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TyroneSama.5167

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  1. Neither have I, but blocking them after the fact is more annoying than never seeing it in the first place.
  2. I'm ignorant of what's going on behind the scenes—but nobody wants to make bad games or leave problems unsolved. I assume there are non-obvious challenges, and I hope that whatever they are, they can get resolved. It does feel pretty dire sometimes, though. I wonder how much venom gets through the report system because the people who would be reporting it hid their chat tabs.
  3. So far, the entire thread is telling me to do what I'm already doing, so I guess I'm on the right track? Hiding chat and going invisible gets 90% of the way there, I'd just appreciate the last 10%. It's occasionally funny to watch someone throw a downstate interaction, scribble all over the map, call target on our support, and start screaming profanities in /say, but it gets old pretty quickly—and it's distracting, it's useless information. Is this really an uncommon or unpopular ask? Outside of the forums, it seems like a lot of people have bad opinions of the PvP environment. Since ANet is clearly struggling to moderate loudmouthed ragers, an option like this would probably help people ease into and stick to PvP, and a more robust population (especially at lower skill brackets) would help queue times and MM for everyone.
  4. Not really, but no one seems to be using comms for either of those things. I've been working on The Ascension all night—from a quick scroll up through my chat log, there are zero players discussing strategy, and at least six or seven games' worth of whinging about teammates and being generally unkind.
  5. I don't wanna see people raging, and it happens every other match, so I hid my chat. Me problem, me solution, right? Turns out /say bubbles still exist, calling target on teammates still exists, pinging wildly over the map for 3 minutes straight still exists, and some enterprising fellow in my last game decided to spell out slurs by drawing on the minimap. Some people have a strangely impressive dedication to the craft. It's not a big deal—I'm still enjoying myself—but it seems obvious that I'd enjoy myself more if I didn't have to watch people constantly throwing tantrums. Since this stuff seems pretty widespread, at least in mid Gold, the option to block it all out completely would be nice—have the developers ever talked about this? Any third-party solutions or tips? Is my experience unusual?
  6. As it turns out, Autotarget doesn't help at all versus Great Jungle Wurm—it seems like you'll randomly gapclose straight through it whether you're using Autotargeting or not. So I guess I'm back to where I started.
  7. Did a little poking around today, and it seems like using Autotargeting masks this issue—Action Cam will ignore your selected target, but then Autotarget targets the target you were trying to target anyway. I think that behavior is fine, but the behavior with Autotarget off is still pretty bad—and switching Autotarget on isn't ideal, since it needs the extra drop/disable/toggle keybinds for free-aiming movement skills.
  8. The short version: When using Action Cam, you have to aim directly at the "red crosshair" target on certain large enemies. This sucks and requires you to put your camera in uncomfortable positions. ___ The long version: Action Cam intentionally ignores your target if your camera isn't aiming at it; even if you have a target, if you look away, you'll use skills as if you have no target. However, on enemies with a target point displaced from their model, this can cause targeting to fail even when you're directly looking at the enemy's model. This is mainly a problem versus enemies that use the "red crosshair" target points, like large world bosses. Against a Jade Cannon in Lake Doric, this camera position does NOT target correctly, and will cause Willbender F1 to ram me directly into it, knocking me down: https://i.imgur.com/iuC5na4.jpg Against the same Jade Cannon, if I move my camera slightly up, the notches on the crosshair change from an X to a +, indicating that I'm aiming close enough for my target to be considered. When I F1 from this camera position, my movement will stop before I ram the turret. https://i.imgur.com/jqi8xbs.jpg This makes Action Cam frustrating against certain enemies; even though you've targeted an enemy, you have to keep your camera in an awkward upward position, or the game will treat your skills as free-aimed. This gets worse the further the crosshair is from the ground (Shadow Behemoth), but can also rarely effect normal enemies that are very close to you while your camera is zoomed out (gapclosers running directly through a targeted enemy). ___ Potential solutions (from an idiot who probably only understands a small percentage of the problem): 1: Make Action Camera more vertically lenient. When you have a target with Action Cam, ignore the vertical position of your crosshair. This would allow players to intuitively target enemies they're facing, even if those enemies are much taller or have a very high target point. 2: Change Action Camera to be more consistent with in-game settings. When the "Autotargeting" setting is disabled, disable the "aim at your target" requirement, and always use skills on your current tab-target. I think this makes some sense; disabling Autotargeting is used to tell the game "don't try to help me, I know what I'm targeting", and players who play without this setting are probably used to hitting Esc to freely use movement abilities etc. 3: Both! I think both these changes are sensible, but I'm sure many people are used to the way Action Camera operates now and would like it to change as little as possible—please chime in below if you dislike this or think there's a more elegant solution.
  9. I miss three-spin Arc Divider. I haven't played Greatsword in PvE since the change, it just feels so limp—if you want a single-hit AoE Primal Burst, Hammer may be a lot worse by-the-numbers, but the feel is miles better.
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