View Full Version : auto face avatar
thial
06-19-2009, 12:37 AM
<p>I noticed sometime last week that auto face avatar has been acting up for me. Anyone else having issues with this? Deffinetly something different going on.</p>
Orthureon
06-19-2009, 10:24 AM
<p>I toggled both options on and off and it worked correctly for me. But yeah if you start turning your toon actually turns instead of strafing.</p>
Yimway
06-19-2009, 11:19 AM
<p>Absolutely something changed.</p><p>Previously I could toggle on autoattack and I would spin to face the mob, once in melee range, I could then hit left-right and turn to see what else was around. Now, I strafe when I hit left right and can not get the current target out of the center of my screen unless I disable facing all together.</p>
thial
06-19-2009, 07:29 PM
<p><cite>Orthureon wrote:</cite></p><blockquote><p>I toggled both options on and off and it worked correctly for me.</p></blockquote><p></p><p style="margin-bottom: 0in;">Yea I found if I toggled the option it would work somewhat correctly but I have to do it every time after dieing/zoning. I remember reading something about they "fixed" and issue with the character jitter when running or something like that with auto attack on, can't exactly remember the update. Could have something to do with it.</p>
CuCullain
06-20-2009, 02:02 AM
<p>Ok glad it was not just me loosing my mind. What seems to happen is my toon auto faces when I toggle melee, but it fails to continue adjusting as the mob closes in and possible changes path.</p>
YeldarbSpiritbla
06-20-2009, 02:33 AM
<p>I have noticed this too. Especially with my healer, which is very frustrating. I mean, if it stays this way I'm sure I can adjust and learn to deal with it, but yes, there is a definite change (difference) in movement and camera manipulation. Before, when I turned on auto-attack, I would stand my ground, face the mob, and could move the camera (VERY useful for soloers who like to keep an eye on my back...) with a and d. I would only strafe if I hit q or e. I liked this feature and it was very user friendly. Now, when I hit a or d, my character would strafe and interrupt the spell I was casting.</p><p>Also, when I tank, I would keep an eye out around me for roamers or stragglers, which now is difficult if I'm using my mouse to click ca's instead of moving the camera. Believe me, a few scouts have been angry with me for moving the mob around too much trying to adjust my camera angle. I'm so sorry guys... And I've noticed that I have to hit w or s to face the mob if he's behind me. Haven't had to do this before.</p><p>Just a heads up... not the end of the world. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Kordran
06-20-2009, 05:01 AM
<p><cite>Atan@Unrest wrote:</cite></p><blockquote>Previously I could toggle on autoattack and I would spin to face the mob, once in melee range, I could then hit left-right and turn to see what else was around. Now, I strafe when I hit left right and can not get the current target out of the center of my screen unless I disable facing all together. </blockquote><p>Obviously someone at SOE thinks that this new behavior is an improvement. It is not.</p>
thial
06-21-2009, 01:08 AM
<p>After raiding tonight it looks like when a mob doesn't get close enough to me the auto face does not work. So either mobs need to get closer to the charecter when they are attacking or the distance for auto face needs to be increased. Mobs like xebnok and thet like to stop a good distance from me on pull while they are in autoattck range they are not in range of auto face. I have to either move closer or dance with the mob to get them close enough where I will autoface. I'm sure it's something I can deal with but it was fine before.</p>
CuCullain
06-21-2009, 03:07 PM
<p><cite>Kordran wrote:</cite></p><blockquote><p><cite>Atan@Unrest wrote:</cite></p><blockquote>Previously I could toggle on autoattack and I would spin to face the mob, once in melee range, I could then hit left-right and turn to see what else was around. Now, I strafe when I hit left right and can not get the current target out of the center of my screen unless I disable facing all together. </blockquote><p>Obviously someone at SOE thinks that this new behavior is an improvement. It is not.</p></blockquote><p>Obviously? Do you have a press release or some sort of evidence that makes this so "obvious"?</p><p>Perhaps, just maybe, they fixed some other issue and this happened as a mistake unintentionaly?</p>
thial
06-21-2009, 11:38 PM
<p><cite>Faush@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Kordran wrote:</cite></p><blockquote><p><cite>Atan@Unrest wrote:</cite></p><blockquote>Previously I could toggle on autoattack and I would spin to face the mob, once in melee range, I could then hit left-right and turn to see what else was around. Now, I strafe when I hit left right and can not get the current target out of the center of my screen unless I disable facing all together. </blockquote><p>Obviously someone at SOE thinks that this new behavior is an improvement. It is not.</p></blockquote><p>Obviously? Do you have a press release or some sort of evidence that makes this so "obvious"?</p><p>Perhaps, just maybe, they fixed some other issue and this happened as a mistake unintentionaly?</p></blockquote><p>It seems they tried to address the issue with charecter jitter while running with a mob. To do this they added a range to when we actually auto face and that range atm is not enough. So instead of derailing the thread with negative feedback stay out of it or say something positive kk thanks</p>
