Binding 'dodge-jump' on programmable mouse?
ANet’s stance is “one action per one keystroke”. In your case, you’d be getting two actions for one keystroke, and they consider that against the EULA.
I’m not sure about the technicalities of it. I’m on vacation this week so I can’t walk down the hall and ask someone. But you have hit the dodge something like a tenth of a second after the jump. I don’t even know if you could bind that with a programmable mouse.
I’m not sure about the technicalities of it. I’m on vacation this week so I can’t walk down the hall and ask someone. But you have hit the dodge something like a tenth of a second after the jump. I don’t even know if you could bind that with a programmable mouse.
But would this be something that could get you banned? I’m guessing no since it’s not an exploit and you still have to be ‘at the computer playing the game’ (i.e. not a bot) – but I thought I would check first.
Even if we could, I think Rising Dusk’s answer is correct. It would be against the one action per key press rule.
I definitely would love to be able to bind it to a single mouse button. I’ve only been able to do the ‘double’ jump twice, I think. I just can’t seem to get the hang of it. Luckily I haven’t needed to use it yet.
Please give us a keyring…
(edited by skullmount.1758)
I’m not sure about the technicalities of it. I’m on vacation this week so I can’t walk down the hall and ask someone. But you have hit the dodge something like a tenth of a second after the jump. I don’t even know if you could bind that with a programmable mouse.
I just tried this out and it does indeed work. However, if it’s something that is against the ANet EULA then I won’t do it (although it would be extremely nice to have the ability to bind dodge-jump in game hint hint).
I also find myself having difficulties with the dodge-jump (for some reason I can’t make my left thumb hit V & Space at the same time).
My mouse has 2 side buttons that I personally use for weapon swap & I can’t remember off the top of my head what the other one is. However they’re so close together they could easily be pressed at the same time (I even accidentally did it several times when I first set up the bindings). If you mapped them to dodge & jump it seems like it would be easy to do & within the rules.
http://www.youtube.com/user/AeowynsGW2
I think people are over thinking this dodge jumping technique. When I do it, my dodge button is the default ‘V’ and my jump is the default ‘SPACE’.
I use my left thumb and I press ‘V’ and ‘SPACE’ at the exact same time. This has resulted in a dodge jump for me every single time with out fail.
So you don’t have to try and time press jump and then really quickly pressing dodge. I can see how that would be hard. Try just pressing them both together.
I think people are over thinking this dodge jumping technique. When I do it, my dodge button is the default ‘V’ and my jump is the default ‘SPACE’.
I use my left thumb and I press ‘V’ and ‘SPACE’ at the exact same time. This has resulted in a dodge jump for me every single time with out fail.
So you don’t have to try and time press jump and then really quickly pressing dodge. I can see how that would be hard. Try just pressing them both together.
I think it has to do with latency.
I’ve even tried binding it to a single button, and even with computer controlled exacting accuracy it still fails randomly for no apparent reason. And 1/10th of a second didn’t work, I finally ended up with 0.02 seconds just to get it to work at all that’s kinda crazy, and it still doesn’t work right!
I did this after a week of trying it normally with a 1 in 20 success rate, and a whole lot of deaths, because I don’t like using macro’s anyway.
Most of my guild has given up even trying to get it to work, we are all pretty convinced that such a small margin of error does not lend itself to the potential of lag.
I would like to know the answer to this as well, is it strictly against policy?
Because I would prefer it be added to the actual keybinds in-game. I don’t mind doing it normally, jump+dodge, IF it actually worked for me.
I don’t really see how it can be an exploit, since I haven’t found a jump yet that can’t be made normally, and haven’t found anywhere I could get to with dodge jump that I couldn’t get to with a little more precision without it. I mainly like it for the awesome animation on my asura.
Cause right now, for me, even with it bound to a single button it is not at all reliable. Safer to judge the distance without it.
I think people are over thinking this dodge jumping technique. When I do it, my dodge button is the default ‘V’ and my jump is the default ‘SPACE’.
I use my left thumb and I press ‘V’ and ‘SPACE’ at the exact same time. This has resulted in a dodge jump for me every single time with out fail.
