;Marias wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Roukan wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;Or Rarebit could make it so draw distance is linked to how far you see player characters.&lt;br /&gt;&lt;/blockquote&gt;I would no longer have any problems with Hyperjump if I just didn&amp;#39;t lose track of them at the apex of the leap. I want to see where they&amp;#39;re going to be able to land at least, assuming that I have a target reticle on them already. Is that too much to ask? It would by no means be easy to root someone, even with this change. At least it gives the chasers a fighting chance though.&lt;br /&gt;&lt;/blockquote&gt;I believe that this is the simplest solution, and the fairest. Hyperjump was already nerfed from Beta, where we could leap almost the entire district in a single bound. Reducing hyperjump further will only cause a debacle the likes of /face.&lt;br /&gt;</description>
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<pubDate>Tue, 13 May 2008 12:22:30 GMT</pubDate>
<author>Roukan</author>
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<title>Re:The Problem With Hyper-Jump</title>
<description>&lt;p&gt;LOL&lt;/p&gt;&lt;p&gt;Hell yeah its my Abort Key! Number 1, Im not that good yet, and say i just managed to survive some long drawn out IL fight, and find myself surrounded by reds, why the hell should i stand there and get whacked?&lt;/p&gt;&lt;p&gt;Escape is part of tactics... Once I&amp;#39;ve helaed I&amp;#39;ll come back and give it another go... I dont really see why you need a &amp;quot;fighting chance&amp;quot; to catch every single adversary that tries to escape you.&lt;/p&gt;&lt;p&gt;I mean, it might be nice if there really was some honor code in this pvp stuff, but theres not, so why the hell should i stand around and give up CQ? Not that I&amp;#39;m that into the whole &amp;quot;Combat Quantity&amp;quot; points concept, but i dont see any reason not to flee if Im obviously about to die and have nothing to gain by sticking it out. ( and by gain i mean things like sticking it out to keep a teammate from being double up. I&amp;#39;ll go down to the wire if its going to support my group overall. But if theres not any pressure, than whats the point of being taken down?)&lt;/p&gt;&lt;p&gt;Anyway, so yeah, I think thats part of the stategy element of this game that you might lose an opponenet who HJ&amp;#39;s away... so be it... So i didn&amp;#39;t geta CQ... wooptee... Its a freaking game, I enjoy playing it and could care less about some point standings. I can enjoy a good fight that i lose, and i can appreciate the craft of an opponent who gets away from me.&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;http://i217.photobucket.com/albums/cc96/gewebb/MxO/sgnature1-2.jpg&quot; alt=&quot;&quot; width=&quot;450&quot; height=&quot;150&quot; border=&quot;0&quot; /&gt;&lt;/p&gt;</description>
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<pubDate>Tue, 13 May 2008 21:03:05 GMT</pubDate>
<author>psilody</author>
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<title>Re:The Problem With Hyper-Jump</title>
<description>&lt;cite&gt;psilody wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;p&gt;LOL&lt;/p&gt;&lt;p&gt;Hell yeah its my Abort Key! Number 1, Im not that good yet, and say i just managed to survive some long drawn out IL fight, and find myself surrounded by reds, why the hell should i stand there and get whacked?&lt;/p&gt;&lt;p&gt;Escape is part of tactics... Once I&amp;#39;ve helaed I&amp;#39;ll come back and give it another go... I dont really see why you need a &amp;quot;fighting chance&amp;quot; to catch every single adversary that tries to escape you.&lt;/p&gt;&lt;p&gt;I mean, it might be nice if there really was some honor code in this pvp stuff, but theres not, so why the hell should i stand around and give up CQ? Not that I&amp;#39;m that into the whole &amp;quot;Combat Quantity&amp;quot; points concept, but i dont see any reason not to flee if Im obviously about to die and have nothing to gain by sticking it out. ( and by gain i mean things like sticking it out to keep a teammate from being double up. I&amp;#39;ll go down to the wire if its going to support my group overall. But if theres not any pressure, than whats the point of being taken down?)