CuCullain
06-22-2009, 12:22 AM
<p><cite>Jdark@Everfrost wrote:</cite></p><blockquote><p><cite>Faush@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Kordran wrote:</cite></p><blockquote><p><cite>Atan@Unrest wrote:</cite></p><blockquote>Previously I could toggle on autoattack and I would spin to face the mob, once in melee range, I could then hit left-right and turn to see what else was around. Now, I strafe when I hit left right and can not get the current target out of the center of my screen unless I disable facing all together. </blockquote><p>Obviously someone at SOE thinks that this new behavior is an improvement. It is not.</p></blockquote><p>Obviously? Do you have a press release or some sort of evidence that makes this so "obvious"?</p><p>Perhaps, just maybe, they fixed some other issue and this happened as a mistake unintentionaly?</p></blockquote><p>It seems they tried to address the issue with charecter jitter while running with a mob. To do this they added a range to when we actually auto face and that range atm is not enough. So instead of derailing the thread with negative feedback stay out of it or say something positive kk thanks</p></blockquote><p>/boggle try reading all the posts before replying, kk thanks.</p>
thial
06-22-2009, 02:13 AM
<p>NVM</p><p>Just increase the range when auto face is trigered and we will all be happy</p>
Balic
06-22-2009, 01:51 PM
<p>Driving me nuts as well, as well as my poor raid force as they have to keep hearing me complain about it.</p><p>I'm just glad I wasn't crazy.</p>
Maevianiu
06-22-2009, 09:27 PM
<p>Nope, you are not crazy. And yes, it is being looked into.</p><p>I wanted to ask you guys and gals, if this is what you are looking for:</p><p>1) When autoface is on (in the options), auto attack and your character is within a fairly large radius of the target your character will always face the target. (never turn your back on the target)</p><p>2) when autoface is on and your character is not moving pressing A and D will make the camera rotate around your character rather than strafe the character left and right around the target.</p><p>3) if you have the autoface option turned on the only things that will make your character stop facing the target while in combat are: turning off autoattack, using mouselook, or getting too far from the target.</p><p>Let me know if that is what you are looking for and/or any changes you would like. I know we are going to get a lot of one person wants X and the other wants Y but we will do our best.</p><p>Also, if you could give me some specifics on things like, the radius of the autoface, and some details on how you want your character to behave in those pulls. Where you turn your camera to face your character, do you press S to run backwards or W to run in the direction of the camera (the character runs backwards facing the target).</p>
ArivenGemini
06-22-2009, 09:45 PM
<p><cite>Maevianiu wrote:</cite></p><blockquote><p>Nope, you are not crazy. And yes, it is being looked into.</p><p>I wanted to ask you guys and gals, if this is what you are looking for:</p><p>1) When autoface is on (in the options), auto attack and your character is within a fairly large radius of the target your character will always face the target. (never turn your back on the target)</p><p>2) when autoface is on and your character is not moving pressing A and D will make the camera rotate around your character rather than strafe the character left and right around the target.</p><p>3) if you have the autoface option turned on the only things that will make your character stop facing the target while in combat are: turning off autoattack, using mouselook, or getting too far from the target.</p><p>Let me know if that is what you are looking for and/or any changes you would like. I know we are going to get a lot of one person wants X and the other wants Y but we will do our best.</p><p>Also, if you could give me some specifics on things like, the radius of the autoface, and some details on how you want your character to behave in those pulls. Where you turn your camera to face your character, do you press S to run backwards or W to run in the direction of the camera (the character runs backwards facing the target).</p></blockquote><p>Thats about what I want, with a couple extra if/then</p><p>If in water, I still autoface</p><p>if I have the autoface on, I can have some combination of settings that lets my avatar autoface but the camera does not.. (I prefer to rotate my display sometimes, and it gets annoying as I drop in and out of combat during concealment that the camera repeatedly tries to return to the autoface position)</p>
thial
06-22-2009, 10:19 PM
<p><cite>Maevianiu wrote:</cite></p><blockquote><p>Nope, you are not crazy. And yes, it is being looked into.</p><p>I wanted to ask you guys and gals, if this is what you are looking for:</p><p>1) When autoface is on (in the options), auto attack and your character is within a fairly large radius of the target your character will always face the target. (never turn your back on the target)</p><p>2) when autoface is on and your character is not moving pressing A and D will make the camera rotate around your character rather than strafe the character left and right around the target.</p><p>3) if you have the autoface option turned on the only things that will make your character stop facing the target while in combat are: turning off autoattack, using mouselook, or getting too far from the target.</p><p>Let me know if that is what you are looking for and/or any changes you would like. I know we are going to get a lot of one person wants X and the other wants Y but we will do our best.