So you don’t have to try and time press jump and then really quickly pressing dodge. I can see how that would be hard. Try just pressing them both together.
I think it has to do with latency.
I’ve even tried binding it to a single button, and even with computer controlled exacting accuracy it still fails randomly for no apparent reason. And 1/10th of a second didn’t work, I finally ended up with 0.02 seconds just to get it to work at all that’s kinda crazy, and it still doesn’t work right!I did this after a week of trying it normally with a 1 in 20 success rate, and a whole lot of deaths, because I don’t like using macro’s anyway.
Most of my guild has given up even trying to get it to work, we are all pretty convinced that such a small margin of error does not lend itself to the potential of lag.
I would like to know the answer to this as well, is it strictly against policy?
Because I would prefer it be added to the actual keybinds in-game. I don’t mind doing it normally, jump+dodge, IF it actually worked for me.I don’t really see how it can be an exploit, since I haven’t found a jump yet that can’t be made normally, and haven’t found anywhere I could get to with dodge jump that I couldn’t get to with a little more precision without it. I mainly like it for the awesome animation on my asura.
Cause right now, for me, even with it bound to a single button it is not at all reliable. Safer to judge the distance without it.
Well I apologize then, it was my mistake to assume that because it worked for me it would work for everyone else.
I am sure latency could effect it and those with a higher ping could indeed have to time it differently. That would make it quite a challenge especially if your ping is not static.
I was trying to practice this after it was mentioned, and got it to work maybe twice while jumping around lions arch. Hitting them at the same time, rolling my thumb up from space to v, hitting one then the other…didn’t matter, mostly I just jumped, no dodging.
just logged back in to test again, and got it to work a bit better hitting the buttons at the same time. It seems like unless I push down on V fairly hard, it doesn’t actually trigger the dodge. Practice helps, I guess, but I do wish it was more forgiving.
I think people are over thinking this dodge jumping technique. When I do it, my dodge button is the default ‘V’ and my jump is the default ‘SPACE’.
I use my left thumb and I press ‘V’ and ‘SPACE’ at the exact same time. This has resulted in a dodge jump for me every single time with out fail.
So you don’t have to try and time press jump and then really quickly pressing dodge. I can see how that would be hard. Try just pressing them both together.
This is what I’ve been doing since day 1. Had some problems when I first discovered it to replicate it, but once I did I never failed a dodge+jump since. So I have a 100% success rate. Practice makes perfect guys, keep on practicing.
I think a lot of it has to do with how large your thumb knuckle is. The split second it needs to happen will come sooner or later depending on the size of the knuckle or angle of the thumb. The skill comes down to replicating the perfect angle every time. And it’s important to be able to make your regular jump even if you miss the dodge part of it. When I was first learning, if I missed the dodge part I also failed to jump and kept dying.
I think a lot of it has to do with how large your thumb knuckle is. The split second it needs to happen will come sooner or later depending on the size of the knuckle or angle of the thumb. The skill comes down to replicating the perfect angle every time. And it’s important to be able to make your regular jump even if you miss the dodge part of it. When I was first learning, if I missed the dodge part I also failed to jump and kept dying.
Now that you mention it. I do put my thumb a bit crooked so that I hit the space bar a fraction of a millisecond sooner.
I play on a laptop and hence the movement from my mousepad is very simple; as such I dodge jump by moving my hand between mouse and keyboard. Being able to coordinate between two fingers for the timing makes it extremely easy. I’ve got a 10% failure rate on it.
Considering dodge jumps can’t change direction, there’s almost 0 reason to have my hand near the mouse when using one – I’m sure the same applies when using a standard mouse. Point your character in the right direction, switch your mouse hand to your keyboard and get the timing right.
(edited by Dingle.2743)
and that’s why I love my V dodge button, I press space bar and V at JUST the right times that I never fail the dodge jump
I have a mouse which has two side buttons right next to each other (razer deathadder I think, silly names), so i can press them at the same time. I just bound one to dodge and one to jump. Works 90% of the time.
