Spamclicking movement vs normal movement

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Spamclicking movement vs normal movement

Postby Archiplex » Thu Dec 03, 2015 2:28 pm

There's a weird bug with spam clicking movement (If you spam click the directions in front of you) vs normal (If you zoom out and click very far ahead)

Each click, for a fragment of a second will stop the player and cause them to stumble, so even if they spam clicking in a line straight in front of them it will cause them to travel the same distance in a slower manner than a player who only clicks once.

Arguably unimportant outside of combat, but this makes a huge difference in combat and other situations where running in a timely manner is important. Every new click you make will cause you to go slower.

Easy to test: Set up two people side by side on the same speed.

One of them will spam click to the edge of their vision (Do not move mouse, just lock onto your character and move in one direction)

The other will click once- the destinations and pathways shoulder be 100% linear and parallel.

The player who spam clicks will arrive at the destination slower than the player who only clicks once.

Fix pls, it is quintessential to my career as an archer
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Re: Spamclicking movement vs normal movement

Postby MagicManICT » Thu Dec 03, 2015 3:34 pm

It's something most of us have gotten used to. If you tend to be a spam clicker, combat in this game will break you of that habit out of necessity. I guess I'm saying to not expect a quick fix on the matter. It might be easy, it might not.
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Re: Spamclicking movement vs normal movement

Postby Archiplex » Thu Dec 03, 2015 3:40 pm

MagicManICT wrote:It's something most of us have gotten used to. If you tend to be a spam clicker, combat in this game will break you of that habit out of necessity. I guess I'm saying to not expect a quick fix on the matter. It might be easy, it might not.



Yeah, most (including myself) have adjusted to it but I find myself wishing I could spamclick instead of single long strides (I play too much osu nnng)


But still, something that should definitely be fixed in the future.
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Re: Spamclicking movement vs normal movement

Postby loftar » Thu Dec 03, 2015 4:20 pm

I consider it a feature. Teaching people to not spamclick lessens the server load. ^^
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Re: Spamclicking movement vs normal movement

Postby Raffeh » Thu Dec 03, 2015 5:58 pm

I like it! Gives some sort of skill to fighting/running. This is probably the only reason I survived being a newb on world 6 because I was able to apply this to not only clicking the length of a forest or river but also cutting corners the whole way. This can be applied to anyone from vet player to newb player which I like.
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Re: Spamclicking movement vs normal movement

Postby MagicManICT » Thu Dec 03, 2015 6:40 pm

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


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

To be serious, though, sure, I understand this. I've seen a lot of MMOs go through this issue during beta testing (along with rubberbanding) and it always seems to be one of the last things resolved. It would be nice for combat, though, if we didn't have to. A click and drag for the movement direction would be nice, too, but that might be as much or more data going through the server (depending on the frequency of updating).

Spam clicking itself is just not good input control. It's a sign of other issues, I think, but it would need some research done. You know, with all the professional gaming and such, and if I were a psychology or kinesiology masters candidate, there might have a good thesis paper there. ;) (hint to anyone in those fields, but honestly, it's no more than any good coach teaches in other sports without all the fancy research.)
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Re: Spamclicking movement vs normal movement

Postby Archiplex » Thu Dec 03, 2015 6:40 pm

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


Is the pathing server-sided instead of client sided or something?


I mean I'd question how much it really affects the load- was it a big issue before?
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Re: Spamclicking movement vs normal movement

Postby MagicManICT » Thu Dec 03, 2015 7:00 pm

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


Is the pathing server-sided instead of client sided or something?


I mean I'd question how much it really affects the load- was it a big issue before?


I can positively say "Yes," to that question. If you want your Haven client to have pathing of any sort other than the default "click and move here, stop when you hit something," you have to handle it with scripting by sending commands to the server.

Potentially, it can be a huge server load and is part of the reason of my mentioning of all the beta testing I've done where this is an issue. From what I've studied (no real world experience with it), there's just a ton of things that needs to be optimized to get networked real time user input and have reasonable response times, no matter the setup. Without metrics, I can't say how much of a load it is here, though.
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Re: Spamclicking movement vs normal movement

Postby pedorlee » Thu Dec 03, 2015 7:09 pm

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

This looks like a mix of coincidence+lazyness+pragmatism.
Or maybe trolling like Magicman sayd...
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Re: Spamclicking movement vs normal movement

Postby Patchouli_Knowledge » Thu Dec 03, 2015 7:48 pm

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.
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