The Problem With Hyper-Jump
112 posts · 2008-05-07 17:04:31 to 2008-05-14 18:13:49
Oh noes, a dead end!
*Presses Ctrl + space and jumps to safety*
Phew, that was a close one.
Now with proposed nerfing in combat state.
*Running from a giant horde of ASP gang members*
Oh noes, a dead end!
*Presses Ctrl + space and doesn't get away due to HJ being nerfed*
Oh noes!
*Dies*
While I fully agree you should reduce the max height, a nerf to it in combat state is a bad idea. Just make sure it is still possible to jump high enough to get away from the lvl 100 agent spawns is all I am saying.
Why do you think you're supposed to just evade them? Why do I get the impression that you think that players should never die from NPCs?
Kinda hard to evade them if they spawn the very moment you come out of a HL.
*Running from a giant horde of ASP gang members*
Oh noes, a dead end!
*Presses Ctrl + space and jumps to safety*
Phew, that was a close one.
Now with proposed nerfing in combat state.
*Running from a giant horde of ASP gang members*
Oh noes, a dead end!
*Presses Ctrl + space and doesn't get away due to HJ being nerfed*
Oh noes!
*Dies*
While I fully agree you should reduce the max height, a nerf to it in combat state is a bad idea. Just make sure it is still possible to jump high enough to get away from the lvl 100 agent spawns is all I am saying.
PvP Flag, then.
Zudrag wrote:That's great. Why shouldn't an NPC that is twice your level be able to kill you, exactly?Why do you think you're supposed to just evade them? Why do I get the impression that you think that players should never die from NPCs?
Kinda hard to evade them if they spawn the very moment you come out of a HL.
*Running from a giant horde of ASP gang members*oh hey where did you get that fortune telling ability from?
Oh noes, a dead end!
*Presses Ctrl + space and jumps to safety*
Phew, that was a close one.
Now with proposed nerfing in combat state.
*Running from a giant horde of ASP gang members*
Oh noes, a dead end!
*Presses Ctrl + space and doesn't get away due to HJ being nerfed*
Oh noes!
*Dies*
While I fully agree you should reduce the max height, a nerf to it in combat state is a bad idea. Just make sure it is still possible to jump high enough to get away from the lvl 100 agent spawns is all I am saying.
If NPCs chase you into a dead-end, and you try to hyperjump in the opposite direction, then NPCs will just run to where you will land and continue shooting you. In any case, if you NEED to run from them, chances are you'll be dead before you get your fingers to ctrl and space in a dead-end.
Unless you meant HJing on top of a building in which case you wouldn't be RUNNING from them anyway if you could just HJ onto a building, would you?
Pylat wrote:So you're proposing that Zionists just plain shouldn't leave Richland? The only "Point" that the "Pro Agent" team can make is one HJ gets rid of them (Again assuming favourable circumstances), so to make it impossible to evade them with this jump is self defeating.Zudrag wrote:That's great. Why shouldn't an NPC that is twice your level be able to kill you, exactly?Why do you think you're supposed to just evade them? Why do I get the impression that you think that players should never die from NPCs?
Kinda hard to evade them if they spawn the very moment you come out of a HL.
And since you all LOVE your RP arguments, Redpills managed to evade agents all the time in the movies as long as they ran away, if they stood and fought then yes you'll die, but running should ALWAYS be a viable option.
Pylat wrote:Low levels don't have much IS, and if you just fought a mission ambush you can be too low on IS and HAVE to run away while it regens. I have been in this situation before.*Running from a giant horde of ASP gang members*oh hey where did you get that fortune telling ability from?
Oh noes, a dead end!
*Presses Ctrl + space and jumps to safety*
Phew, that was a close one.
Now with proposed nerfing in combat state.
*Running from a giant horde of ASP gang members*
Oh noes, a dead end!
*Presses Ctrl + space and doesn't get away due to HJ being nerfed*
Oh noes!
