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PTS Update (6/21) - Targeting

Archived PostArchived Post Posts: 1,156,071 Arc User
edited June 2011 in PTS - The Archive
Hey all,

We made minor adjustments to the way the targeting options in the Controls menu work. Don't like the way targeting works currently? Play with it and tell us what you think!

Known issues:
    An option in the "Tab targeting order" drop-down contains untranslated text.
Post edited by Archived Post on

Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    What does the untranslated text option do?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    I find the "Auto Attack" options problematic:
    For my melee char, I wish to be able to leave the Energy Builder active, only turning off when I'm no longer under attacks. This is made more important to me because of delays in activation, combinations of blocking usage, and that I might not be using Defiance and so not have it providing energy on being hit.

    The problem is that the current options do not work properly with this:
    • Toggle, change cancels toggles the energy builder off when my melee char stops hitting targets (which I think is a useful option, though I have trouble construing what exactly "change" means in this case if this is intended).

    • Toggle, non-combat cancels prevents turning the energy builder on before entering combat, which is more like"Locked out when not in combat", though it seems like it should function like I want, and would if I could simply activate the energy builder before entering combat.

    I can't seem to find myself previously posting on this, but I am at least sure I've filed a ticket relating to how Toggle, non-combat cancels didn't work as I expected and why I thought it should and its current behavior should have a different name.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    I'm noticing less of the inexplicable jumping from one side of a close group to a random target far off in the distance, but I need to quantify the testing a bit better.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    There is substantial graphical lag when tab targeting mobs. The enemy is targeted, yet the box around the enemy doesn't show up for a half second or so.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    demalion wrote:
    I find the "Auto Attack" options problematic:
    For my melee char, I wish to be able to leave the Energy Builder active, only turning off when I'm no longer under attacks. This is made more important to me because of delays in activation, combinations of blocking usage, and that I might not be using Defiance and so not have it providing energy on being hit.

    The problem is that the current options do not work properly with this:
    • Toggle, change cancels toggles the energy builder off when my melee char stops hitting targets (which I think is a useful option, though I have trouble construing what exactly "change" means in this case if this is intended).

    • Toggle, non-combat cancels prevents turning the energy builder on before entering combat, which is more like"Locked out when not in combat", though it seems like it should function like I want, and would if I could simply activate the energy builder before entering combat.

    I can't seem to find myself previously posting on this, but I am at least sure I've filed a ticket relating to how Toggle, non-combat cancels didn't work as I expected and why I thought it should and its current behavior should have a different name.


    I'd love a "Toggle, combat activates" option. :p
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Ok, problem. Big problem.

    Previously, PBAoEs and stuff like Lead Tempest would hit anything within their area of effect. This included boxes, stealthed targets, pet masters in the middle of their swarms, etc.

    They don't seem to be doing that anymore, even with "Never auto target objects" set to "Off".

    Only tested with Sword Cyclone as of yet.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Dr.Sage wrote:
    Ok, problem. Big problem.

    Previously, PBAoEs and stuff like Lead Tempest would hit anything within their area of effect. This included boxes, stealthed targets, pet masters in the middle of their swarms, etc.

    They don't seem to be doing that anymore, even with "Never auto target objects" set to "Off".

    Only tested with Sword Cyclone as of yet.

    Same thing with Pyre and Spark storm. I did notice this as well.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    ironswan wrote:
    Hey all,

    We made minor adjustments to the way the targeting options in the Controls menu work. Don't like the way targeting works currently? Play with it and tell us what you think!

    Known issues:
      An option in the "Tab targeting order" drop-down contains untranslated text.

    1. Give us an option to ignore pets in tab targeting. This is not just a PvP issue. This is also a I FREAKIN' HATE FIGHTING VIPER BECAUSE I END UP TARGETING SONIC BOMBS, SQUAD LEADER PETS, MINES, ETC.

    2. Figure out why targets get randomly dropped. Why sometimes tab targeting picks objects that aren't even on screen. Why sometimes it flat out won't target an enemy directly in front of us. I honestly remember none of these problems pre-F2P.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    I was testing a new build the other day, without realizing targeting changes were being made, so that was interesting. My first impression was "wtf? They made targeting WORSE than on live?"

    I was trying to use Sniper Rifle and Assault Rifle -- so long range attacks -- vs. Target Dummies, and as soon as more than a couple of them formed a cluster in front of my reticule, my targeting went haywire. I was seeing a lot of "No Target Selected" spam.