&lt;/p&gt;&lt;p&gt;Anyway, so yeah, I think thats part of the stategy element of this game that you might lose an opponenet who HJ&amp;#39;s away... so be it... So i didn&amp;#39;t geta CQ... wooptee... Its a freaking game, I enjoy playing it and could care less about some point standings. I can enjoy a good fight that i lose, and i can appreciate the craft of an opponent who gets away from me.&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;/blockquote&gt;Well there are 3 kinds of HJ people:&lt;br /&gt;1. Fight as much as they can and then HJ away with lowest possible health&lt;br /&gt;2. Rooting, slowing, sniping etc. for no reason, shouting &amp;quot;Tehee&amp;quot; and HJ away&lt;br /&gt;3. Those that HJ as you approach them even when you are unflagged and walking&lt;br /&gt;</description>
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<pubDate>Wed, 14 May 2008 00:52:30 GMT</pubDate>
<author>The Leo</author>
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<title>Re:The Problem With Hyper-Jump</title>
<description>&lt;cite&gt;Roukan wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Marias wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Roukan wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;Or Rarebit could make it so draw distance is linked to how far you see player characters.&lt;br /&gt;&lt;/blockquote&gt;I would no longer have any problems with Hyperjump if I just didn&amp;#39;t lose track of them at the apex of the leap. I want to see where they&amp;#39;re going to be able to land at least, assuming that I have a target reticle on them already. Is that too much to ask? It would by no means be easy to root someone, even with this change. At least it gives the chasers a fighting chance though.&lt;br /&gt;&lt;/blockquote&gt;I believe that this is the simplest solution, and the fairest. Hyperjump was already nerfed from Beta, where we could leap almost the entire district in a single bound. Reducing hyperjump further will only cause a debacle the likes of /face.&lt;br /&gt;&lt;/blockquote&gt;Oh, and don&amp;#39;t forget movement speed. You used to be able to run so fast that you&amp;#39;d have problems loading the maps, and you&amp;#39;d end up god knows where.&lt;br /&gt;</description>
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<pubDate>Wed, 14 May 2008 04:07:02 GMT</pubDate>
<author>Marias</author>
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<title>Re:The Problem With Hyper-Jump</title>
<description>&lt;cite&gt;Roukan wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Marias wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Roukan wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;Or Rarebit could make it so draw distance is linked to how far you see player characters.&lt;br /&gt;&lt;/blockquote&gt;I would no longer have any problems with Hyperjump if I just didn&amp;#39;t lose track of them at the apex of the leap. I want to see where they&amp;#39;re going to be able to land at least, assuming that I have a target reticle on them already. Is that too much to ask? It would by no means be easy to root someone, even with this change. At least it gives the chasers a fighting chance though.&lt;br /&gt;&lt;/blockquote&gt;I believe that this is the simplest solution, and the fairest. Hyperjump was already nerfed from Beta, where we could leap almost the entire district in a single bound. Reducing hyperjump further will only cause a debacle the likes of /face.&lt;br /&gt;&lt;/blockquote&gt;Honestly the whole /face debacle seemed to be a Recursion debate, because I never really caught anyone whining about it on Syntax very seriously, or Vector for that matter.&lt;br /&gt;</description>
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<pubDate>Wed, 14 May 2008 04:08:38 GMT</pubDate>
<author>Tenshi</author>
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<title>Re:The Problem With Hyper-Jump</title>
<description>Learn to /tsuj. Then you will find the direction your jumper went. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;</description>
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<pubDate>Wed, 14 May 2008 05:47:34 GMT</pubDate>
<author>ThePigeonKing</author>
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<title>Re:The Problem With Hyper-Jump</title>
