Am hoping to get some sort of official reponse from Funcom.
This is based on today's news about range issues.
Article wasn't clear whether the problem was that you can target something without seeing it or whether you acquire it as a target and then leave its "view range" and then kill it at will. BUT. . .
Wouldn't a very simple solution to the range issue to be to force a null target if your target leaves your view? (if problem is the latter) or implement code to prevent me from targeting something I can't "see" (if problem is the former)
I recognize the "untarget" solution would cause some problems in other areas (like having to retarget someone you're following if they leave your view), but these problems seem minor compared to problems caused by no class having a range advantage over any onther (with the exception of melee vs. not).
And don't tell me you can't implement the "target prevention" solution, After all you implemented it for something that walks behind a table/box/tree - shouldn't be difficult to implement some sort of check to see if a mob is being "displayed" on my side as to whether I can target it or not.
If you don't have a target you can't shoot it. Whether its "in range" or not. It would seem that simple.
NTs & agents could get their increased range back, nobody can use the exploit detailed, nobody has to worry about increased bandwidth.
I understand this doesn't address the issue of plants (that can be nuked outside the range they can fight back), but then I thought that was a fun add-on to the game, quite different from the "tab-attack-tab-attack", mentality that permeates most the other hunting scenarios currently in the game. If FC still view them as a problem you could address it in different ways (adjust plants attack range, reduce the xp earned for them to make them less apealing, etc. etc.)
Thanks for your time.
Ghostt
A player still in the game because
he has hope in the game's potential