*Dies*
While I fully agree you should reduce the max height, a nerf to it in combat state is a bad idea. Just make sure it is still possible to jump high enough to get away from the lvl 100 agent spawns is all I am saying.
If NPCs chase you into a dead-end, and you try to hyperjump in the opposite direction, then NPCs will just run to where you will land and continue shooting you. In any case, if you NEED to run from them, chances are you'll be dead before you get your fingers to ctrl and space in a dead-end.
Unless you meant HJing on top of a building in which case you wouldn't be RUNNING from them anyway if you could just HJ onto a building, would you?
Zudrag wrote:Load up Hyper jump beta and put on seraphim shoes. Hyper jump up into the air when that Agent spawns.Pylat wrote:So you're proposing that Zionists just plain shouldn't leave Richland? The only "Point" that the "Pro Agent" team can make is one HJ gets rid of them (Again assuming favourable circumstances), so to make it impossible to evade them with this jump is self defeating.Zudrag wrote:That's great. Why shouldn't an NPC that is twice your level be able to kill you, exactly?Why do you think you're supposed to just evade them? Why do I get the impression that you think that players should never die from NPCs?
Kinda hard to evade them if they spawn the very moment you come out of a HL.
And since you all LOVE your RP arguments, Redpills managed to evade agents all the time in the movies as long as they ran away, if they stood and fought then yes you'll die, but running should ALWAYS be a viable option.
You'll go high enough to have it despawn, but not lost sight of the people on the ground.
Heck, I think even with just Hyper jump beta, they despawn. Not 100% sure though.
Zudrag wrote:Why are you assuming that by "nerf HJ in combat state" we mean "make it so that you can't HJ in place to make the Agent disappear"? Which is.. exactly what you can do to get rid of the Agent, by the way.Pylat wrote:So you're proposing that Zionists just plain shouldn't leave Richland? The only "Point" that the "Pro Agent" team can make is one HJ gets rid of them (Again assuming favourable circumstances), so to make it impossible to evade them with this jump is self defeating.Zudrag wrote:That's great. Why shouldn't an NPC that is twice your level be able to kill you, exactly?Why do you think you're supposed to just evade them? Why do I get the impression that you think that players should never die from NPCs?
Kinda hard to evade them if they spawn the very moment you come out of a HL.
ThePigeonKing wrote:And you're assuming NPCs shouldn't give lowbies a hard time because...?Pylat wrote:Low levels don't have much IS, and if you just fought a mission ambush you can be too low on IS and HAVE to run away while it regens. I have been in this situation before.*Running from a giant horde of ASP gang members*oh hey where did you get that fortune telling ability from?
Oh noes, a dead end!
*Presses Ctrl + space and jumps to safety*
Phew, that was a close one.
Now with proposed nerfing in combat state.
*Running from a giant horde of ASP gang members*
Oh noes, a dead end!
*Presses Ctrl + space and doesn't get away due to HJ being nerfed*
Oh noes!
*Dies*
While I fully agree you should reduce the max height, a nerf to it in combat state is a bad idea. Just make sure it is still possible to jump high enough to get away from the lvl 100 agent spawns is all I am saying.
If NPCs chase you into a dead-end, and you try to hyperjump in the opposite direction, then NPCs will just run to where you will land and continue shooting you. In any case, if you NEED to run from them, chances are you'll be dead before you get your fingers to ctrl and space in a dead-end.
Unless you meant HJing on top of a building in which case you wouldn't be RUNNING from them anyway if you could just HJ onto a building, would you?
It's not supposed to be easy, you know.
By the way it requires 0 IS to run inside a building to evade an in-between mission ambush.
Are you two making up things I never said then arguing against them? The only point I am making is that IF you reduce the max height it still has to be high enough to evade the lvl 100 agent spawns. And before you carry on, in my experience increasing HJ increases the HORIZONTAL distance, not the vertical, even with just BETA loaded you can jump just as high as someone with it maxed. And the nerf to HJ in combat state isn't well thought out cause none of you really considered the PvE problem. The only reason you want to change it is cause you don't like people jumping in PvP. It's been said many times, L2Root.