    Then I remembered that this character used some specific targeting options I don't really use often to try and compensate for bizarre targeting problems melee has on live. I switched auto-target priority from "Near to Far in Camera Center" back to "Camera Center," and pretty much all of my targeting problems went away on the PTS.

    At least, I'm not getting the "No Target Selected" spam with a ranged character. Haven't tested to see if melee is still picky, or if tab targeting is still a travesty.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    I'd love a "Toggle, combat activates" option. :p

    I sign that ;)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Beldin2 wrote:
    I sign that ;)

    Isn't that what "Never Cancels" does? Or did they remove that option?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    The range limit.
    It's broken, it's been broken since F2p beta.
    Fix the range limit slider, please.


    Steps to reproduce: Set your target range slider to anything but 0. 20ft. sounds good just to make the point clear, then go out to someplace with lots of mobs as far as the eye can see (Westside prison for instance). You will be able to target anything in your draw distance regardless of what you set the slider to. I'm positive this is where most of the problems with targeting are coming from right now, because the system is literally picking from EVERY target within your draw distance, sometimes even regardless of whether you can even actually see them (ex: mobs behind destructibles like cars/dumpsters).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    The change that was made was in the Tab target distance for MMO and Fantasy control schemes. Shooter was not touched.

    While looking at tab targeting issues we noticed the range was set to infinite. The slider allows you to set it to a range you prefer but there was no good default set.
    We set a new default in the tab target max distance of 125 feet.

    My guess is that for F2P the old default was removed and the 0.0 (no max) range was set.

    It would be great to get feedback on the tab target distance default setting on PTS.
    Is 125 feet too far for tab target? what feels better?

    Remember you can set it to 0 for no limit (at least limited to what you can "See") and use that as a comparison for how max tab target distance is set on LIVE.

    The other feedback I am looking for is broken targeting or worse than LIVE targeting.

    Thanks a ton gang!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    RoBoBo wrote:
    My guess is that for F2P the old default was removed and the 0.0 (no max) range was set.
    I have always been able to tab target anything I can actually see; I've regularly targeted cosmics at quite long ranges (long enough that other targets are beyond draw distance). Then again, I didn't notice a lot of changes during F2P, targeting has always been kinda bad.

    The usual problems I see with tab targeting are of two sorts: either tab targeting refuses to select a valid target (for valid target, I take this to mean 'if I click on him, from my current position, would I be able to shoot him'), or it is willing to select an invalid target. The first occurs in two situations: either the target is extremely close to me, or the target is near objects that break line of sight but not actually outside of line of sight. The second seems to occur based on being almost but not quite in line of sight.

    I am unclear whether targeting is based on the character position or the camera position. If it's based on the character position, it may be that objects very close to me are actually outside of what my field of view would be if my camdist were at 0.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    One of many concerns I have is the option that inactivity resets tab targetting, doesn't seem to work, at least on live. I haven't had the chance to try it on test yet. This and the Melee can ignore selected target are two of the problems that affect me most often. The melee more than anything else needs to be fixed.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    RoBoBo wrote:
    The change that was made was in the Tab target distance for MMO and Fantasy control schemes. Shooter was not touched.

    While looking at tab targeting issues we noticed the range was set to infinite. The slider allows you to set it to a range you prefer but there was no good default set.
    We set a new default in the tab target max distance of 125 feet.

    My guess is that for F2P the old default was removed and the 0.0 (no max) range was set.

    It would be great to get feedback on the tab target distance default setting on PTS.
    Is 125 feet too far for tab target? what feels better?

    Remember you can set it to 0 for no limit (at least limited to what you can "See") and use that as a comparison for how max tab target distance is set on LIVE.

    The other feedback I am looking for is broken targeting or worse than LIVE targeting.

    Thanks a ton gang!

    When it comes to actual target selection and flipping through targets with tab it's improved over live, but it seems to have some odd delay of almost a second between when you hit tab and the new target gets selected.

    As far as the range limit for tab/auto targeting, it still does squat, nada, nothing. I just tested it again. No range limit is set regardless of what you set the slider to, it's always unlimited in all of the "control schemes", It will auto/tab target anything in my draw distance, even things just on the edge of the max draw distance that are only partially faded in.

