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Camelot Unchained

Camelot Unchained 

General Discussion  » Poll: Do you want a /stick command that works on enemies?

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56 posts found

Apprentice Member

Joined: 9/05/09
Posts: 1060

2/14/13 2:41:55 PM#41
Originally posted by fanglo

I voted yes. Current MMO's without /stick favor bunnyhopping mechanics which is way to twitchy for me. Free RPs as well as Lagged Again, 2 of the top 8man guilds used /stick and they did amazing with it. Like another poster said, stick allows you to focus on situational awareness better. Now obviously the people who just /stick and stay stuck for the majority of the fight are doing it wrong. You hit your assist button, stick to figure out exactly where the target is and then break /stick to get off your positionals, just like Free RPs and Lagged again did it.


 Ummm have you played DAoC?

The top guilds did *NOT* do that.  They just spammed rear positionals in the /stick train or their normal abilities.   Remember Left Axe?

The people who want stick just can't pvp... every other arguement is just trying to hide that fact.


Elite Member

Joined: 1/04/05
Posts: 2516

2/14/13 2:46:33 PM#42
Originally posted by boxsnd
Originally posted by deathangell
anyone who didnt play daoc will vote no its pretty simple u should do this poll based on yes and no and also have Yes-played daoc or No-played daoc that way we can see if its people who dont understand because there not use to ability chains and positionals and how tough they could truly be in active combat.

IMO it's more like: Are you a clicker? yes/no. 


No - I don't think that is the right way to think about it.


If you can't play well, suing /stick isn't going to help one iota.

"In 50 years, when I talk to my grandchildren about these days, I'll make sure to mention what an accomplished MMO player I was. They are going to be so proud ..."
by Naqaj - 7/17/2013 forum


Novice Member

Joined: 3/22/11
Posts: 985

2/14/13 2:52:09 PM#43

As a caster for a majority of my DAoC gaming life, I never really needed /stick except when following a MA, and it worked to my class advantage (shaman) to have a melee train stick to me so that I could sprint them out of range, pop an instant pbaoe disease, and run back to the group while their melee were snared.

The few times I played melee, it had it's uses, but was by no means something that was overpowering. It just helped me concentrate more on my chains and improved my situational awareness.

I voted yes in this poll, because I don't think it's that big of a deal. The good players will find advantages around it.


Novice Member

Joined: 8/14/07
Posts: 701

2/14/13 3:09:54 PM#44

Originally posted by Jostle
Interesting. There seems to be this thought that without /stick we would necessarily have bunny-hopping. I disagree. Make jumping cost endurance. Or increase incomming damage. Or both. That'll castrate those bunnies. Stupid bunnies.

Back on topic... I voted no. And I surprised myself. I say yes, a follow command for friendly players that's as snappy and quick as /stick would be great (I always felt like this command in other games didn't work as well for some reason, like I was following them from too far back and getting stuck in terrain as a result) but for enemies, it's really not necessary anymore.

I was just thinking this same thing...its pretty fucking easy to stop bunny hoping without lobotomising a game. I hope there is /stick with the ability to charge over gaps just so I can send clickers to their deaths.

TRF - GM - GW2, PS2, WAR, AION, Rift, WoW, WOT....etc...
Future Crew - High Council. Planetside 1 & 2.


Novice Member

Joined: 6/20/11
Posts: 381

2/14/13 3:29:43 PM#45
Originally posted by skyexile


Originally posted by Jostle
Interesting. There seems to be this thought that without /stick we would necessarily have bunny-hopping. I disagree. Make jumping cost endurance. Or increase incomming damage. Or both. That'll castrate those bunnies. Stupid bunnies.


Back on topic... I voted no. And I surprised myself. I say yes, a follow command for friendly players that's as snappy and quick as /stick would be great (I always felt like this command in other games didn't work as well for some reason, like I was following them from too far back and getting stuck in terrain as a result) but for enemies, it's really not necessary anymore.


I was just thinking this same thing...its pretty fucking easy to stop bunny hoping without lobotomising a game. I hope there is /stick with the ability to charge over gaps just so I can send clickers to their deaths.


Ha! Yes, that would be awesome!


Novice Member

Joined: 2/07/13
Posts: 54

2/14/13 4:15:37 PM#46
I'm convinced that the majority of players that support /stick are amputees. Thats ok I'm totally down with that. Why are people assuming this is going to play like DAoC? They've been very clear that this is not DAoC2, so I imagine the first thing they would deviate from are the ancient movement mechanics. Get your head out of the past.

Novice Member

Joined: 2/11/13
Posts: 31

2/14/13 5:02:32 PM#47

i can understand when some people say no to stick ... but no to /face ? wtf guys ? in a game where standing still is a must for caster there is such a high need for face ... dunno how often my targets would have died without face as cleric(healer) since u needed like 1 sec to actually stand still without /Face ... same goes for caster when you had to run watch your back for that tank /face him and root him ... without face this whole action would have needed 1+ secs more wich are essential when your assist target had to die/the rupt was needed or what ever and when a single swing of his weapon would rupt your whole cast  ... /face was your only option to actually stand still the moment you want to stand still and even if camelot unchain has a deceleration next to 0 secs ... it will never have 0 sec from 100 to 0 since that will not "feel" right with normal movement ... so you will allways lose time as soon as you start moving and every caster will have a disadvantage without /face (assuming melee swings are doable while moving)