</p><p>Also, if you could give me some specifics on things like, the radius of the autoface, and some details on how you want your character to behave in those pulls. Where you turn your camera to face your character, do you press S to run backwards or W to run in the direction of the camera (the character runs backwards facing the target).</p></blockquote><p>Sounds about right. The only thing I would say is maybe when you press forward(w) or back(s) and/or press both mouse buttons together auto face is toggled, so that when we need to run towards another direction for any reason we aren't stuck facing our target. Currently only holding the two mouse buttons does this. Will you keep the mouse controls the same? Like when you press the right mouse button and a or d the character strafes and if you press the left mouse button your character spins with the camera stationary, I like these controls. As far as the radius I think it should be somewhere around 10-15 meters. And thanks for response Maevianiu, first post at that hehe.</p>
Kordran
06-22-2009, 10:45 PM
<p>The only other thing is that if you have autoface on and turn away from the target and move, you should only turn back to face the target when you've stopped moving. A great example of this is the razor room with Varsoon; when dragging him, I want to be able to turn away, move to the new spot, stop and autoface him again.</p>
CuCullain
06-23-2009, 09:11 AM
<p>That all looks good, I'd only suggest that at minimum the range is 25m, ideally it would be even greater. Some abilities such as Shield Ally require you to be facing the mob for them to work and autoattack is the easiest and fastest way to accomplish that. Shiled Ally works within 20m and many situations you are trying to be at 19.9m for best survivbility, so the range should be greater than the minimum and take into account that you may stray from that minimum and need it to kick in to move back in to it.</p>
Balic
06-23-2009, 01:46 PM
<p>These changes would be great (esp. 1 and 2). </p>
Landiin
06-23-2009, 03:34 PM
I play in 3rd person always, so I play with camera autoface off character autoface on. The way I would like it to work is like it has in the past.. When I have a hostile target and press auto attack my character faces my target but the camera remains where I have it and panning up, down,left and right has no effect on my character. The only time I don't want my character to be facing the target if I target myself or turn auto attack off.
Maevianiu
06-23-2009, 04:21 PM
<p>This is going to sound like a strange question but what are your option settings for:</p><p>Under the "Controls" button on the left</p><p>Free Look controls, Enable Comabat Auto Face Camera, and Enable Combat Auto Face Avatar</p>
Yimway
06-23-2009, 04:32 PM
<p><cite>Maevianiu wrote:</cite></p><blockquote><p>Nope, you are not crazy. And yes, it is being looked into.</p><p>I wanted to ask you guys and gals, if this is what you are looking for:</p><p>1) When autoface is on (in the options), auto attack and your character is within a fairly large radius of the target your character will always face the target. (never turn your back on the target)</p><p>2) when autoface is on and your character is not moving pressing A and D will make the camera rotate around your character rather than strafe the character left and right around the target.</p><p>3) if you have the autoface option turned on the only things that will make your character stop facing the target while in combat are: turning off autoattack, using mouselook, or getting too far from the target.</p><p>Let me know if that is what you are looking for and/or any changes you would like. I know we are going to get a lot of one person wants X and the other wants Y but we will do our best.</p><p>Also, if you could give me some specifics on things like, the radius of the autoface, and some details on how you want your character to behave in those pulls. Where you turn your camera to face your character, do you press S to run backwards or W to run in the direction of the camera (the character runs backwards facing the target).</p></blockquote><p>Um, ok, and what will A and D do in first person view?</p><p>And um #3.... Can I say HELL NO!!!</p><p>Autoface should turn me to face the mob when I start autoattack. After I've faced the mob, anything I do to turn my character should negate that face lock. To get a new autoface i should have to toggle attack off then back on.</p><p>Persistent target aspect lock is a horribly bad idea.</p><p>Lastly, test everything your discussing here in both 1st and 3rd person and make sure the behaviors are relatively the same in either.</p>
Dollin
06-23-2009, 05:13 PM
<p>I havn't played too much with the new system. I'm a fan of the way it was and simply because as a Ranger I found it very useful with the autolock for kiting. What screwed up was when you'd lose the autolock and you'd start spinning rather than staying autolocked. I see the point on both. I'm not a fan of the auto lock while raiding because i can't turn properly or my camera fly's in different directions when the mob moves or other such things.</p><p>A hot key combo for turning it on and off tho would be really great. Having to go into the options and manually do it is a pain.</p>
thial
06-23-2009, 06:43 PM