I will not troll...I will not troll...
Okay. Let me present you with this again: Why do I get the impression that you believe NPCs should not be able to kill players?
EDIT: Let me give you a scenairo I've been experiencing for a few days in PVP:
I snipe someone, free fire, and hyperjump instantly. The time spent on the ground actually attackable is probably less than a second. No in game ability that players have access to will be able to get me. In the time it would take for someone to react to me flagging and firing, they would not be able to target me fast enough to try and root/slow me down.
So I jump a few times until no one is following me, come back in sneak. I polish off that person, and jump away again. No one can even touch me. I jump up in the air, people follow, but they always lose sight of me because I just turn another direction and hyperjump again. How is that fair for the people I'm fighting?
And the nerf to HJ in combat state isn't well thought out cause none of you really considered the PvE problem.You've read absolutely nothing we've said, have you? You've been saying nothing but "NPCs shouldn't give lowbies a hard time" and we've been saying "But why?" and debunking every single point you've tried to prove thus far. Sir, please do not flame-bait us and troll-bait us with "YOU TWO ARE MAKING THINGS UP" Perhaps you are not explaining yourself correctly, or you do not understand what we are telling you.
And actually you're wrong, it increases vertical distance as well.
EDIT: It's a VERY SIMPLE CONCEPT that I am presenting here. Reduce the vertical height, but make sure it is high enough so Zionists can still get away from the lvl 100 agent spawns.
Because you can't think of anything to actually argue and instead are trying to use rhetorical questions to point out non-existent flaws in my statements?Answer question sir:
WHY SHOULDN'T NPCS KILL PLAYERS OR GIVE PLAYERS HARD TIME
In CAPSLOCK this time because you keep missing it.
Pylat wrote:I never said they shouldn't, please point out where I did?Because you can't think of anything to actually argue and instead are trying to use rhetorical questions to point out non-existent flaws in my statements?Answer question sir:
WHY SHOULDN'T NPCS KILL PLAYERS OR GIVE PLAYERS HARD TIME
In CAPSLOCK this time because you keep missing it.
Because you can't think of anything to actually argue and instead are trying to use rhetorical questions to point out non-existent flaws in my statements?
EDIT: It's a VERY SIMPLE CONCEPT that I am presenting here. Reduce the vertical height, but make sure it is high enough so Zionists can still get away from the lvl 100 agent spawns.
Holy *CENSORED*, I basically already said you can still get away from them even with a low hyper jump score.
ThePigeonKing wrote:okPylat wrote:I never said they shouldn't, please point out where I did?Because you can't think of anything to actually argue and instead are trying to use rhetorical questions to point out non-existent flaws in my statements?Answer question sir:
WHY SHOULDN'T NPCS KILL PLAYERS OR GIVE PLAYERS HARD TIME
In CAPSLOCK this time because you keep missing it.
"And again, lets not forget the new people in Westview, that place is a hellhole and nerfing HJ will only make it worse trying to run missions in there. In my experience a LOT of players leave the game/get sick of missioning around the same time they go to Westview cause it's simply too frustrating."
"the only problem being if the vertical height is reduced too much you may not be able to evade agents as easily,"
"but that carries PvE consequences aswell,"
Pylat wrote:Yes you did, CURRENTLY we can get away with a low HJ score. The ONLY thing I am worried about is that if the max height is reduces you won't be able to. Cause even with a low HJ score it's possible to get high enough that their client loses you aswell.Because you can't think of anything to actually argue and instead are trying to use rhetorical questions to point out non-existent flaws in my statements?
EDIT: It's a VERY SIMPLE CONCEPT that I am presenting here. Reduce the vertical height, but make sure it is high enough so Zionists can still get away from the lvl 100 agent spawns.
Holy *CENSORED*, I basically already said you can still get away from them even with a low hyper jump score.
