Showing Posts For SiNiquity.6203:
The reason this hasn’t been fixed yet is because left and right click function identically in-game, and they both serve 2 functions: select target and pan camera. The only distinction is the direction of “forward” when moving. From a code standpoint this is a nice abstraction.
Given that, the way selection currently works (based on in-game testing) seems to be as follows:
- OnMouseDown, if selectable object is under mouse, store as potentialTarget
- OnMouseUp, if mouse did not deviate too far from the target, and the time between mouse down and up is fast enough to register as a click (not sure if this is based on an in-game value, or if controlled by what the OS thinks is a click), then select potentialTarget.
For left click this works great, because if you accidentally panned the camera when selecting the target it will still be selected. But the inherent implication is that the default behavior is selection, and the secondary behavior is panning the camera. This is true for left click but wrong for right click. And this is where the abstraction falls apart.
In order to fix the abstraction, a flag needs to be set to declare which behavior is primary. However, panning being primary means selection must be disabled. Why? If the camera moves then clearly the intent was to pan, thus no selection.
However, what if the player simply clicks. Surely that means selection? Here it’s not as clear cut — sometimes a player will right-click with the intent to pan, only to immediately release with the intent to take another action instead (e.g. select the enemy that just appeared on the screen). Thus in this last case enable an option to disable selection on right-click, allowing the user to state his most common intent (instead of the game trying to guess it).
First off, I think many of you are right in feeling that you (we) are all paying customers, and therfore deserve to be heard and responded to by Anet. This is absolutely correct.
Nope. You paid for the product, you have the product. You don’t deserve answers, explanations, insights, or anything else. Debate until your blue about whether it’s in ArenaNet’s best interest to stay mum, but the self-entitled nonsense stops here.
ArenaNet doesn’t owe you or me anything, so please stop crowing from the rooftops what they must do. I’m sure they’re working on the bugs and balance, and you’ll get their insights when you read the patch notes. Sadly just not these patch notes.
Same problem. Please fix. Ruining my (non-existent) dungeon experience.
This is one of the worst offending events I’ve encountered. Other places I’ve seen 2-3 afk bots, but to see 20-30 blatantly auto-attack spamming? Sadly it’s a great spot – no flanks on the broken parts of the bridge allows them to spam the only attack vector, and the event brings tons of mobs for loot / xp. On top of that the event tends to respawn every 10-15 minutes.
I hope this is a brilliant honeypot scheme: http://en.wikipedia.org/wiki/Honeypot_%28computing%29