<p><cite>Maevianiu wrote:</cite></p><blockquote><p>This is going to sound like a strange question but what are your option settings for:</p><p>Under the "Controls" button on the left</p><p>Free Look controls, Enable Comabat Auto Face Camera, and Enable Combat Auto Face Avatar</p></blockquote><p>free look is set to avatar relative I dont like the other option</p><p>enable combat auto face camera is not checked I don't like the camera moving it's self around I use the left click free look to move the camera where i wan't it I dont always wan't the camera facing the mob im on just my avatar/character.</p><p>enable combat auto face avatar is on I like it lot's</p>
Maevianiu
06-23-2009, 07:10 PM
<p><cite>Jdark@Everfrost wrote:</cite></p><blockquote><p>free look is set to avatar relative I dont like the other option</p><p>enable combat auto face camera is not checked I don't like the camera moving it's self around I use the left click free look to move the camera where i wan't it I dont always wan't the camera facing the mob im on just my avatar/character.</p><p>enable combat auto face avatar is on I like it lot's</p></blockquote><p>So how about this:</p><p>With Avatar Relative on, auto face camera OFF and auto face avatar ON this is the behavior.</p><p>If you turn on autoattack, your character turns to face the target but your camera is unaffected. While in this mode pressing A and D on your keyboard will rotate your camera around your character while the character stays facing the target. Pressing W or S will make your character run away from the camera or to the camera the whole time the character will face the target. This will allow you to walk up, give the monster a good whack on the head then turn the camera facing your character and your raid behind him press W and the character will back up to the raid keeping his front to the target the entire time.</p><p>In the case mentioned about varsoon where the player wanted to just turn and book it, you can press the autoattack button again (toggling it off) the character will turn his back to the monster and run full bore until you press autoattack again (toggling it on) where he will quickly flip back to face the monster.</p><p>This makes the autoattack toggle also a toggle for the autoface. So holding it down makes for quite the dance. I tried to put in that it would activate "Thriller" to play on your computer but couldn't get that past legal.</p><p>Going into first person only makes you face the target if you have "Enable Combat Auto Face Camera" turned on. And only when you first engage autoattack. While in this mode (in first person) pressing A and D will make you strafe around your target. Holding right mouse or toggling mouselook will return to normal movement.</p><p>How does that sound?</p>
Kordran
06-23-2009, 07:55 PM
<p><cite>Maevianiu wrote:</cite></p><blockquote>In the case mentioned about varsoon where the player wanted to just turn and book it, you can press the autoattack button again (toggling it off) the character will turn his back to the monster and run full bore until you press autoattack again (toggling it on) where he will quickly flip back to face the monster.</blockquote><p>That just makes another button to push, when I think it really shouldn't have to be.</p><p>You first engage the mob, you turn to face it. Your A and D keys allow you to pan around. Pressing W will facing the mob moves you forward and will cause the mob to pivot behind you (turning the mob). Pressing S moves you backwards and drags the mob.</p><p>If, after you have autofaced the mob, you explicitly turn the camera away from the mob (so now you're looking at the mob's back and your own face) and you press W to move forward, I contend that autoface should temporarily disable, you should turn around to face the same direction as the camera and move foward. At the point where you stop moving, you should immediately turn back around and autoface the mob again, with it re-enabled. No toggling, no pressing of any key other than a movement key. Right now, the client just spasms or prevents you from moving at all until you turn off autoattack; I find that to be unacceptable, particularly when I'm in a situation where I need to be right over <em>there</em>, right <em>now</em> and I already have my hands full taunting and attacking the mob.</p><p>And I have to say, whatever you guys did with the last patch, I can't see how any player or QA tester would have told you it was a good thing, particularly if they played a tank. The controls are all mush now, and we find ourselves sliding all over the place trying to get the mobs positioned correctly. It is no fun fighting the UI, and that's what we're doing.</p><p>The previous way things worked wasn't perfect, but GU52 made things astoundingly worse. At the very least, please <strong><em>revert</em></strong> back to the previous behavior until you have this worked out and thoroughly tested.</p>
thial
06-23-2009, 08:25 PM
<p><cite>Maevianiu wrote:</cite></p><blockquote><p><cite>Jdark@Everfrost wrote:</cite></p><blockquote><p>free look is set to avatar relative I dont like the other option</p><p>enable combat auto face camera is not checked I don't like the camera moving it's self around I use the left click free look to move the camera where i wan't it I dont always wan't the camera facing the mob im on just my avatar/character.</p><p>enable combat auto face avatar is on I like it lot's</p></blockquote><p>So how about this:</p><p>With Avatar Relative on, auto face camera OFF and auto face avatar ON this is the behavior.