why do i get killed from offscreen ?

I'm still not clear on why so many things can hit you from off-screen.

example:

sarn sewers: huge group of multiple projectile chaos throwers.

they : fire, ALL AT ONCE, from off-screen
me : stun-locked and then dead.

never saw a one of them.

is this some graphics engine problem that can never be fixed or is off-screen one-shots part of the indended game mechanics ?

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Do you play zoomed all the way in for the extra difficulty?
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Shagsbeard a écrit :
Do you play zoomed all the way in for the extra difficulty?


If you can think of a better way to oggle the Rangers ass, or catch a flash of Templar undies, then feel free to post it. Until then, I'll stay zoomed in thanks.

On topic - I haven't run into problems with Magnus The Offscreen Flameblast Bastard lately, has he been the victim of the nerfbat?

Also, is range part of the calculations for things like Block/Dodge/Evade/Spell Evade? You'd imagine that your success rate should be higher for enemies that attack from greater distance.

== Officially Retired 27/02/2019 ==

Massive thanks to GGG for producing such a fun and engaging game, it has taken up faaaaaaar too much of my life over the last 5 years.

Best of luck in the future!
Dernière édition par CaptainWaffleIron#2395, le 26 août 2014 à 19:07:09
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nait2k4 a écrit :
Also, is range part of the calculations for things like Block/Dodge/Evade/Spell Evade?
It is a part of "calculations" for another thing - Manual Evade, which you obviously cannot execute if you don't see what is coming your way :)
And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
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silumit a écrit :
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nait2k4 a écrit :
Also, is range part of the calculations for things like Block/Dodge/Evade/Spell Evade?
It is a part of "calculations" for another thing - Manual Evade, which you obviously cannot execute if you don't see what is coming your way :)


That's not how it works. The correct comparison would be long travel distance starting at off-screen vs point blank. Longer travel distance means comparatively more time to react. If there isn't any, then it has nothing to do with distance, and everything to do with projectile speed vs the player's reaction time.

It's also unwise to jump to any conclusions here based on incomplete information. For example, we don't have the slightest idea how little effective hit points the player had when he was hit. Maybe his combination of build and equipment wasn't optimal given the situation.
Dernière édition par Revy_Slan#5537, le 27 août 2014 à 00:44:51
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Shagsbeard a écrit :
Do you play zoomed all the way in for the extra difficulty?


no i do not. i have it zoomed out and i have wheel zoom locked out to prevent me accidentally ending up zoomed in.

this is a very consistent problem in PoE for me, are you telling me that you don't see this sort of thing ?

i find that hard to believe.

this was such a problem in torchlight2 that a player actually figured out how to patch the game to improve it.

i've seen several other threads about this sort of thing.

if (monster onscreen) {
monster.attack()
} else {
monster.idle()
}

i'm really curious as to why it's so hard. as i said it was a problem in T2 also, i'm wondering if it's some kind of graphics engine weirdness.

meanwhile ranged mobs can absolutely kill you without you seeing them first, especially in a place like the sewers. you go into a room and you done't even see the door on the opposite side, and your suddenly hit with a rain of death...
Close that if statement.
echo "The world is full of smart people" |sed -e 's/smart people/sheep/'

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