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    Guardian of Alterra FluffNStuff's Avatar
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    Default Bring back the Run and Gun

    One of my favorite things to do is load up my trusty Rloxx on my bear and head to the lower levels for some monster zapping. I find it a lot of fun to run through the levels blasting mobs with newbs in tow and now I can't do that because of the new turn to face the enemy 'enhancement'. It has changed from a fluid killing spree to a frustrating spaz fest. I am asking to please return it to how it was or at least provide a reason for the change other then 'realism'. Thanks!

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    Developer - Inactive Samhayne's Avatar
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    Hey Fluffnstuff,

    Thanks for taking the time to write with your feedback.

    Anyone else have any thoughts on the new turn to face the enemy functionality?

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    Quote Originally Posted by Samhayne View Post
    Hey Fluffnstuff,

    Thanks for taking the time to write with your feedback.

    Anyone else have any thoughts on the new turn to face the enemy functionality?
    Not really diggin' it. Like Fluff already stated, it's a ton of fun to run n' gun in one fluid motion. The jerkiness is just akward, and it makes it nearly impossible to kite.

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    I also have to agree I play this game alot, probably way more than my girlfriend likes, and i spent alot of money on all the purchasable things in the game. I really like the game and it's multiplayer action but what I really like is playing a map by myself and rushing through it killing everyone. With this new turn to shoot I am totally unable of doing that and have web forced to respec my characters to strength because the bows are just unbearable now. I don't want the turn to shoot I like running while shooting with no effect on my character like before. I have been playing alot less since this change cause I don't like any weapons but the bows. Please fix so I can start playing again

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    New Member Frankieedgar's Avatar
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    I totaly agree with camel and fluff
    I think the new turn to shoot makes my character look like he has epilepsy
    I have 5 characters all use bows and now I cant even use them
    it bothers me soo much i re-spec my character to strenth so i could at least play
    I also used to enjoy blasting thru lower levels now i cant
    Please change it back or atleast allow continuous movement while shooting backwards and running

    I like the new update but

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    Guardian of Alterra FluffNStuff's Avatar
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    Quote Originally Posted by Frankieedgar View Post
    I totaly agree with camel and fluff
    I think the new turn to shoot makes my character look like he has epilepsy
    I have 5 characters all use bows and now I cant even use them
    it bothers me soo much i re-spec my character to strenth so i could at least play
    I also used to enjoy blasting thru lower levels now i cant
    Please change it back or atleast allow continuous movement while shooting backwards and running

    I like the new update but
    Quote Originally Posted by jef_99_99 View Post
    I hate it to the point where I'm very seriously considering moving on to other apps. I love your game I do and I frequently use the platinum but I'm sorry this gets me so frustrated that I literally want to scream.
    Quote Originally Posted by Cameltowing View Post
    I also have to agree I play this game alot, probably way more than my girlfriend likes, and i spent alot of money on all the purchasable things in the game. I really like the game and it's multiplayer action but what I really like is playing a map by myself and rushing through it killing everyone. With this new turn to shoot I am totally unable of doing that and have web forced to respec my characters to strength because the bows are just unbearable now. I don't want the turn to shoot I like running while shooting with no effect on my character like before. I have been playing alot less since this change cause I don't like any weapons but the bows. Please fix so I can start playing again
    The pain and frustration grows, but I want to thank all those who have posted here. I have also made a new tank to try it that way but I have just gotten bored of it. Anyway, wanted to point out a thread I made with a ~possible~ solution and see how you guys would feel about it.
    http://www.spacetimestudios.com/show...to-shoot-issue.

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    Quote Originally Posted by Samhayne View Post
    Hey Fluffnstuff,

    Thanks for taking the time to write with your feedback.

    Anyone else have any thoughts on the new turn to face the enemy functionality?
    I hate it to the point where I'm very seriously considering moving on to other apps. I love your game I do and I frequently use the platinum but I'm sorry this gets me so frustrated that I literally want to scream.

    That and the fact that bears are suppose to be the tank yet I pop just as many potions as my mage...that's just bad mechanics gents. I want to hold aggro and tank when I play a "tank". Cut the damage in half or more and x5 the aggro generation on them. Make their damage very low but their survivability very high. At this point I'm better off putting on str armor on my mage with the rest in dex and have a heal, 4x the aoe knockbacks, and use less potions, probably hold better aggro too.

    This likely is the "paladin" everyone is referring too. Don't you think there's something wrong with that? The mage tanking better than the bear "tank" according to the description on character creation?

    Sorry for the rant but I wanted to voice my opinion.

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    Quote Originally Posted by jef_99_99 View Post
    That and the fact that bears are suppose to be the tank yet I pop just as many potions as my mage...that's just bad mechanics gents. I want to hold aggro and tank when I play a "tank". Cut the damage in half or more and x5 the aggro generation on them. Make their damage very low but their survivability very high. At this point I'm better off putting on str armor on my mage with the rest in dex and have a heal, 4x the aoe knockbacks, and use less potions, probably hold better aggro too.