</p><p>If you turn on autoattack, your character turns to face the target but your camera is unaffected. While in this mode pressing A and D on your keyboard will rotate your camera around your character while the character stays facing the target. Pressing W or S will make your character run away from the camera or to the camera the whole time the character will face the target. This will allow you to walk up, give the monster a good whack on the head then turn the camera facing your character and your raid behind him press W and the character will back up to the raid keeping his front to the target the entire time. <span style="color: #000080;">Sounds about how it shuld be,</span><span style="color: #000080;"> </span><span style="color: #000080;">imo</span><span style="color: #000080;">.</span></p><p>In the case mentioned about varsoon where the player wanted to just turn and book it, you can press the autoattack button again (toggling it off) the character will turn his back to the monster and run full bore until you press autoattack again (toggling it on) where he will quickly flip back to face the monster. <span style="color: #000080;">Only problem is if you have to interupt varsoon with say a kick it will put you into auto attack, not a big deal though for me this fight is very trivial now.</span></p><p>This makes the autoattack toggle also a toggle for the autoface. So holding it down makes for quite the dance. I tried to put in that it would activate "Thriller" to play on your computer but couldn't get that past legal. <span style="color: #000080;">lol</span></p><p>Going into first person only makes you face the target if you have "Enable Combat Auto Face Camera" turned on. And only when you first engage autoattack. While in this mode (in first person) pressing A and D will make you strafe around your target. Holding right mouse or toggling mouselook will return to normal movement. <span style="color: #000080;">Rarly do I go into first person unless my view is messed up or to take a screan shot so I can't honestly give feedback on this..</span></p><p>How does that sound? <span style="color: #000080;">Good, just as stated on another post a command to toggle auto face would be cool beside taking auto attack off</span></p></blockquote>
Maevianiu
06-23-2009, 08:33 PM
<p><cite>Kordran wrote:</cite></p><blockquote><p>If, after you have autofaced the mob, you explicitly turn the camera away from the mob (so now you're looking at the mob's back and your own face) and you press W to move forward, I contend that autoface should temporarily disable, you should turn around to face the same direction as the camera and move foward. At the point where you stop moving, you should immediately turn back around and autoface the mob again, with it re-enabled. No toggling, no pressing of any key other than a movement key. Right now, the client just spasms or prevents you from moving at all until you turn off autoattack; I find that to be unacceptable, particularly when I'm in a situation where I need to be right over <em>there</em>, right <em>now</em> and I already have my hands full taunting and attacking the mob.</p></blockquote><p>This is the oppsite of what some of the previous posters asked for. They were looking to be able to look at the character's face and the raid behind them and run back keeping the shild pointing at the monster the whole way back. How would you feel about making an option for this setting such as "disable autoface when fleeing from a target"? Where "If, after you have autofaced the mob, you explicitly turn the camera away from the mob (so now you're looking at the mob's back and your own face) and you press W to move forward, I contend that autoface should temporarily disable, you should turn around to face the same direction as the camera and move foward. At the point where you stop moving, you should immediately turn back around and autoface the mob again, with it re-enabled. "</p><p>Too many options? I'm just trying to find a way that everyone can get what they want.</p><p>Also, I got approval to push the autofollow and autoface changes to test server after Fan Faire. So you guys can try it out, give feedback and I can make some more changes.</p>
Boli32
06-23-2009, 09:33 PM
<p>This is my 2 bits:</p><p>When I fight I prefer that WASD are my normal movement keys, A & D are strafe (side step left & Right) and I use Q & E to turn my camera. Now this is from FPS games, and obviously the turn camera and strafe buttons are swaped in this circumstance.</p><p>Anyways, If i have autocombat face on; if I "strafed" I would want my toon to move around the mob in question. If I was tanking I would be turning the mob in a circle if I was a scout and didnt; have agro I would turn in a circle towards the back of the mob in question.</p><p>Reguardless of how it actually works out mouse LOOK should not move your toon at all and allow you to position the camera away from the action so you get a better view of the action.</p>
Yimway
06-23-2009, 09:36 PM
<p><cite>Maevianiu wrote:</cite></p><blockquote><p>Going into first person only makes you face the target if you have "Enable Combat Auto Face Camera" turned on. And only when you first engage autoattack. While in this mode (in first person) pressing A and D will make you strafe around your target. Holding right mouse or toggling mouselook will return to normal movement.</p><p>How does that sound?</p></blockquote><p>Retched, why do I need to touch a mouse?</p>
Yimway
06-23-2009, 09:40 PM
