Spamclicking movement vs normal movement

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Re: Spamclicking movement vs normal movement

Postby Archiplex » Thu Dec 03, 2015 8:09 pm

Patchouli_Knowledge wrote:I should note that this is opposite of what people that had played MOBAs would do as precise control of your character through spam clicking is encouraged over one click movement so muscle memories from those games will be counter-productive in Haven.


(5 years of playing league has led me to make this thread)
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Re: Spamclicking movement vs normal movement

Postby shubla » Thu Dec 03, 2015 8:12 pm

MagicManICT wrote:
loftar wrote:I consider it a feature. Teaching people to not spamclick lessens the server load. ^^


Not sure if serious or trolling.... ¦]

We have only one wayt o find out..
We have to unite and spamclick for 10 minutes exactly at same time. Then we check if server starts lagging.
Or then just make ton of accounts and client that spams click.
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Re: Spamclicking movement vs normal movement

Postby MagicManICT » Sat Dec 05, 2015 2:17 am

Patchouli_Knowledge wrote:I should note that this is opposite of what people that had played MOBAs would do as precise control of your character through spam clicking


I've played several. In a couple, spam clicking is encouraged because the pathing around objects is either horrible or there is no click and drag control to quickly maneuver around obstacles. It should be stated that the game client is poorly designed if you require players to do this sort of thing. (What you get when you design a major stand-alone game in Flash vs Unity or going with a tried and true engine like Unreal, Source, etc.)
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Re: Spamclicking movement vs normal movement

Postby lachlaan » Sat Dec 05, 2015 11:13 am

To be honest this issue is a lot worse because hitboxes aren't always obvious and running through a forest is ass if you try to do it in a few clicks and also outrun your pursuers. On the one hand it's fun to zigzag through a forest and ditch lesser runners through a mastery of spamclick navigational finnesse, on the other hand it's a pain to break a mouse every few months due to all the spam clicking. And even worse, if one plate has slightly more lag I presume they'll get staggered for a tiny bit longer each time. So even being forced to run the same spamclicky obstacle course only to have one party get an advantage because (I assume the issue is) the serve stops the previous movement order before starting to process the latest one, instead of simply swapping movement data when it's ready.
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Re: Spamclicking movement vs normal movement

Postby warrri » Sat Dec 05, 2015 8:27 pm

Imagine Hnh with the input scheme and precision of diablo3
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Re: Spamclicking movement vs normal movement

Postby jorb » Sat Dec 05, 2015 9:04 pm

warrri wrote:Imagine Hnh with the input scheme and precision of diablo3


Might look at it.
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Re: Spamclicking movement vs normal movement

Postby shubla » Sat Dec 05, 2015 9:38 pm

jorb wrote:
warrri wrote:Imagine Hnh with the input scheme and precision of diablo3


Might look at it.

We should get support for console controllers in HnH
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Re: Spamclicking movement vs normal movement

Postby warrri » Sat Dec 05, 2015 11:08 pm

jorb wrote:
warrri wrote:Imagine Hnh with the input scheme and precision of diablo3


Might look at it.

Damn, now i know its not coming for sure :twisted:
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Re: Spamclicking movement vs normal movement

Postby loftar » Mon Dec 07, 2015 1:17 am

MagicManICT wrote:
loftar wrote:I consider it a feature. Teaching people to not spamclick lessens the server load. ^^


Not sure if serious or trolling.... ¦]

A bit of both. I'll leave the proportions of each be unsaid. :)
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Re: Spamclicking movement vs normal movement

Postby jorb » Mon Dec 07, 2015 8:41 am

warrri wrote:
jorb wrote:
warrri wrote:Imagine Hnh with the input scheme and precision of diablo3


Might look at it.

Damn, now i know its not coming for sure :twisted:


Well, you're asking me to install a piece of software and work on UI. Don't expect immediate action.
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