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Topic: Undo that motion thing update

You get stuck when teleporting + moving really often, then you have to relog. Also if you teleport to different grids (sectors) while moving, it makes your screen render again, it's just not as good as it was intended to be.

Some people have access to old client, we can record it, so you (James) can see what people mean with the stepping attack. You basically walk right after hitting a target, when you walk the attacking animation is cancelled (you dont see the attacking animation), so it kinda let you hit the target again without having to wait for the animation to end. You can just hold left mouse button down while hovering the target then keep pressing keyboard left, right, up and down keys and you're step attacking. That motion update doesnt allow you to do that and it made some things worse.

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Re: Undo that motion thing update

And this was more of a mechanic than an exploit. if done properly, you could get an extra hit in when attacking the mob. I have noticed that now it really likes to bounce you around without actually doing any damage.

Supla wrote:

You get stuck when teleporting + moving really often, then you have to relog. Also if you teleport to different grids (sectors) while moving, it makes your screen render again, it's just not as good as it was intended to be.

Some people have access to old client, we can record it, so you (James) can see what people mean with the stepping attack. You basically walk right after hitting a target, when you walk the attacking animation is cancelled (you dont see the attacking animation), so it kinda let you hit the target again without having to wait for the animation to end. You can just hold left mouse button down while hovering the target then keep pressing keyboard left, right, up and down keys and you're step attacking. That motion update doesnt allow you to do that and it made some things worse.

-Z

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Re: Undo that motion thing update

'Stepping' really just was a bug of the old client which allowed you to queue a few attack packets quickly. It did add a kind of a dynamic flow/element of tactics to battles.

Perhaps in time something like this could be added as proper feature. Alternative ways of attacking, something which requires a degree of skill rather than just point and click.

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Re: Undo that motion thing update

Mr Spy wrote:

'Stepping' really just was a bug of the old client which allowed you to queue a few attack packets quickly. It did add a kind of a dynamic flow/element of tactics to battles.

Perhaps in time something like this could be added as proper feature. Alternative ways of attacking, something which requires a degree of skill rather than just point and click.

Weapon skills, at the very least, should have one unique ability for each weapon-type, in my opinion.  There's a ton of ways you could theoretically have mage or hybrid builds where you could add extra gameplay based on the skills you have slotted.  If you're a warrior, the skillsets are narrowed down to berserker and healing food. 

Examples could be...swords make you charge towards target to close distances, maces can have a longer stun that adds a nauseate, axes can have a high damage spin attack, ect...

Pennywise - 7 Seconds - Fugazi - Husker Du

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Re: Undo that motion thing update

pennywise wrote:
Mr Spy wrote:

'Stepping' really just was a bug of the old client which allowed you to queue a few attack packets quickly. It did add a kind of a dynamic flow/element of tactics to battles.

Perhaps in time something like this could be added as proper feature. Alternative ways of attacking, something which requires a degree of skill rather than just point and click.

Weapon skills, at the very least, should have one unique ability for each weapon-type, in my opinion.  There's a ton of ways you could theoretically have mage or hybrid builds where you could add extra gameplay based on the skills you have slotted.  If you're a warrior, the skillsets are narrowed down to berserker and healing food. 

Examples could be...swords make you charge towards target to close distances, maces can have a longer stun that adds a nauseate, axes can have a high damage spin attack, ect...

We're getting a bit off topic here but I agree. Would be nice to have some more distinction to the weapon types. Like bleed damage for swords, pierce dmg for maces, stun for axes, or stuff like that. AND, yes the skill would be great if it had a functional right click attack ability that consumed stamina.

But regarding undoing this character action + motion change, is it just teleport spell that causes a problem? I wonder if Zer could just halt the character for that specific spell.