<p><cite>Boli32 wrote:</cite></p><blockquote><p>This is my 2 bits:</p><p>When I fight I prefer that WASD are my normal movement keys, A & D are strafe (side step left & Right) and I use Q & E to turn my camera. Now this is from FPS games, and obviously the turn camera and strafe buttons are swaped in this circumstance.</p><p>Anyways, If i have autocombat face on; if I "strafed" I would want my toon to move around the mob in question. If I was tanking I would be turning the mob in a circle if I was a scout and didnt; have agro I would turn in a circle towards the back of the mob in question.</p><p>Reguardless of how it actually works out mouse LOOK should not move your toon at all and allow you to position the camera away from the action so you get a better view of the action.</p></blockquote><p>I disagree.</p><p>WASDQE are movement.</p><p>A and D should spin my character in first person or rotate the camera in third person. As such A or D should cancel autoface as its a command to change my aspect to target, where strafe (Q and E) should maintain autoface to strafe around the target (strafe arc).</p><p>The only keys that should cause me to strafe are.... well, the strafe keys Q and E. A and D should never have a different meaning dependent on whatever variables.</p>
Kordran
06-23-2009, 09:56 PM
<p><cite>Maevianiu wrote:</cite></p><blockquote><p><cite>Kordran wrote:</cite></p><blockquote><p>If, after you have autofaced the mob, you explicitly turn the camera away from the mob (so now you're looking at the mob's back and your own face) and you press W to move forward, I contend that autoface should temporarily disable, you should turn around to face the same direction as the camera and move foward. At the point where you stop moving, you should immediately turn back around and autoface the mob again, with it re-enabled. No toggling, no pressing of any key other than a movement key. Right now, the client just spasms or prevents you from moving at all until you turn off autoattack; I find that to be unacceptable, particularly when I'm in a situation where I need to be right over <em>there</em>, right <em>now</em> and I already have my hands full taunting and attacking the mob.</p></blockquote><p>This is the oppsite of what some of the previous posters asked for. They were looking to be able to look at the character's face and the raid behind them and run back keeping the shild pointing at the monster the whole way back. How would you feel about making an option for this setting such as "disable autoface when fleeing from a target"? Where "If, after you have autofaced the mob, you explicitly turn the camera away from the mob (so now you're looking at the mob's back and your own face) and you press W to move forward, I contend that autoface should temporarily disable, you should turn around to face the same direction as the camera and move foward. At the point where you stop moving, you should immediately turn back around and autoface the mob again, with it re-enabled. "</p><p>Too many options? I'm just trying to find a way that everyone can get what they want.</p><p>Also, I got approval to push the autofollow and autoface changes to test server after Fan Faire. So you guys can try it out, give feedback and I can make some more changes.</p></blockquote><p>I think making it an option would be fine. Having the camera facing the player and them pushing W to move backwards (relative to the camera it would be forward, but in terms of position in the game, they'd be moving backwards) seems counter-intuitive to me, but if some people would prefer that through an option, then great.</p><p>And I do appreciate you guys looking into improving this. While it's probably not such a big deal to some players, to those of us who play tanks, it's a crucial aspect of us getting the mob positioned correctly for everyone else.</p>
CuCullain
06-24-2009, 02:07 AM
<p>What you proposed sounds good, but I will have to see it in action to really know for sure.</p><p>Right now while soloing on a few characters I am consistently struggling with auto face. What happens is I will range pull a mob, toggle on auto attck, the mob charges me and over shoots slightly like usual, my character does not compensate and suddenly I have to manually turn him to line up attacks.</p><p>So for me the most important thing is that with autoface on and in 3rd or 1st person view, I want my character to always turn towards the mob so that I have the ability for my attacks to hit the mob. To break free from this in the past I would simply swing the camera with the right mouse button and using A,W,D run away from the mob. The lock seemed to break pretty quick with this method, the only exception occuring when the wonky horse does the super slow mow backwards walk and messes it up.</p><p>As far as movement relative to camera angle I am not a fan of this. If I am running forward with W and I want to look to my left, I want to be able to keep holding down the W key and in 3rd person simply press down the right mouse button and swing the camera. If by doing this I would suddenly turn to start running away from the camera that would really mess things up.</p>
Landiin
06-24-2009, 04:30 PM
I think more options are needed really. If I am on my ranger soloing I don't want auto-face to act like I do while I am tanking on my guard. Tanking/DPSing in groups. Avatar autoface: ON Avatar persistent autoface: ON (new option) Camera autoface: OFF With these settings and auto attack on I always want my avatar facing my target. If I move any direction I don't want my avatars back to the mob. If I do need my back to the mob for some reason I can turn off auto attack. Soloing: Avatar autoface: ON Avatar persistent autoface: OFF(new option) Camera autoface: OFF When I turn on auto attack my avatar will face my target but any directional movement will brake auto face and point my avatar in the direction I want to go. Toggling auto attack off and on would force an autoface.