+ you need this to find your targets running through a keep or even the landscape and getting hit by something without the chance to instantly know where the shot came from (with los this realy is sometimes hard on a large map) just lets you die without the chance to do anything ... when the enemy caster needs like 4-5 casts (like 4-5 secs till your death) and your only chance to survive this is to rupt him by casting a cast wich needs like 3secs(using qc because of rupt so u were able to cast through rupt) there is no time to look in a 360 degree radius sorround you



well i understand that some people say no to stick but as a skilled player you never used stick to realy stick your target lol ... as a warri i most of the times used stick to find the direction towards the assist target or my bg/guard target(knowing where 15 people are at the same time isnt allways that easy) but not to actually stick them since this made me more vulnerable towards poistioning styles/melee stuns just simply had less controll above your char maybe some low skilled people used this to run/stick with your 4 people melee assist after a single caster but hey ... as a def tank this made my whole job a cake since i had all the time in the world to backsnare em one after another ... after all you used this comand to decrease your reaction time and to do your job as fast as possible but not to realy stick and afk your target .. stick never made a skilled player uber it gave bad people a chance to partisipate without feeling totaly useless


Novice Member

Joined: 10/20/06
Posts: 23

2/14/13 6:37:44 PM#48

I played daoc for years and i guess I could go either way on this. We didn't have /stick in warhamer and it seemed fine. Sure there were lots of weirdos like running and jumping in circles, (im assuming WoW pvp?) but it was simple enough to just swivel to face them. To me /stick is no worse than ranged spells like a fireball following a moving target, or heals not requiring line of site, or even pbae only affecting enemies.

Maybe we should be talking about those things as well. There was friendly fire in Shadow bane and the fights were much more tricky! 


Apprentice Member

Joined: 12/14/07
Posts: 9

2/14/13 7:29:38 PM#49
I personally would welcome the stick command. As Mark stated he wants it to be about team/realm strategy. I really don't want to play another game with the run through bunny hopping. I agree that takes skill but it just cheapens the experience and makes combat silly IMO. Just if stick is implemented there better be a way for some team/realmmate to get the pain train off so its not /stick /assist /rinse&repeat. 

Novice Member

Joined: 5/13/11
Posts: 733

2/14/13 7:59:56 PM#50

Depends on the overall combat system.  In a game oriented towards action combat like, say, GW2, /stick wouldn't make any sense.


In a game geared more towards strategic combat, and less about twitch, I could see its place. 


Depends on where this game is headed.


Advanced Member

Joined: 8/08/09
Posts: 19

12/25/13 12:53:10 AM#51

1) /stick is one of the main reasons DAoC PvP was the best PvP in the history of MMOs. 


2) /stick solved the problem of idiots spaz jumping like fools and being able to exploit lag, latency, client-server miscommunication, etc. Jumping around as a way to have 100% mitigation is stupid. 


3) /stick is a huge step towards making melee viable. In almost every PvP MMO, melee classes quickly become fodder and there are huge problems balancing melee and ranged classes. /stick is the key to moving towards balance.


4) /stick solved a lot of problems with lag and client-server not knowing exactly where everyone was. There is no way for client-server information to always be perfect.


5) /stick isn't cheap. /stick removes things that are cheap. See above, especially #2 and #3.


6) /stick adds strategy, because you spend more time thinking about what you are going to do and less time fighting the UI to just be in melee range.


7) /stick is better for UI design, because you are able to use more buttons and keybinds since you don't have to constantly keep 3 or 4 fingers on WAD or WASD.


I sincerely hope CU has /stick. The lack of /stick in MMOs after DAoC is a huge reason they have been dramatically inferior in so many ways.


/stick is grossly underrated as a vital feature in MMOs.


Apprentice Member

Joined: 4/16/06
Posts: 174

1/09/14 5:46:33 PM#52

In DAOC, melee players needed it. It was always annoying listening to caster players cry about /stick, the one thing melee players had to fight back with in a game engine that heavily favored ranged combat. Let's not kid ourselves either, large-scale PvP in DAOC was laggy as all Hell. How else are melee players supposed to lock onto a target that's spamming jump and spinning around at 10 fps?

Course, things are different now. MMO combat back then didn't have abilities like gapclosers and knockdowns and whatnot. So hopefully PvP in CU won't even need /stick.


Apprentice Member

Joined: 7/01/08
Posts: 2111

joie de vivre

1/21/14 12:05:59 AM#53

I'm just not sold on it's necessity.


Novice Member

Joined: 2/06/08
Posts: 81

1/25/14 6:38:57 PM#54

God, no!


Foundational Principle #3 – You should always hold the hands of your little children while crossing busy intersections but…


…our players are not children and this is not an intersection crossing. Over the years many MMORPG designers, me included, have employed various devices and mechanics in order to increase our games’ subscription base. 


Apprentice Member

Joined: 10/25/10
Posts: 165

1/25/14 10:31:36 PM#55

In 2001 you NEEDED stick. most people were rocking dial-up or AT BEST a T-1.


256 ping in a game was considered GOOD! anything less than 1000 was playable. 


It's now 2014, We have sixth graders with cellphones more powerful than full gaming rigs back then. It's not necessary. If you have to put in a console command to allow players to over-come the failings of the game engine that's a serious problem. Hit detection and net-code have come ALONG way.

And that's not comming from a caster. I play warriors in almost every MMO.


Novice Member

Joined: 8/27/12
Posts: 32

1/26/14 8:53:49 PM#56
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