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Author Topic: Not in View! [Locked]
vn_jurke
Posts: 16
Registered: 2001-12-7 08:21:25
So Ive been back for a few months, after many years, content playing casters and support.

I decided to mix things up and temp an old BM I had lying around. Buffed, left PK and ran into a bunch of other solo melee players. Only problem is everyone I fight runs through my toon and I get "<targetenemyplayerwhatever> not in view" despite being either /stuck or /faced.

Dont get me wrong, Im not some noob off the boat and not a terrible player, but whats up with this crap? Anyway to counter this?

 

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hahanoobs
Nates10
Posts: 7
Registered:
I hear ya. I've tried mouse turning instantly into people as they try to run through or go for a side style and I still get "not in view", this is despite the enemy being right in front of me lol. I've played a lot of PvP in WoW, AoC and AO and none of these suffer from this problem. Dancing around your opponent should absolutely be a viable strat, I use it all the time in other games, but if your enemy is quick with his mouse turns there is no reason for the netcode not to recognise that the player managed to turn to face the target prior to the style going off.


I suspect it is part of the reason why /face and /stick were created. I wish they would get rid of both and fix the netcode to be more responsive.


The problem feels more common since I started playing on the US servers (250ms ping from the UK).
Darlithor
Posts: 21
Registered: 2002-3-26 04:40:07
I think it has a lot to do with the clustering. Seems like when they implemented it first a few years back is when the rubber banding and the not-in-view really started getting bad. They possibly have a horrible way of information exchange in-between the servers.

-edit- reason I suspect this also, is before the Classic servers got clustered, they ran great. Same with Mordred. Then the classics got clustered and it went to crap.

 

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CrzyHawk  2 stars
Posts: 250
Registered: 2002-2-14 07:53:08
Backpedalling helps. It's not the be all, end all answer, but it it makes them work harder to do their run throughs.

 

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Zyzyg  1 star
Title: Geniuss Extraordinaire
Posts: 109
Registered: 2002-12-30 23:35:23
It's a feature similar to arrows not being able to be evaded.

 

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Phelong1
Title: Making Love not Hate
Posts: 20
Registered: 2005-6-3 00:32:26
strafe, also know that you can hit someone even after they pass through you because of game delay. Remember that if on your screen you see them passing through you, on their screen they've already restuck you and are facing your back. Since stick works on your side, your sticking a target that is about 1 sec delayed but could be worse if you are over seas.


Now the to-hit code reads on both sides. So if you want to hit them, and they are already behind you on their screen, but still running through on yours, even if you see them infront of you the to-hit code shows them behind you so you get the message target is not in view.


Its all basic ping times between you and your opponent. Here is an example. If you have two computers in the same room, as I do, and have both start running at the same time, each computer will show themselves ahead of the other, because your computer reaches out to the server in VA and then returns back to your other comp. While both chars are techniquely neck and neck in the race, both will show themselves ahead.


Now to counter this first know that this is like a dance. You can lead, or you can be lead. First walk backwards. This will keep your to-hit code up longer, but it will also decrease their to-hit as they pass through you. Secondly learn to strafe. Not just in one direction. The idea is as they pass through you they are not stuck, so as you strafe your going to side step their charge like a bull. This will give you full view of their side and until they restick, you wont be hittable. Next learn to strafe and run through, or run through then strafe. This move while making it hard on you to focus on the fight, will generally give you lead in the dance and allow you to control the movement of the dance.


Just a few possible starting points. Always remember to restick your target after every move to ensure you refocus your direction to keep your to-hit rate high

 

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ckgreed  1 star
Posts: 99
Registered: 2005-11-28 14:39:22
laggy netcode, no collision detection... yeah, melee in this game is great.

feel your pain though. recently came back myself and had to break the habit of hitting /face and my perf button in quick succession. have to give it a second or two, otherwise the game will say the target's not in view when in reality it is. you'll get the timing down eventually though.

 

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Jocke-Percival  1 star
Posts: 218
Registered: 2005-10-8 09:47:32
Dont use /stick or face all the time. Move with your keys and mouse to move and turn. Dont just stand in front of him like a moron and casters with staffs wont be able to kill you as easy.
Vulna
Posts: 49
Registered: 2004-2-12 22:48:12
vn_jurke posted:

Dont get me wrong, Im not some noob



I beg to differ.

 

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leoithne
Posts: 32
Registered: 2006-10-24 18:49:34
Zyzyg posted:

It's a feature similar to arrows not being able to be evaded.



yeah
remember the good old days?
Despite being on the tank WS table for their bow spec, you could evade an archers critshot (which counted as unstyled attacks) stay stealthed and perf his face off?

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