CireNamyn
06-24-2009, 09:21 PM
<p><cite>Maevianiu wrote:</cite></p><blockquote><p>How would you feel about making an option for this setting such as "disable autoface when fleeing from a target"? Where "If, after you have autofaced the mob, you explicitly turn the camera away from the mob (so now you're looking at the mob's back and your own face) and you press W to move forward, I contend that autoface should temporarily disable, you should turn around to face the same direction as the camera and move foward. At the point where you stop moving, you should immediately turn back around and autoface the mob again, with it re-enabled. "</p></blockquote><p>I'll chime in here and say that this is exactly what I would like to see available. </p><p>B</p>
geophonic
06-26-2009, 04:32 AM
<p>after trying the new "ragged" behavior for 2 days now (Valor server, yep, we got it late) I must say that the "new" behavior is pretty annoying. well, ok, I am just used to how it behaved for so long and it´s just a big changeover now.</p><p>I would like to see the following:</p><p>My character should autoface my target when autoattack is turned on (and same for ranged attack), and pressing A or D (or arrow keys left/right) will rotate my camera as long as I am in melee/autoattack range. For strafing I am very used to just press CTRL+movement-key while in close combat. It still works kinda this way now, but the distance at which camera turning and strafing flips is too near to the mob which lets you literally stand inside a mob to rotate camera and not strafing. Keep it functional that, while autofaced and not in melee range, arrows left/right or A/D will strafe your character.</p><p>As for the instance where you flee from a mob, the "old system" already worked the way that if you turn from a mob and run that after a while you turn your back to the mob. But right now this is happening way too early, and it´s annoying that even on short distances, e.g. while re-positioning a mob, a new autoface is not happening unless you turn your character by hand by at least 90° for a new autoface.</p><p>just my 2c</p>
Kordran
06-27-2009, 05:55 PM
<p><cite>Corvinos@Valor wrote:</cite></p><blockquote>As for the instance where you flee from a mob, the "old system" already worked the way that if you turn from a mob and run that after a while you turn your back to the mob. But right now this is happening way too early, and it´s annoying that even on short distances, e.g. while re-positioning a mob, a new autoface is not happening unless you turn your character by hand by at least 90° for a new autoface.</blockquote><p>The problem with the old system is that unless you disabled autoattack, your toon would "hitch", constantly trying to turn back around and your toon would look like it was having an epileptic siezure. There would also be cases where you would just stop moving; for whatever reason, you'd be pressing the W key but you not move until you repositioned the camera, or if you held down both the left and right mouse keys at the same time.</p><p>The two big problems with the current system is the strafing instead of panning the camera, and how mob dragging now works (or doesn't work, to be more precise), and both of those are a pretty big deal for tanks.</p><p>What would also be nice is an /autoface <on|off> command to enable and disable autofacing, and a /face <target> command, as well as a hotkey bind to have you explicitly face your current target if autoface is off.</p>
denmom
07-14-2009, 05:43 PM
<p>I've been looking for info on this...I saw it was on Test. Is the whole auto face still being poked at?</p><p>The biggest problem I'm having is that if something is behind me as I fight a mob, my toon won't rotate around automatically anymore to face it. This is very annoying because I use that heavily. Now I'm having to click on each mob or hope 'target nearest' key will actually get me one in the group instead of the mob nearest where I'm overland fighting.</p><p>When I get a group or have adds, usually when one mob dies another hitting my tank will rotate the toon around to face it. I'm not getting that at all now.</p><p>I'm having a huge problem with mobs over-running me as I pull. I get to where I'm going to tank, the mob shoots past and gets behind me. I'd used to rotate around but don't anymore.</p><p>I'm also having range problems. I can be right up against the mob, practically fighting on its feet, and still not get autoattack to fire off.</p><p>I've gone thru my autoface options over and over and still have this problem.</p>
Yimway
07-14-2009, 05:48 PM
<p>There are changes on test and requests for our feedback.</p><p>To my knowledge, no one has posted any feedback, and I admit, I've not patched multiple pc's for test so I could work with autofollow. I honestly can't see when I'll have the spare time to do it, so I hope someone does...</p>
denmom
07-14-2009, 05:56 PM
<p><cite>Atan@Unrest wrote:</cite></p><blockquote><p>There are changes on test and requests for our feedback.</p><p>To my knowledge, no one has posted any feedback, and I admit, I've not patched multiple pc's for test so I could work with autofollow. I honestly can't see when I'll have the spare time to do it, so I hope someone does...</p></blockquote><p>Ah, thank you.</p><p>Aye, in the same boat. RL needs to be tanked a bit more these days.</p>
Maevianiu
07-14-2009, 07:56 PM