Pylat wrote:I never said they shouldn't, please point out where I did?ok
"And again, lets not forget the new people in Westview, that place is a hellhole and nerfing HJ will only make it worse trying to run missions in there. In my experience a LOT of players leave the game/get sick of missioning around the same time they go to Westview cause it's simply too frustrating."
"the only problem being if the vertical height is reduced too much you may not be able to evade agents as easily,"
"but that carries PvE consequences aswell,"
And in not a single one of those statements did I say "NPC's shouldn't be able to kill NPC's or give the players a hard time"
Even with HJ as it is the NPC's in Westview can chase you down and kill you, I think it's fine as is.
Please look again.
EDIT: Honestly I think you are just looking for something to disagree with. I have two very simple points. Zionists should still be able to evade the lvl 100 agents and PvE should be considered whenever you change HJ. I never said anything about the overall affect or the exact numbers. Only that these two issues should be taken into consideration. The examples I gave are merely outlining that, IF the change was made it COULD result in making missioning in Westview harder; and most people can agree it's quite difficult as a low level.
Are you two making up things I never said then arguing against them? The only point I am making is that IF you reduce the max height it still has to be high enough to evade the lvl 100 agent spawns. And before you carry on, in my experience increasing HJ increases the HORIZONTAL distance, not the vertical, even with just BETA loaded you can jump just as high as someone with it maxed. And the nerf to HJ in combat state isn't well thought out cause none of you really considered the PvE problem. The only reason you want to change it is cause you don't like people jumping in PvP. It's been said many times, L2Root.
Actually, #1 a level 1 with HJ Beta won't go as high as a level 50 with HJ just going straight up.
#2, I have no problem with people jumping, it's just when people jump to the point where there's no physical way to actually follow them (cntrl+space) because I lose them on target, because it's only because they jumped so high that they left my client range, I get sort of pissed. And I mean, if they meant for that to happen, why do they not have precision HJ do the same exact thing as cntrl+space?
ThePigeonKing wrote:Guess what, it's really not as bad as you make it out to be.Pylat wrote:I never said they shouldn't, please point out where I did?ok
"And again, lets not forget the new people in Westview, that place is a hellhole and nerfing HJ will only make it worse trying to run missions in there. In my experience a LOT of players leave the game/get sick of missioning around the same time they go to Westview cause it's simply too frustrating."
"the only problem being if the vertical height is reduced too much you may not be able to evade agents as easily,"
"but that carries PvE consequences aswell,"
And in not a single one of those statements did I say "NPC's shouldn't be able to kill NPC's or give the players a hard time"
Even with HJ as it is the NPC's in Westview can chase you down and kill you, I think it's fine as is.
Please look again.
<= Currently levelling a lowbie on Syntax. I KNOW. It's not difficult at all unless I'm running an escort mission. Then guess what? I go to international. There are no highways and very few low ground paths that I am forced to take there.
Also about evading Agents, Agents are not made to be evaded; They're made to make things difficult for you. When you think "nerf HJ" why do you assume that it would be IMPOSSIBLE to get to higher ground to evade an Agent anyway?
Pylat wrote:I do agree that the max height should be decreased, just make sure it's still possible to get away from the agents.Are you two making up things I never said then arguing against them? The only point I am making is that IF you reduce the max height it still has to be high enough to evade the lvl 100 agent spawns. And before you carry on, in my experience increasing HJ increases the HORIZONTAL distance, not the vertical, even with just BETA loaded you can jump just as high as someone with it maxed. And the nerf to HJ in combat state isn't well thought out cause none of you really considered the PvE problem. The only reason you want to change it is cause you don't like people jumping in PvP. It's been said many times, L2Root.
Actually, #1 a level 1 with HJ Beta won't go as high as a level 50 with HJ just going straight up.#2, I have no problem with people jumping, it's just when people jump to the point where there's no physical way to actually follow them (cntrl+space) because I lose them on target, because it's only because they jumped so high that they left my client range, I get sort of pissed. And I mean, if they meant for that to happen, why do they not have precision HJ do the same exact thing as cntrl+space?
