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Targeting, Events and Loot Drops

Discussion in 'UHall' started by Zyon Rockler, May 23, 2010.

  1. Zyon Rockler

    Zyon Rockler Guest

    In the Enhanced Client you can go into settings and then choose what types of bubbles you like to see, when you hit Shift/Ctrl. There are settings for mobile and corpses and one for all and a few others but there is no icon for this in the macro system. So, it seems you have to open up settings and change this if you die to find your corpse or to loot a corpse, or if you want to go target something moving, you have to change it again, or you have to use all.

    One of the problems all these circle, bubble things, look the same. Why don't they make these bubbles look different, so they can be identified. For example: at events you have a greater dragon and 30 evs and about 500 other things, so when you hit those 2 keys to pull up the bubbles, for example: you're going to target a monster, it should be at least 5 times the size.

    A corpse should have a shape like a cross and maybe a different color.

    Also, when you do target something by clicking on it, and it goes into your target gump you can't pull a lifebar off of it. If I target a daemon and it's in my target, I should be able to click on that target and drag its' lifebar out of it so I can continually cycle through my targets, pulling the ones I want and clicking on the ones I wish to return to.

    Also, there is no logic in the fact that you target your own ev or somebody elses' ev unless it's an enemies. Why would a mage summon an ev and then need to target it? So, you end up going to an event and you use this brilliantly designed target system and what do you end up targeting? Everything except for what you need.

    There needs to be a target summon and they need to be seperated, there needs to be a target pet or follower. Each thing needs its' own specific target and then they wonder why people use cheating programs. If the system can't do what it is you want it to do then it's not a wonder someone would program something that actually works.

    Now, I might have this wrong and not know what i'm doing, it would not be the first time, but basically I have target nearest enemy on my spacebar but apparently the only enemies that I have close to me are evs. Maybe some advice or is anyone else having this problem?
     
  2. Alvinho

    Alvinho Great Lakes Forever!
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    *coughs bullcrap*

    There is a limit of 5 ev's in a 5 tile radius more auto dispel randon mone
     
  3. Dermott of LS

    Dermott of LS UOEC Modder
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    ...

    EC stuffs ahead...

    Right now, the object handles are all defined to use the same texture regardless of what they are. So a corpse, Dynamic Object, or mobile, etc will all use the same "bar", "bubble" "handle", whatever you want to call it. If I can get one of the LUA modders to figure out how to separate the types (which shouldn't be too hard), however, this would still be limited in that all mobiles would have the same handle size and type, so the EVs would still have the same handle as the Big Bad you're fighting.

    Secondly, most if not all of the UI packages on the Exchange have a small UI element that lets you change the Object Handle filter on the fly without having to go into User Settings.
     
  4. Martyna Zmuir

    Martyna Zmuir Crazed Zealot

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    EVs are definately a problem in the EC.. targeting things around them is neigh impossible since they seem to have this large box around them (caused by particle effects being targetable).

    To deal with EVs, I say that the graphic needs to be shrunk and their particles made untargetable. I'd also live to see a 'monster' or 'hostile' added to the object handle selector... something that only shows mobs you can attack (no EVs, no pets, no players, no invulnerables). I know this is beyond what the modders can do, so its the Devs that would need to change this.
     
  5. Mapper

    Mapper Crazed Zealot
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    There might be, But the EC object handles are really quite large, So it doesn't take a few to quickly fill the screen. It's especially nasty at large events such as EM events.

    A monster object handle selection would be a great addition! :)
     
  6. R Traveler

    R Traveler Babbling Loonie
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    I vote for
    left control+shift to show monster object handles
    right control+shift to show corpse object handles
     
  7. Zyon Rockler

    Zyon Rockler Guest

    Something that might also help is if it only cycled through the requested object once. So, if you had 2 evs and a daemon and you put in target nearest enemy rather than it targeting an ev and then the other ev and then back to the next ev continueously, it could do one complete cycle, where it would target ev a, ev b, daemon a, and then in the target gump you get end of cycle.

    This would probably also eliminate the ability to endlessly search the same targets. So, in theory, you would be able to target everything at least once in a cycle.
     
  8. If this is hard coded, which any key combination NEVER should be, how would one-handed people deal with it? We should be able to remap any key combination for a variety of reasons, one of the most important is to deal with handicaps and disabilities.
     
  9. R Traveler

    R Traveler Babbling Loonie
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    Since "control+shift" combo hard coded, what about this:
    left control+shift to show object handles from setting1
    right control+shift to show object handles from setting2
     
  10. Yep... those, too. Those and any other keyboard combination should NOT be hard coded, but able to be remapped. There is absolutely no reason they need to be hard coded.
     
  11. Tina Small

    Tina Small Stratics Legend
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    Wouldn't you get around the hard coding problem by just adding some options for various types of handles as choices under User Settings so you can assign them to any keys you want? (Assuming the engineers can categorize handles into useful groupings, of course.)