<description>&lt;cite&gt;Tenshi wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;&lt;/cite&gt;Honestly the whole /face debacle seemed to be a Recursion debate, because I never really caught anyone whining about it on Syntax very seriously, or Vector for that matter.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;Recursion has a habit of ruining the game huh? &lt;img src=&quot;/mxo/images/smilies/69934afc394145350659cd7add244ca9.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt;&lt;br /&gt;</description>
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<pubDate>Wed, 14 May 2008 07:13:24 GMT</pubDate>
<author>Pylat</author>
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<title>Re:The Problem With Hyper-Jump</title>
<description>&lt;cite&gt;&lt;/cite&gt;&lt;cite&gt;Tenshi wrote:&lt;/cite&gt;&lt;blockquote&gt;Honestly the whole /face debacle seemed to be a Recursion debate, because I never really caught anyone whining about it on Syntax very seriously, or Vector for that matter.&lt;br /&gt;&lt;/blockquote&gt;I not sure what the relevance of /face is to be honest. using pretty much ANY emote will make you face the person you have targeted so i don&amp;#39;t honestly see why they even bothered to remove it.&lt;br /&gt;&lt;br /&gt;for example [/point] + [Ctrl+space] = land next to target - starting distance&lt;br /&gt;</description>
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<pubDate>Wed, 14 May 2008 07:21:51 GMT</pubDate>
<author>MattRobson</author>
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<title>Re:The Problem With Hyper-Jump</title>
<description>&lt;cite&gt;Tenshi wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Roukan wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Marias wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Roukan wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;Or Rarebit could make it so draw distance is linked to how far you see player characters.&lt;br /&gt;&lt;/blockquote&gt;I would no longer have any problems with Hyperjump if I just didn&amp;#39;t lose track of them at the apex of the leap. I want to see where they&amp;#39;re going to be able to land at least, assuming that I have a target reticle on them already. Is that too much to ask? It would by no means be easy to root someone, even with this change. At least it gives the chasers a fighting chance though.&lt;br /&gt;&lt;/blockquote&gt;I believe that this is the simplest solution, and the fairest. Hyperjump was already nerfed from Beta, where we could leap almost the entire district in a single bound. Reducing hyperjump further will only cause a debacle the likes of /face.&lt;br /&gt;&lt;/blockquote&gt;Honestly the whole /face debacle seemed to be a Recursion debate, because I never really caught anyone whining about it on Syntax very seriously, or Vector for that matter.&lt;br /&gt;&lt;/blockquote&gt;It was actually just one faction in Recursion that had the problem, but meh. That&amp;#39;s the past.&lt;br /&gt;</description>
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<pubDate>Wed, 14 May 2008 07:54:25 GMT</pubDate>
<author>Roukan</author>
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<title>Re:The Problem With Hyper-Jump</title>
<description>&lt;cite&gt;Roukan wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Tenshi wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;Honestly the whole /face debacle seemed to be a Recursion debate, because I never really caught anyone whining about it on Syntax very seriously, or Vector for that matter.&lt;br /&gt;&lt;/blockquote&gt;It was actually just one faction in Recursion that had the problem, &lt;b&gt;but meh. That&amp;#39;s the past.&lt;/b&gt;&lt;br /&gt;&lt;/blockquote&gt;&lt;p&gt;&lt;br /&gt;Then don&amp;#39;t bring it up, nublet!!&amp;nbsp; GAWD!!! &lt;img src=&quot;http://forums.station.sony.com/mxo/images/smilies/69934afc394145350659cd7add244ca9.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; width=&quot;15&quot; height=&quot;15&quot; /&gt;&lt;/p&gt;</description>
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<pubDate>Wed, 14 May 2008 12:22:49 GMT</pubDate>
<author>Garu</author>
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<title>Re:The Problem With Hyper-Jump</title>
<description>I find this thread entirely disappointing... Due only to the fact that Sneaker has not posted any rants about this yet.</description>
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<pubDate>Wed, 14 May 2008 17:02:58 GMT</pubDate>
<author>broin</author>
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