Also about evading Agents, Agents are not made to be evaded; They're made to make things difficult for you. When you think "nerf HJ" why do you assume that it would be IMPOSSIBLE to get to higher ground to evade an Agent anyway?Your lowbie is NOT Zionist, therefore you do not know. If you get ganked by gangs outside of Richland it can be partially attributed as your fault (No that's not an excuse to say "Well serves them right, nerf HJ so they can't get away). But the agent spawns are completely out of your control, the only way to get rid of them is to grind 127 missions. And the agents make it difficult enough, cause if they ever spawn while you are in IL you can basically write yourself off as dead.
Arguing about the argument does not make this thread any more pleasing to post in when trying to get an opinion in. When people debate with you and they seem like they're missing the point,
PROTIP: Explain it to them in a different way.
DO NOT: Complain about the argument and say "I think you're just looking for something to disagree with." That is an accusation of TROLLING, Pylat, and if you think I am trolling then please, by all means, report my reply. But I assure you I am only trying to give my opinion on the situation/debate/whatever you want to call it.
Now please go back to the point of the thread. Thank you.
Ballak wrote:So what? Have your character have maybe a slightly harder time getting away from an Agent. Gasp, it might shoot you/a lowbie twice. They might die! They might have to reconstruct! Oh, the humanity.Pylat wrote:I do agree that the max height should be decreased, just make sure it's still possible to get away from the agents.Are you two making up things I never said then arguing against them? The only point I am making is that IF you reduce the max height it still has to be high enough to evade the lvl 100 agent spawns. And before you carry on, in my experience increasing HJ increases the HORIZONTAL distance, not the vertical, even with just BETA loaded you can jump just as high as someone with it maxed. And the nerf to HJ in combat state isn't well thought out cause none of you really considered the PvE problem. The only reason you want to change it is cause you don't like people jumping in PvP. It's been said many times, L2Root.
Actually, #1 a level 1 with HJ Beta won't go as high as a level 50 with HJ just going straight up.#2, I have no problem with people jumping, it's just when people jump to the point where there's no physical way to actually follow them (cntrl+space) because I lose them on target, because it's only because they jumped so high that they left my client range, I get sort of pissed. And I mean, if they meant for that to happen, why do they not have precision HJ do the same exact thing as cntrl+space?
ThePigeonKing wrote:But isn't that the point of Agents?Also about evading Agents, Agents are not made to be evaded; They're made to make things difficult for you. When you think "nerf HJ" why do you assume that it would be IMPOSSIBLE to get to higher ground to evade an Agent anyway?Your lowbie is NOT Zionist, therefore you do not know. If you get ganked by gangs outside of Richland it can be partially attributed as your fault (No that's not an excuse to say "Well serves them right, nerf HJ so they can't get away). But the agent spawns are completely out of your control, the only way to get rid of them is to grind 127 missions. And the agents make it difficult enough, cause if they ever spawn while you are in IL you can basically write yourself off as dead.
I have a solution for Zionites:
/t Zionite hay i need help tagging nodes/missioning. You think you can help out?
Or join a faction.
EDIT: And I KNOW you're talking about level 100s.
So what? Have your character have maybe a slightly harder time getting away from an Agent. Gasp, it might shoot you/a lowbie twice. They might die! They might have to reconstruct! Oh, the humanity.And now you're just under-exaggerating the agent spawns. At least now we can HJ once and KNOW they are gone. If you HAVE to find a high building to jump up onto it can be FAR harder than you say. What if you are in a section where there isn't easy access to a high building? And with some lowbies TWO shots is all it takes to kill them.
Zudrag wrote:Hyperjump 1: Low roof of buildingSo what? Have your character have maybe a slightly harder time getting away from an Agent. Gasp, it might shoot you/a lowbie twice. They might die! They might have to reconstruct! Oh, the humanity.And now you're just under-exaggerating the agent spawns. At least now we can HJ once and KNOW they are gone. If you HAVE to find a high building to jump up onto it can be FAR harder than you say. What if you are in a section where there isn't easy access to a high building? And with some lowbies TWO shots is all it takes to kill them.