I think a lot of it has to do with how large your thumb knuckle is. The split second it needs to happen will come sooner or later depending on the size of the knuckle or angle of the thumb. The skill comes down to replicating the perfect angle every time. And it’s important to be able to make your regular jump even if you miss the dodge part of it. When I was first learning, if I missed the dodge part I also failed to jump and kept dying.
Mr. Foreman – do you see any issue with binding the two dodge-jump keystrokes to a single key on a programmable mouse? In the limited time I tried this out it worked 100% of the time – but I won’t do this anymore if it’s a no-no from ANet’s standpoint.
And thanks for the feedback!
You have to remap your keyboard. Whoever set the default controls I don’t believe is a PC gamer. Least not a k/m player that’s ever played a Valve game before.
Dodge doesn’t work well on V. Put it to the Shift or ctrl. It’s a natural spot perfect for that. I prefer shift because ctrl can cause you to spam without knowing it and quickly get muted. Shift and space together makes it very easy to pull off.
To me it’s no different then pulling off the crouch jump in a Source game. Can do it 100% of the time.
They really do need to work on letting us remap the secondary functions (Soft-ping and hard-ping) of shift and ctrl though.
I have my dodge bound to my scroll wheel. Just click it down and voila… I find it to be a suitable place. Maybe just play around with where you have the jump bound too and see what works best for you. Seems everyone is different and what might seem “natural” for one person may seem very out of place for another.
and if you gaze into the abyss, the abyss gazes also into you.”
Shift or ctrl feels awkward. If you hold the space bar down just a little then you can usually get both to go off at the correct time to do the dodge jump. It does vary by keyboard though since not all are the same.
Works for me, example of G13 keyboard macro. Barely using it in SAB though, since its not that useful – its max distance jump that cannot be controlled, while most jumps are easier normal, since you can control yourself midair like in Quake 2.
I hope they never expect any one to dodge jump in jumping puzzles. If you have latency by not living close to the servers. It’s near impossible to replicate.
wow I “dodge jump” all the time on my Ele so when I use RTL I don’t get rooted at the end.. had no idea I could use it to make jumping easier!
I’m not sure about the technicalities of it. I’m on vacation this week so I can’t walk down the hall and ask someone. But you have hit the dodge something like a tenth of a second after the jump. I don’t even know if you could bind that with a programmable mouse.
To be honest a function like this is trivial to do with most programmable mouse/keyboards. Both my mouse and keyboard have macro functionality where if I wished I could set 2 or more keypresses, set their exact durations and the exact gap between the presses. Would take me less than 10 seconds to setup initially and the only hard part would be figuring out the exact timing to use.
Personally I dont bother with the roll jump, the few places I’ve found it works I have better luck with just executing a perfectly timed jump. Timeing the jump properly is often more repeatable than a quirky, latency sensitive roll jump for a fraction more distance.
Yeah, I’ve never needed to do a dodge jump either. All of the tricky jump spots in SAB can also be accomplished by just normal jumping at the very last moment, right when your character is just starting to fall off the edge. I’ve never managed to get the hang of dodge jumping, and since this method works just as well, I’m happy with continuing to use it.
Yeah, I can do the dodge-jump occasionally, but it’s random chance for me. If there ever comes a time where an objective absolutely requires dodge-jumping then that’s the point at which I’ll have to stop, because I’m not going to keep trying and failing until I luck into it. I like things that take skill, not luck.
you spend complaining about it on the forums, you’d be
done by now.”
I have my dodge bound to my scroll wheel. Just click it down and voila… I find it to be a suitable place. Maybe just play around with where you have the jump bound too and see what works best for you. Seems everyone is different and what might seem “natural” for one person may seem very out of place for another.
This is what I use. It just feels so right using the middle mouse button to dodge. The only thing is that it makes dodge jumping even more difficult.
Can people please point me to where you need to dodge jump? Because I have ran everywhere in World 1 and never have used dodge jump at all.
Is it even necessary to use this?
Ingame Name: Guardian Erik
Can people please point me to where you need to dodge jump? Because I have ran everywhere in World 1 and never have used dodge jump at all.
Is it even necessary to use this?