    This likely is the "paladin" everyone is referring too. Don't you think there's something wrong with that? The mage tanking better than the bear "tank" according to the description on character creation?
    This is getting a bit off topic, but paladins make terrible tanks. With buffs and mana shield up they can survive a while, but they can never be full time tanks. Bears can have trouble holding aggro, but with a combination of taunt, beckon, and the stunning skills they are by far the most effective tanks. With Ironblood maxed you are nearly invincible when buffed, and with evasion and the dodge buff of taunt on top of that, you should have very high survivability. I guess what I'm saying is, maybe look into some tank build threads in the forum, because bears are fairly well suited to that job.
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    I don't really think if this is related much Sam, but when they screen zooms into an enemy, you can't hit attack or potions, and when it's a good boss, it can lead to a death! Just kinda annoying

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    I kinda like it, as kiting should always require use of roots/snares to aid, otherwise it's overpowered.

    If the change had to be discarded, I'd say at least increase enemy run-speed a tiny bit, otherwise they never catch you. If you up their run-speed, remove the stun effect on attacks so you don't get the rubber banding.

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    Anything that makes this game more jerky/rubber bandy in my eyes is a bad thing, so I'd say remove the turn and shoot mechanic, remove the root effect on enemy attacks and up their run-speed.

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    Quote Originally Posted by bmc85uk View Post
    Anything that makes this game more jerky/rubber bandy in my eyes is a bad thing, so I'd say remove the turn and shoot mechanic, remove the root effect on enemy attacks and up their run-speed.
    Also, melée players have no problem catching up to ranged players now(PvP), even without the use of beckon.

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    i personally like the turn to face enemy functionality... its realistic and more challenging as i have noticed with my new archer that i started last nite
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    Personally I agree with the OP. I like being fluid as a ranged dps and I think that other options should be tinkered with if you think ranged are "overpowered".
    Give us an option to respec via Gold
    http://www.spacetimestudios.com/show...910-Respecage.


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    remember the good old days when u could kite a lesser djinn and escape unscathed? no u cant. not liking it soirry
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    How would everyone feel about enemies with slightly higher runspeed than the player, but no 'root' effect on their attacks (although some attacks don't 'stun' the player like others do), kiting would be down to skill management, using knockback, root, stun and snare wisely.

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    Quote Originally Posted by bmc85uk View Post
    How would everyone feel about enemies with slightly higher runspeed than the player, but no 'root' effect on their attacks (although some attacks don't 'stun' the player like others do), kiting would be down to skill management, using knockback, root, stun and snare wisely.
    I WHOLEHEARTEDLY agree. Lag is bad enough. Walking and then finding yourself 3 steps back because you were actually stunned, over, and over, and over, and over, and over, over again. It's annoying. Sometimes I can't even move forward while spamming my beckon and stomp...
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    I understand why you guys did this but how about
    a different execution? Reduce run speed when auto attack is on. Maybe 2/3 normal speed? I know people might still complain about the functionality. For example the comment on lesser djinns, but at least it won't look and feel jerky this way and is more "realistic".

    To the comment about djinn, good thing every race has a knockback skill

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    Quote Originally Posted by haroldiv View Post
    Reduce run speed when auto attack is on. Maybe 2/3 normal speed? I know people might still complain about the functionality. For example the comment on lesser djinns, but at least it won't look and feel jerky this way and is more "realistic".

    To the comment about djinn, good thing every race has a knockback skill
    I think that's a damn good idea, just how much it should reduce runspeed needs a little testing, I don't think it should be drastically slower, just enough so that enemies will catch up to you despite the way they stop due to pathing. With your method, you could still run away if needed, in PvP, to catch someone kiting you, you'd just need to stop the autoattacking; it's a nice balance.

    I still think the stun effect should be removed from all enemy auto-attacks in PvE, enemies should use things like stun/freeze/root or snare to catch players - and if you blow them out of range and run, that all part of the skill of making cho-cho's :-)

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    Guardian of Alterra FluffNStuff's Avatar
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    Quote Originally Posted by bmc85uk View Post
    I think that's a damn good idea, just how much it should reduce runspeed needs a little testing, I don't think it should be drastically slower, just enough so that enemies will catch up to you despite the way they stop due to pathing. With your method, you could still run away if needed, in PvP, to catch someone kiting you, you'd just need to stop the autoattacking; it's a nice balance.

    I still think the stun effect should be removed from all enemy auto-attacks in PvE, enemies should use things like stun/freeze/root or snare to catch players - and if you blow them out of range and run, that all part of the skill of making cho-cho's :-)
    This would solve my issues. It is more about a relaxing shoot through, and if I was moving a little slower, I would be cool with that. But the question is when does the slow down happen? If it is between attacking enemies it could still cause a jerk.

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