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The attack button should not become clickable until the target is close enough to attack.


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The attack button should not become clickable until the target is close enough to attack. WAY TOO MANY times have I been following a ship, and the attack button turns red and becomes clickable, so I click it, only to get an attack failed message that says the target is too far away. And then a 30sec cool down where the target inevitably gets to port or finds a giant AI fleet to hide next to. 

I suggest the attack button remain unclickable and not turn red until the target IS close enough to attack. There's no reason to have this overlap where the button is clickable but the target is too far away. Have it overlap the other way if you can't reconcile it with the ping. 

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Also, it seems that once you have clicked attack, one cannot postpone the countdown.

Maybe I'm wrong, but before we could reset countdown and adjust the positionning attack, or go away to cancel your attack (in case of mistaken target etc...)

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and on top of that when countdown reaches 0 it takes something like 5s to actually start battle and in that time positioning is can change #make0greatagain

Edited by Zoky
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1 hour ago, Celtiberofrog said:

Also, it seems that once you have clicked attack, one cannot postpone the countdown.

Maybe I'm wrong, but before we could reset countdown and adjust the positionning attack, or go away to cancel your attack (in case of mistaken target etc...)

You are correct, we could reset it by clicking again.

It changed to simulate a "declaration of intent" and provide target with respite without constant tag attempts.

So we need to make sure we are ready to click Attack.

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Regarding initial post, it is just visual representation. Had situations where on my screen i was visibly inside circle ( but Attack wasn't enabled ) but consorts said i was clearly still outside. There's a measure of visual desynch going on and my best guess is OW speed but IIRC this was noted and 'warned' when the OW speed was increased, devs presented pros and cons but we, as a whole, decided to live with the cons and have more speed.

( standard OW speed of EA was during quite  while 25% - 30% slower than we have now. there was also some tests where it was faster and absurd comical )

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Why does it even do a check to see if the enemy is close enough when attack is clicked? It only actually matters after the count reaches zero, this should be a easy change, have it count down, then do only one check for distance. I'm starting to think it's just some savage trolling by the devs. 

 

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1 hour ago, --Privateer-- said:

Why does it even do a check to see if the enemy is close enough when attack is clicked? It only actually matters after the count reaches zero, this should be a easy change, have it count down, then do only one check for distance. I'm starting to think it's just some savage trolling by the devs. 

 

When 2 guys with a high ping meet each other on a to much upspeeded OW, bad things happen :D

I learned when you see Attack getting red wait 1 sec will solve most frustration.

Edited by z4ys
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1 hour ago, --Privateer-- said:

Why does it even do a check to see if the enemy is close enough when attack is clicked? It only actually matters after the count reaches zero, this should be a easy change, have it count down, then do only one check for distance. I'm starting to think it's just some savage trolling by the devs. 

 

Mmm... omg 

not good indeed.the question is why does this bug appear ? is it because you checked the map ?

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33 minutes ago, DesMoines said:

we call that gameplay because this bug is not only for 2 guys with badping…. but for all players….and dev s don t work gameplay…only drive ship game ..^^'

1 year ago or more i said Something like this to Devs with Circle and Latency...there answer were….. You have a poor connection XD

 

LoL….12 ms Ping...Fiber wtf you troll me 😛 

While you have a good point ping is not the thing to look for in synch, but package and possible loss.

Is one of the reasons why, for example in ArmA, clients are kicked ( at server admin level ) not by ping but by packet loss. A 30ms client may well have 10k packet loss easy and that messes up the synch for everyone around which makes for really odd situations.

But no idea how NA deals with it though.

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24 minutes ago, Thonys said:

not good indeed.the question is why does this bug appear ? is it because you checked the map ?

I have around 40 ping in game. This happens to me all the time, if enemy is doing around 30kts in OW, when I try to tag. Attack button flickers, so I learned to wait for solid red which sometimes happens when I am halfway inside the tag circle.

Single tag is a mistake, it should allow a second or third time for misclicks. It is so fast, there is lag, there becomes unwanted tags. @admin can you give us 2-3 tag changes and start cool down afterwards ? It used to be infinite.

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6 minutes ago, z4ys said:

can we pls revert ow speed to a lvl as we had no tagging feature due to much speeded up ow speed 😉

 

hello kitty that, they would need to cut the map in half for that to be viable.

Also this is the most fake news thing I have ever seen: "...as we had no tagging feature..." 

we do, it is just very dependent on low latency. I have never encountered this issue and I have never heard of it before. I am sure it will be fixed soon.

Edited by Galt
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1 hour ago, DesMoines said:

LOL….you can send small packets and big packets… with just ping command and see what is the % of loss packet to a destination. My connection and probably others have no loss packet or not enough to justify this "bug"… Problem come probably from servers or connection of NA….after more 2 years of Development …..it s just lolilol… more DLC...and less Gameplay...it s a funny way to work :Dbecause if you haven t Gameplay...how you will sell some DLC??? Oo

Ok, if you say so. Thanks for clearing up.

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13 minutes ago, Galt said:

hello kitty that, they would need to cut the map in half for that to be viable.

Also this is the most fake news thing I have ever seen: "...as we had no tagging feature..." 

we do, it is just very dependent on low latency. I have never encountered this issue and I have never heard of it before. I am sure it will be fixed soon.

This feature other call it bug was introduced with the last increase (already more then a year ago) of ow speed multiplier. Because player wanted more convenience while sailing long distances (less time needed) downside of this "convenience" is that it introduced an odd feature/bug that let you think you are in the circle while you are actual not or gives you a wrong "Attack button" while still out of reach.

Edited by z4ys
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16 minutes ago, z4ys said:

This feature other call it bug was introduced with the last increase (already more then a year ago) of ow speed multiplier. Because player wanted more convenience while sailing long distances (less time needed) downside of this "convenience" is that it introduced a odd feature/bug that let you think you are in the circle while you are actual not or gives you a wrong "Attack button" while still out of reach.

I get how it works, but OW speeds are good as they are now. Stop taking bad tags. 

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57 minutes ago, Galt said:

I get how it works, but OW speeds are good as they are now. Stop taking bad tags. 

It's actually 2x too fast. You can see when sailing you're probably hitting anywhere between 22 and 31knts.
It should be around 9-15knts at best POS like it is in battle and IRL.

Edited by Slim McSauce
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41 minutes ago, Slim McSauce said:

Instead of increasing sailing 2x you could just scale the map down by half and achieve a better result.

would make the landscape look odd

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5 hours ago, Galt said:

I get how it works, but OW speeds are good as they are now. Stop taking bad tags. 

Galt, it isn't due to bad tags. I tagged someone while nearly dead center of the circle and the target turned so that I was only halfway to the edge and still got failed attack.

If the OW speed was reduced the only downside is that people would not be able to sail clear across the map to raid. It would mean that if you really wanted to raid KPR from El Rancho you better be dedicated enough to spend hours at sea to do it. Sailing in this game is a time sink for everyone, trader and raider alike. The only difference now is that since traders are so slow compared to the raiders they have zero chance while an escort has nearly no chance of engaging the raider to allow the trader to escape before the raider engages the trader. 

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