No, you can get through all the current zones with well timed normal jumps. However with ArenaNet specifically advising players to learn dodge jumping some think the later zones might require it.
For the record I have it bound to 1 button on my Razer mouse. No delay needed, just Jump (down/up) then Dodge (down/up).
I found it was too iffy jump-dodging when it’s needed most, and accidentally rolling to my death is not fun.
Is there file that stores keybinds? so I can just edit the two commands to use the same key? this would avoid using third-party programs so that we don’t violate TOS
old school games had the power glove and turbo controllers. I see no difference here. plus it’s not being used to automate your toon.
The GW2 Macro Policy directly forbids binding multiple actions (jump & dodge) to a single key or button.
I don’t really understand people using one finger for dodge+jump. I find it much easier to use my pointer finger on ‘V’ (dodge) and thumb on ‘Space’ (jump); I have a nearly 100% success rate doing this. While I use ‘A’ as my move forward (ASZD instead of WASD), it should be possible to use your ring finger to press ‘W’ so that you can use pointer+thumb for dodge+jump.
While being able to bind it to one key would be convenient, I dislike the idea. Convenience and ease-of-use is one goal of user interface design, but it isn’t the only one. At times, it is a good idea to intentionally make certain parts of user interaction more difficult. Take, for example, Street Fighter II – if you only had to press one button to perform the most difficult moves, the game would be pointless. Obviously, GW2 isn’t a fighting game or a game that necessarily needs to have complex button sequences, but I think that the difficult of dodge-jumping is a Good Thing.
For the record I have it bound to 1 button on my Razer mouse. No delay needed, just Jump (down/up) then Dodge (down/up).
I found it was too iffy jump-dodging when it’s needed most, and accidentally rolling to my death is not fun.
This is explicitly against ANet’s macro policy.
The GW2 Macro Policy directly forbids binding multiple actions (jump & dodge) to a single key or button.
well that’s fine and all I just don’t see what A-nets issue is.
I understand for multiboxing and bot reasons.
but it’s a bit strict. good luck one handed players and such.
Even with a macro, the jump can screw up to latency. ArenaNet is very unlikely to punish anyone for using a macro, people should just be aware it’s against current policy.
I’d attempted this ‘dodge jump’ for some time, but never got the hang of it, or even felt I needed it. (I have the Distinction in Applied Jumping title, and I never used it).
My mouse also has the two side buttons often used for page up/down or forward/back in browsers… I’ve had one bound to dodge forever, and I decided to bind the other to jump.
I discovered quite accidentally how to reliably dodge jump this way.
For the toast!
I’ve seen a lot of people having problems with this, rather than mess about with macros etc, just switch the key binding of dodge from V to C , you have far less need to stretch your thumb out to hit both, I tend to rest the tip of my thumb over the C anyway so it made sense to switch it. I hit the dodge jumps 100% of the time and I have been using it long before the SAB, I thought everyone did tbh!
When I had it bound to V I found myself hitting everything but V, C seems to cause me no hassle at all
Gandara
The GW2 Macro Policy directly forbids binding multiple actions (jump & dodge) to a single key or button.
But the result is not multiple. It’s a single ‘long jump’ action.
And the game itself allows multiple actions bound to one key (they have yellow warning when trying to bound two compatible actions to the same key)
The policy clearly talks about the end result and combat actions, not the bound action. If the end result is more than one combat action, that’s against the policy. But a “long jump” is not two things and a single combat action as jumping is ignored during combat (you can’t avoid anything with a jump that you could not avoid with a dodge or just walking). It may be the combination of a jump and a dodge but it’s still one thing.
Because of that, this particular case is not clear for everyone. Where some see “jump+dodge” some see “long jump” as a single action, and they should be clear on this.
In any case, they should give a better leeway for the long jump. As it is, it depends too much on your keyboard’s own physical delay, even on the length of your fingers and the extra delay it takes compressing your own finger’s flesh until it applies pressure on the key. Even if you do something like using a piece of pop stick to press V and Space at the same time, it won’t always work as you’ll have to apply pressure at at very precise point of the stick so both keys are pressed at the same time, so small the leeway is. Because of this, doing the same thing again and again may not have the same result, as something like having your fingers colder or doing it repeatedly until your fingers get hotter and thus take more time to apply pressure will change the result.