Look for a section of roof that isn't accessible by foot. If you can't find any, LET'S ASSUME COMBAT STATE NERFS HJ, wait until out of combat state (because Agents have to run up flights of stairs/run through buildings to elevators to get to you at this point), jump to another roof.
Hyperjump 2 or 3: Jump to part of roof inaccessible by foot.
Agent despawns.
Oh, here's another way:
1. Run inside a building.
Zudrag wrote:So what? Have your character have maybe a slightly harder time getting away from an Agent. Gasp, it might shoot you/a lowbie twice. They might die! They might have to reconstruct! Oh, the humanity.And now you're just under-exaggerating the agent spawns. At least now we can HJ once and KNOW they are gone. If you HAVE to find a high building to jump up onto it can be FAR harder than you say. What if you are in a section where there isn't easy access to a high building? And with some lowbies TWO shots is all it takes to kill them.
An NPC that high in level should kill you, in my opinion. It's twice the level cap.
So while you say hyper jump shouldn't be changed the way it's suggested because it makes it harder to get away from a spawn that's zion/EPN only, I get the impression that you seem to think it should be as simple as hyper jumping up into the air to get rid of it. I believe it should damage a higher-level, and kill a low level player if they're not on the ball about avoiding it.
1) What we are arguing is OPINIONS, you think Agents/Gangs should be more easily able to kill players. I think they shouldn't. These are opinions and we will never be able to persuade the other.
2) We are arguing semantics. We don't even know what the exact values are. If it's possible to HJ high enough to get away from agents and STILL be targetted on a players client then hell yes you can do that. But cause no one knows what the exact changes are there's no point arguing them.
3) Running into a building will not get rid of agent spawns or gang members.
4) Yes I believe a high level should be able to kill you, but it shouldn't be a guaranteed kill. You should still have a good chance to get away (Given the nature of the agent spawns I think you should have a good chance of getting away seeming there is nothing you can do to stop them spawning the moment you exit a HL).
I totally agree with the original idea Ballak proposed, my only issue is it may also affect PvE. And BECAUSE this idea was born as a result of PvP it can have unknown consequences on the PvE aspect of this game. I am merely arguing that PvE must be considered aswell, and because we don't have exact values it's impossible to argue on the actual effects it has. If a compromised can be reached allowing you to more easily chase down HJers WITHOUT changing PvE then I can agree. But again cause we have no exact values to work off further arguing of the point is futile.
Hyperjump 1: Low roof of building
Look for a section of roof that isn't accessible by foot. If you can't find any, LET'S ASSUME COMBAT STATE NERFS HJ, wait until out of combat state (because Agents have to run up flights of stairs/run through buildings to elevators to get to you at this point), jump to another roof.
Hyperjump 2 or 3: Jump to part of roof inaccessible by foot.
Agent despawns.
Oh, here's another way:
1. Run inside a building.
Hyper Jumping onto a roof and waiting for combat to go away just makes them even more of an annoyance.
And going into a building the level 100 Agent follows you and now you cant HJ at all. There has been a few times when I have been missioning, an Agent will spawn on me and I wont notice just running to the next mission area, then while Interlocking a couple NPCs an Agent will burst in and kill me.
But yes, If someone is going to Snipe-Shoot-Jump, then they cant kill you, they are running away, so heal up and if they want your CQ they will have to actually stay and fight.
To be frank there isnt a “problem” with hyper jump. It’s a method of travel in the game and as mentioned its pretty much a requirement during the levelling process anything you do to penalise its use will hit the levelling process and frustrate a lot of lower level players.
The problem isn’t the ability its it’s the abuse of it in PvP I find it frustrating but I also have great joy chasing said jumper catching them and killing them solo. I would like to see something done about it but at the end of the day its not that big a problem.