<p><cite>Pheep@Unrest wrote:</cite></p><blockquote><p>I've been looking for info on this...I saw it was on Test. Is the whole auto face still being poked at?</p><p>The biggest problem I'm having is that if something is behind me as I fight a mob, my toon won't rotate around automatically anymore to face it. This is very annoying because I use that heavily. Now I'm having to click on each mob or hope 'target nearest' key will actually get me one in the group instead of the mob nearest where I'm overland fighting.</p><p>When I get a group or have adds, usually when one mob dies another hitting my tank will rotate the toon around to face it. I'm not getting that at all now.</p><p>I'm having a huge problem with mobs over-running me as I pull. I get to where I'm going to tank, the mob shoots past and gets behind me. I'd used to rotate around but don't anymore.</p><p>I'm also having range problems. I can be right up against the mob, practically fighting on its feet, and still not get autoattack to fire off.</p><p>I've gone thru my autoface options over and over and still have this problem.</p></blockquote><p>Yah I'll keep looking at autoface stuff. The only thing I have patched so far was the 3rd person camera fix. ( Details can be found here <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=454586" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...topic_id=454586</a> ). It should have been with this morning's hotfix.</p><p>Could you let me know what your autoface avatar and autoface camera settings are? Do you play in first or third person view?</p><p>Could you give me some more details on the situation you have and how you would like it to work? Like: " you have 3 characters, 1 tank 2 others. The tank is tanking a monster and having a good time when another shows up behind the tank. You click on the other monster and expect the tank to turn but he does not."</p><p>Let me know and I will see what I can do.</p>
denmom
07-14-2009, 09:26 PM
<p><cite>Maevianiu wrote:</cite></p><blockquote><p><cite>Pheep@Unrest wrote:</cite></p><blockquote><p>I've been looking for info on this...I saw it was on Test. Is the whole auto face still being poked at?</p><p>The biggest problem I'm having is that if something is behind me as I fight a mob, my toon won't rotate around automatically anymore to face it. This is very annoying because I use that heavily. Now I'm having to click on each mob or hope 'target nearest' key will actually get me one in the group instead of the mob nearest where I'm overland fighting.</p><p>When I get a group or have adds, usually when one mob dies another hitting my tank will rotate the toon around to face it. I'm not getting that at all now.</p><p>I'm having a huge problem with mobs over-running me as I pull. I get to where I'm going to tank, the mob shoots past and gets behind me. I'd used to rotate around but don't anymore.</p><p>I'm also having range problems. I can be right up against the mob, practically fighting on its feet, and still not get autoattack to fire off.</p><p>I've gone thru my autoface options over and over and still have this problem.</p></blockquote><p>Yah I'll keep looking at autoface stuff. The only thing I have patched so far was the 3rd person camera fix. ( Details can be found here <a rel="nofollow" href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=454586" target="_blank">http://forums.station.sony.com/eq2/...topic_id=454586</a> ). It should have been with this morning's hotfix.</p><p>Could you let me know what your autoface avatar and autoface camera settings are? Do you play in first or third person view?</p><p>Could you give me some more details on the situation you have and how you would like it to work? Like: " you have 3 characters, 1 tank 2 others. The tank is tanking a monster and having a good time when another shows up behind the tank. You click on the other monster and expect the tank to turn but he does not."</p><p>Let me know and I will see what I can do.</p></blockquote><p>Thanks for the reply!</p><p>I play in third person, camera view pulled back a bit to see the whole area I'm fighting in. To see my group, the mobs, the terriain/room.</p><p>Enable Combat Auto Face Avatar is checked, Enable Combat Auto Face Camera is off.</p><p>Everything else is checked off. Freelook is Avatar relative.</p><p>Group set up: Paladin, Warden, Illusionist (usually these days). Or sometimes Templar, Warden, Illy. Or duo with a Zerker, or duo with the Illy or duo with the Warden. I also solo. All L80.</p><p>When I tank overland, I'll pull a group of 5-6 mobs, unlinked singles or a group. I body pull, stop, set off my aoes and Sigil to hold aggro. For a group pull, it's group taunt as I run by/back up, aoes, Sigil. After I kill one mob, the next that hits Pheep causes her to rotate to them. That mob is fought, it dies, next to hit she rotates to, etc. In the case of an add, I click on the mob, rotate to it, hit and taunt, it's in the fray.</p><p>That's how it used to work. Now when one mob hits and is behind her or to the flank, Pheep sometimes starts to fight but always does not rotate to the mob. I have to hit my up arrow key (I use directional keys to move since I'm righthanded) and Pheep will spin around to face the mob hitting her. Lately there's a growing problem with auto attack not firing off while she's standing literally on the mob's feet. I have to rotate her, move about several times before auto attack even fires off, laying in with my CAs and spells and not bothering to wait for auto attacks.</p><p>This is real problem for my Swash-tank. Many of her attacks are positional, she's facing the mob dead on and the frontal will not go off. I get the notify of must be facing. She's literally standing on the mob's feet! It's not so much a problem for the Paladin who has no positionals. When I use Walk the Plank, I'll get the "must be flanking or behind" much of the time, and I know the spin has landed. I'll have many fights where I get the frontal, flanking, behind notifies and can't get any CAs off because the game thinks she's not in position for any of them.</p><p>I have to make sure the Swash is right in front, dead one, lined up, face to face. If not, it's as tho she's not facing the mob properly.</p><p>What I'd like to see is when I pull, the camera view doesn't change when I back up/rotate. It can be a little disconcerting to miss something because I couldn't see/didn't see as I was moving.</p><p>I'd really love it if the mobs wouldn't overshoot when I pull. I've read others have the same problem.</p><p>For the most part, what others have said works for me.</p>
Landiin
07-15-2009, 05:04 PM
I've played with in on test and it works perfect in 3rd person.. People play in 1st person these days?
Yimway
07-15-2009, 05:08 PM
<p><cite>Toran@Oasis wrote:</cite></p><blockquote>I've played with in on test and it works perfect in 3rd person.. People play in 1st person these days?</blockquote><p>Yes</p>
Landiin
07-15-2009, 05:13 PM
Ok I'll admit i have to switch into 1st person from time to time to look around a wardens tree or object but 99% of time I am in 3rd person. I'll test this in 1st person tonight.
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