I would go as far as making “dodge” available during the entire jump, a la “double jump”.
(edited by MithranArkanere.8957)
I mouse left-handed, and trying to dodge jump doesn’t work at all with that. I’m really glad the worlds so far don’t require it, because honestly, I wouldn’t be able to play stuff that absolutely required it. If ANet could loosen up on the timing that would help a lot, or just not design content where dodge-jumps are required.
I must ask, where at within the SAB is this technique needed? I’ve thus far been able to do pretty much all the content without using this method. This is also the first time I’ve ever heard of the Dodge-jump.
I don’t understand why people think they need to dodge-jump (I don’t even know what that is, but it sounds like it makes you jump farther). I believe that every jump in the game that you are supposed to be able to make is doable with a regular jump without swiftness. It seems that this dodge-jump thing is an exploit.
If you are having trouble making a particular jump, note that there is a short moment just before you fall of a ledge (from running) that you can initiate a jump from (allowing you to get a bit farther than you would if you had jumped earlier). This is the technique I use in places like SAB world 1, zone 1, where there is a very difficult jump in which you need to grab 3 baubles mid-air in an arc formation.
I imagine that it is very hard to design every part of every map when considering where people can jump, and where they should not be allowed to jump to. Adding a double-jump to the game would introduce so many new variables and would probably require the redesigning of a lot of places, since new areas would now be accessible via said double-jump. I believe this is why they removed the double-jump bug that used to exist when jumping up slopes or walls, if you spammed the jump button really fast.
NSP – northernshiverpeaks.org
(edited by Curo.2483)
It’s not an exploit, it’s a suggestion from A.net themselves in the SAB faq.
I beat the game long time ago and still wondering what a “dodge jump” is? How do you perform one? After having played retro games where there is no dodge I don’t even see the need for a dodge jump.
I beat the game long time ago and still wondering what a “dodge jump” is? How do you perform one? After having played retro games where there is no dodge I don’t even see the need for a dodge jump.
Dodge jumps are when you press dodge key + jump key with some split-second timing and jump farther.
The reason people are talking about dodge jump is that ANet made an official statement saying people should start practicing dodge jumps for later worlds. Not needed now, but it’s kind of irritating that ANet is thinking about making content that depends on specific hardware setups (lag can be a problem with the jump timing, not all keyboards are created equal, etc).
Wow I haven’t seen that statement. Sounds nuts to me, I hope they don’t make dodge-jumping necessary.
NSP – northernshiverpeaks.org
I must ask, where at within the SAB is this technique needed? I’ve thus far been able to do pretty much all the content without using this method. This is also the first time I’ve ever heard of the Dodge-jump.
It’s not needed to complete anything, but there are things that are easier and faster when you do it.
Without dodge-jumps, you have to take detours and backtrack in some places to get all baubles.
We are looking into ways to make this maneuver consistent and not hardware dependent. I love the idea of having something that is like a wall-jump, in that there is a tier of players who master it and do better as a result. But ultimately, if we can’t ensure that we’re not excluding anyone based on hardware or connections speed then I won’t be making any gaps that require dodge-jump.
We are looking into ways to make this maneuver consistent and not hardware dependent. I love the idea of having something that is like a wall-jump, in that there is a tier of players who master it and do better as a result. But ultimately, if we can’t ensure that we’re not excluding anyone based on hardware or connections speed then I won’t be making any gaps that require dodge-jump.
That’s what I was hoping to hear. Thanks Josh. It’s reassuring to know that those of us in Oceania won’t find ourselves unable to complete JP’s or later worlds of SAB due to unavoidable higher ping.
We are looking into ways to make this maneuver consistent and not hardware dependent. I love the idea of having something that is like a wall-jump, in that there is a tier of players who master it and do better as a result. But ultimately, if we can’t ensure that we’re not excluding anyone based on hardware or connections speed then I won’t be making any gaps that require dodge-jump.
Thank you! That’s perfect. I’m looking forward to more awesome world in the SAB.