I like Ballak's idea with the height thing but it wont stop people doing the *ab*-Jump-*ab* technique. So the frustration factor will still be there. I like how some people that are jumpers will say things like “wow I have played for X hours and only died once” well yeah I could do the same if every time somebody walked close to me I jumped away. There is no skill involved but its your game play how you like im not going to tell you how to play it.
As for the comments about evading agents you don’t NEED HJ to evade an agent run to a building go to the top and jump off and the agent is gone, the 255’s are a pain but If you hard line jump of cross a boarder to a “tapped” area they stop spawning on you, anyway your supposed to be scared of agents and have a hard time evading them, that’s the horror element of the films and it should be the same in the game imo.
ThePigeonKing wrote:It's never difficult to find just one other sniper to help you to easily take down one person then jump away. And to "Heal up", you either have to load some form of healing, pop pills, or sit down in the middle of PVP. All of those are usually considered "no-no"s in PVP.Hyperjump 1: Low roof of building
Look for a section of roof that isn't accessible by foot. If you can't find any, LET'S ASSUME COMBAT STATE NERFS HJ, wait until out of combat state (because Agents have to run up flights of stairs/run through buildings to elevators to get to you at this point), jump to another roof.
Hyperjump 2 or 3: Jump to part of roof inaccessible by foot.
Agent despawns.
Oh, here's another way:
1. Run inside a building.
Hyper Jumping onto a roof and waiting for combat to go away just makes them even more of an annoyance.And going into a building the level 100 Agent follows you and now you cant HJ at all. There has been a few times when I have been missioning, an Agent will spawn on me and I wont notice just running to the next mission area, then while Interlocking a couple NPCs an Agent will burst in and kill me.
But yes, If someone is going to Snipe-Shoot-Jump, then they cant kill you, they are running away, so heal up and if they want your CQ they will have to actually stay and fight.
Also, the sniper is usually not a problem whenever it's just them. There happen to be other people that PVP too. If you're constantly stuck in combat, you can't regenerate your health very fast. That's usually when you would end up dying.
When the target doesn't leave your client, you can follow them by looking up, Hyper-speed goes faster than the actual HJ, and you will have to compensate for where they land. It's not impossible to get someone who's HJing, it's just a pain in the *CENSORED* when they leave your client, and by the time you re-target them have HJ'd off in a completely different direction, at which it's futile to chase them.To be frank there isnt a “problem” with hyper jump. It’s a method of travel in the game and as mentioned its pretty much a requirement during the levelling process anything you do to penalise its use will hit the levelling process and frustrate a lot of lower level players.
The problem isn’t the ability its it’s the abuse of it in PvP I find it frustrating but I also have great joy chasing said jumper catching them and killing them solo. I would like to see something done about it but at the end of the day its not that big a problem.
I like Ballak's idea with the height thing but it wont stop people doing the *ab*-Jump-*ab* technique. So the frustration factor will still be there. I like how some people that are jumpers will say things like “wow I have played for X hours and only died once” well yeah I could do the same if every time somebody walked close to me I jumped away. There is no skill involved but its your game play how you like im not going to tell you how to play it.
As for the comments about evading agents you don’t NEED HJ to evade an agent run to a building go to the top and jump off and the agent is gone, the 255’s are a pain but If you hard line jump of cross a boarder to a “tapped” area they stop spawning on you, anyway your supposed to be scared of agents and have a hard time evading them, that’s the horror element of the films and it should be the same in the game imo.
I sit on both sides of the fence here: if I'm getting ganked then I see HJ as a valid option, but nothing "gets my goat" like a snivelling little wretch who slips away when faced with a fair fight. I understand, and respect, that some people build for maximum offensive capability, and will use HJ as a viable (and legal!) way to offer a defensive option.
(I can't be bothered to look through all the pages of this thread, so I apologize if I am repeating previous suggestions).
1. Could there not be a timer so that HJ is disabled for a short time (5-10 seconds) when you have used a Roll-Out ability?
