Target closest to work as intended
I’m noticing this, as well.
I constantly have this problem. I select an opponent with a left-click, jump at him … but what does the game mechanics do? … my toon doesn’t jump at the selected target but somewhere completely different, off cliffs, bridges a.s.o. This regularly is a real pain, in particular in PvP.
I constantly have this problem. I select an opponent with a left-click, jump at him … but what does the game mechanics do? … my toon doesn’t jump at the selected target but somewhere completely different, off cliffs, bridges a.s.o. This regularly is a real pain, in particular in PvP.
That has nothing to do with this topic… I have noticed that the Target Nearest seems to care about which way you are looking. If I am looking straight at something and the closest is to my left when I target it will choose the thing I am looking at.
Please make this work as it should. It is annoying seeing the closest target to your left and not being able to easily target it
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I agree with this topic every time it gets posted.
Make “Target Nearest” actually target the nearest hostile threat, please. I do not want to target the red enemy 50 feet away that happens to be in my line of sight instead of the enemy 2 feet to my left biting my leg off. I also do not want to target that moa standing in front of me instead of the red enemy behind me stabbing me. Nearest should mean nearest, not “whatever happens to be directly in front of me at the time”.
This has been complained about since the beginning of GW2 and still nothing done to fix.. Either it is not important to them or the fix is more complicated…
Agreed. This suggestion has been posted a few times, but it is very valid.
This has been complained about since the beginning of GW2 and still nothing done to fix.. Either it is not important to them or the fix is more complicated…
Actually the fix should be the easiest thing in the world to change. Right now the fact that the Target “Nearest” uses Line of Sight makes the calculation much more difficult. All they would need to do would be get your player coordinates, get all enemy coordinates within r distance.
int r = 1200;
int entityID = -1;
float bestDistance = Math.Infinity;
Vec playerPos = Player.GetPos();
std::Vector<Enemy> enemies = GetEnemys®;
for(int i =0; i < enemiesPos.Size(); ++i)
{
float distance = Math.Distance(playerPos, enemies[i].GetPos());
if(distance < bestDistance)
{
bestDistance = distance;
entityID = enemies[i].id;
}
}
return FindEnemy(entityID);
There you have a nearest enemy function, may have some problems but the jist of it is there.
Send Gold to: Chrispytoast
(edited by Chrispytoast.3698)
maybe they should just widen the line of sight area to like a circle all around you(with a radius of 800 range) and a V shape pointing out in front??