    If you're playing the game shooter style like me where you aren't clicking anything to target and tab/auto targeting is your main way of picking out baddies to stomp, this is very very awful, as i really don't want to be targeting mobs that are across the street that i can't even hit because they're over 200ft. away. I'd much prefer it targeted oh, i don't know, the guy that's currently pistol whipping me in the face, or chucking a grenade at me from a few dozen feet away.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Alright, i went into MS paint and made a crude depiction of what I believe is my, and most likely, anyone else using shooter style controls/targeting's problem.

    http://img.photobucket.com/albums/v258/5T33LV1P3R/CrudeMSpainttargetingproblem.jpg

    Okay, so blue circle is us, green line is our camera center, black cone is crude representation of our line of sight, red circles are our current baddies (the ones punching us in the face), and yellow circles are the baddies we could absolutely care less about that are far outside our targeting range/we are not currently fighting and don't want to aggro.

    Assuming you're using "within/closest to camera center" option:
    What seems to be happening is, once we knock out that first red circle that was in the center of our camera, the game's targeting system decides that Mr. Yellow circle all the way out in the middle of nowhere is actually the next prime target, since, by all means, he is in fact closest to the camera center compared to all other targets within our targeting range and therefore, will be our next target when pressing tab or auto targeting.

    As you can see, if we have a 100ft. range limit set like in the lower example the game completely ignores those yellow circles that we are ignoring just like we expect it to, no targeting problems as far as targeting mobs we don't want to target.

    Now, as far as using near to far targeting, i don't know what the center point for that is, but assuming it's your character, then that should mean that using the near to far targeting option would alleviate this range limit problem somewhat. However, that doesn't seem to be the case, as the game still decides randomly that targets in the middle of nowhere seem to be our next quarry, when in fact, we are still not interested in said targets whatsoever...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    oddTodd wrote:
    Isn't that what "Never Cancels" does? Or did they remove that option?

    If my guess is correct, they mean that the EB only activates and stays active after a non-EB attack is used, once combat is over (or having no active target for several seconds) the EB would go back to a stand-by state.

    I can definitely see the use for this, using a charge-up or sniping attack within say 50 ft. without the EB firing off and drawing aggro.

    You know what else would be nice? A rangefinder.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    A range finder would be very nice especially for my characters that are high-tech in nature. Having a more tech styled HUD with range and other info available would greatly increase immersion when playing my power armor and other high tech style characters. But it should be an option that can be toggled on and off because it would not fit my less tech-oriented heroes.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    I like the "Toggle, Non-Combat Cancels" option a lot.
    However, for a melee toon I often want to pull a group with my energy builder. This option does not allow you to begin combat with your energy builder since it immediately cancels itself as you are not in combat.

    Otherwise, the perfect option for most of my toons. The target switching seemed a lot faster and smarter too. As soon as someone was down I would already be targeted on the next person without tab-ing or clicking.

    There was a half second delay, though, when tab targeting, which makes it seem clunky.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Speaking of Shooter mode, are STO's Season 4 shooter refinements going to find their way into Champions Online? At the moment, Champions' Shooter mode is a bit awkward to use, especially since it likes to lock onto a target.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    The biggest problem with targeting for me is the small "blind spot" that exists around the player character. This interferes with tab targeting (tab target won't pick up the thing right in front of you smashing you in the face) and it also breaks the option for melee to ignore selected target.

    Frequently the following occurs: Something is eating my face, I hit tab, a mob far away is targeted instead of the thing eating my face. I hit a melee attack and get a message that my target is out of range, in spite of the fact that there is a mob currently chowing down on my ruggedly handsome face and I have the option checked for melee attacks to ignore the selected target.

    This happens all the time.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    The biggest problem with targeting for me is the small "blind spot" that exists around the player character. This interferes with tab targeting (tab target won't pick up the thing right in front of you smashing you in the face) and it also breaks the option for melee to ignore selected target.

    Frequently the following occurs: Something is eating my face, I hit tab, a mob far away is targeted instead of the thing eating my face. I hit a melee attack and get a message that my target is out of range, in spite of the fact that there is a mob currently chowing down on my ruggedly handsome face and I have the option checked for melee attacks to ignore the selected target.

    This happens all the time.

    I get that with not only Tab, but also, "Target Nearest."
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Frequently the following occurs: Something is eating my face, I hit tab, a mob far away is targeted instead of the thing eating my face. I hit a melee attack and get a message that my target is out of range, in spite of the fact that there is a mob currently chowing down on my ruggedly handsome face and I have the option checked for melee attacks to ignore the selected target.

    This happens all the time.

    These mobs are also not hit bei AoEs like Lightning Storm :(
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    targeting also occus starting from the camera and not the champ which always has bugged me when something gets its ugly **** right in the cameras way -_-
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