Roukan wrote: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.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.
The Problem With Hyper-Jump
112 posts · 2008-05-07 17:04:31 to 2008-05-14 18:13:49
LOL
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?
Escape is part of tactics... Once I've helaed I'll come back and give it another go... I dont really see why you need a "fighting chance" to catch every single adversary that tries to escape you.
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'm that into the whole "Combat Quantity" 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'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?)
Anyway, so yeah, I think thats part of the stategy element of this game that you might lose an opponenet who HJ's away... so be it... So i didn'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.

Well there are 3 kinds of HJ people:LOL
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?
Escape is part of tactics... Once I've helaed I'll come back and give it another go... I dont really see why you need a "fighting chance" to catch every single adversary that tries to escape you.
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'm that into the whole "Combat Quantity" 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'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?)
Anyway, so yeah, I think thats part of the stategy element of this game that you might lose an opponenet who HJ's away... so be it... So i didn'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.
1. Fight as much as they can and then HJ away with lowest possible health
2. Rooting, slowing, sniping etc. for no reason, shouting "Tehee" and HJ away
3. Those that HJ as you approach them even when you are unflagged and walking
Marias wrote:Oh, and don't forget movement speed. You used to be able to run so fast that you'd have problems loading the maps, and you'd end up god knows where.Roukan wrote: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.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.
Marias wrote: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.Roukan wrote: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.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.
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.
Recursion has a habit of ruining the game huh?

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.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't honestly see why they even bothered to remove it.
for example [/point] + [Ctrl+space] = land next to target - starting distance
Roukan wrote:It was actually just one faction in Recursion that had the problem, but meh. That's the past.Marias wrote: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.Roukan wrote: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.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.
Tenshi wrote: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.It was actually just one faction in Recursion that had the problem, but meh. That's the past.
Then don't bring it up, nublet!! GAWD!!! ![]()
Roukan wrote:WHATEVA WHATEVA I DO WHAT I WANTTenshi wrote: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.It was actually just one faction in Recursion that had the problem, but meh. That's the past.
Then don't bring it up, nublet!! GAWD!!!