2. Could this timer penalty not be removed/reduced if you are taking damage from multiple opponents (3+)?
3. Similarly, the timer could also start if you use a stealth attack ability with high damage potential.
Is this a nerf? I hope not. I have seen some skillful players who refrain from HJ, even when it is the only realistic survival option. I'm just of the opinion that all trees should have an element of trade-off. At the moment, I don't see many disadvantages to those who keep on the side-lines and whistle off a few pot-shots and watch the CQs mount up. In my opinion, it cheapens the efforts of those who use the trees well and deserve the high CQ scores.
Or Rarebit could make it so draw distance is linked to how far you see player characters.I would no longer have any problems with Hyperjump if I just didn't lose track of them at the apex of the leap. I want to see where they'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.
K geez, where to start without really entering the firestorm >.>
Look first off, I'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 "proper etiquette" in PvP, and I'd say I tried to follow them. Then when I found this "etiquette" being broken and commented, I always got basically the same answer....
"It's PvP, anything goes..."
So I'm just going to make the following observations....
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 "more fair" is opening a can that is going to be ugly.
So maybe we should just completely abandon the notion that PvP should be fair, and just enjoy it for what it is.
2) In my experience all sides complain about these issues, especially when at the recieving end. Zion complains about the Mech Zerg, Mech's complain about the Zion Zerg....
So Im gonna make a basic suggestion.... lets all quit bitching. I'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.
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!!
Feel like you lost because of the other sides Trauma Surgeon? You did... go code it up and use it.
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.
Fighting someone and they pop a pill? pop one yerself!
And if you insist on taking the high ground on some issue on principle? Don't gripe or *CENSORED* about others not doing the same. if you stick to your principles eventually people will notice.
Yeah... so I guess i'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.
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 

Ahh... well on that last Ballak,
I think you will find that the up component of cntrl Space is to accomodate the "vagueness" of the destination of a control-space jump.
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.
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.
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...
oh wait it already does that... scratch >.<
Edit: And sorry, gues I didn't respond to this particular part of the question in the first place because I don'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 >.>

I'm for upping the draw distance and adding a slight reuse timer to hyper jump, say... 15 seconds, that's enough time to get into the air, land, and wait 7. Give or take a few I'd have to actually record the times.
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.
And no the re-use timer. ^_^
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.Control-Space HJ projects a landing spot based on your Super Jump level and calculates the maximum parabola for your trip. When you release the button it pretty much drops you straight down.
I agree with this 100%. Tis pretty much how i view pvp.Ahh... well on that last Ballak,
I think you will find that the up component of cntrl Space is to accomodate the "vagueness" of the destination of a control-space jump.
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.
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.
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...
oh wait it already does that... scratch >.<
Edit: And sorry, gues I didn't respond to this particular part of the question in the first place because I don'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 >.>
psilody wrote:I agree with this 100%. Tis pretty much how i view pvp.Ahh... well on that last Ballak,
I think you will find that the up component of cntrl Space is to accomodate the "vagueness" of the destination of a control-space jump.
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.
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.
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...
oh wait it already does that... scratch >.<
Edit: And sorry, gues I didn't respond to this particular part of the question in the first place because I don'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 >.>
So in otherwords, they are your
OMG LOL-ABORT!!! ABOOOOOORTT!!
Keys.. got'cha. =P
In all honesty, if you were getting attacked, would you either...
A: Precision Hyper-Jump
or
B: Cntrl+Space Hyper-Jump?
If you chose B, then it'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's fine, that's what it's there for. I just think that you should also be able to track the person who's jumping instead of just "LOLNOYOULOSEHIMBECAUSEOFCLIENTFAILURELAFF".
TimeMaker wrote:I'm for upping the draw distance and adding a slight reuse timer to hyper jump, say... 15 seconds, that's enough time to get into the air, land, and wait 7. Give or take a few I'd have to actually record the times.
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.And no the re-use timer. ^_^
Oh well just throwing it out there, not like it matters much anyway, we'll never see a change.