Forums » Suggestions
/designatetarget Does Not Work On Friendlies
For some odd reason, my /designatetarget button isn't working. Even when I type the command. This bug started 3 days ago and has been plaguing me ever since. I cannot return fire in a friendly duel or 1v1 because my game is broken. Here is a link to the screenshots of the bug in action: https://www.reddit.com/r/VendettaOnline/s/ZtJu7TCQEq
Also, I neglected to mention that autofire is NOT cooperating. It simply refuses to shoot anyone. Even if they shot at me first. I'm tired of not being able to properly pvp. It is the only thing I want to do, and if I can't do that, then there is no point in playing the game anymore.
I don't know what issue you're experiencing, but we haven't made any changes three days ago, so it must be something local to your client. You could try resetting your own client settings?
We're open to trying to improve the auto-fire and PvP experience, but you already suggested that, and it isn't something we can react to instantly, we are mid-development on a variety of projects at any given time.
Once you get into using specialized commands, you're going well into "use at your own risk" type territory, that's outside the bounds of the normal expected game behaviour, much like the Lua plugin API. We're certainly happy to improve things, but I don't know what you're experiencing, or why. It may well be working exactly as intended (and not "bugged" at all), but simply not matching your personal expectations.. because it was written for internal game usage, by the game's UI.
Lastly, auto-fire was created such that mobile users on phones and tablets would have a chance to do some basic PvE against bots, mostly with single-weapon fighter ships. It was never intended for PvP (which gets into complex multi-weapon loadouts), because you'll be slaughtered by anyone mildly competent at PvP who is on a better control-interface. We expected mobile PvP people to likely spend the $20 on a bluetooth gamepad or other controller that would give them more decisive control.. the lack of tactile feedback from a flat piece of glass is a huge burden to overcome, more than any game can really "design around".
Again, we're all for trying to improve auto-fire and such, in duelling cases or whatever else, but one should not suffer under the illusion that auto-fire will make you generally competitive at cross-platform PvP on a phone. There have been a few competitive mobile PvP people in the past, but most were using controllers, and a couple were "claw-hand" type touchscreen operators with multiple touch points and customized interfaces.
We're open to trying to improve the auto-fire and PvP experience, but you already suggested that, and it isn't something we can react to instantly, we are mid-development on a variety of projects at any given time.
Once you get into using specialized commands, you're going well into "use at your own risk" type territory, that's outside the bounds of the normal expected game behaviour, much like the Lua plugin API. We're certainly happy to improve things, but I don't know what you're experiencing, or why. It may well be working exactly as intended (and not "bugged" at all), but simply not matching your personal expectations.. because it was written for internal game usage, by the game's UI.
Lastly, auto-fire was created such that mobile users on phones and tablets would have a chance to do some basic PvE against bots, mostly with single-weapon fighter ships. It was never intended for PvP (which gets into complex multi-weapon loadouts), because you'll be slaughtered by anyone mildly competent at PvP who is on a better control-interface. We expected mobile PvP people to likely spend the $20 on a bluetooth gamepad or other controller that would give them more decisive control.. the lack of tactile feedback from a flat piece of glass is a huge burden to overcome, more than any game can really "design around".
Again, we're all for trying to improve auto-fire and such, in duelling cases or whatever else, but one should not suffer under the illusion that auto-fire will make you generally competitive at cross-platform PvP on a phone. There have been a few competitive mobile PvP people in the past, but most were using controllers, and a couple were "claw-hand" type touchscreen operators with multiple touch points and customized interfaces.
The issue I'm having is very simple. Which I've explained multiple times now. I want autofire to work in all situations, not just pve. Autofire is a literal essential for mobile gamers who dont have access to a controller. Also, I have provided screenshots. Why is that not helping? I can't explain this in greater detail further because idk how. Now here is my issue: Simply put, autofire isn't working when I'm getting shot at by friend's or foes. Even if I use the /designatetarget command. For the record: autofire has served me well until now. I have a different playstyle than most people, that I've spent years practicing with. Pvp is impossible for me without other requirements because my reaction time is slow. Im not like you guys, I cannot use the hand claw technique, that would take me years to adapt to. Not to mention, I cannot attack and turn at the same. time due to the fact that I am on mobile and that would be extremely difficult to overcome. I understand that you are small dev team and are working on various different projects. I don't know how I can help explain this further, I've already provided as much information as possible. Now as for the issue of /designatetarget command not working, I understand that's treading on thin water when it comes to that kinda stuff. I have provided screenshots showcasing the /designatetarget actively refusing to mark targets as an enemy. Why has that not helped neither? Please work with me here. I'm not trying to cause problems. I just want to be able to pvp again without any issues occuring.
I don't lack for understanding of what you're asking for.
I wrote explanations to help you understand why you will not get what you want immediately, but we will look into it.
I also tried to help you understand that the outcome, while it may be of benefit, may be more limited than what you expect.
Lastly, I tried to articulate that the current auto-fire system was implemented with known limitations because of the expected use-case, which you are exceeding. So, there isn't a "bug".
So, in closing, yes, you have made your case, on several different areas. I definitely understand what you want. We will take a look, and I don't know exactly what we will do, or when it will happen.
You have exhibited a level of frustration and self-righteous indignation in your recent posts that has been counterproductive, overall. So if you're looking for a learning experience here: Don't do that.
I wrote explanations to help you understand why you will not get what you want immediately, but we will look into it.
I also tried to help you understand that the outcome, while it may be of benefit, may be more limited than what you expect.
Lastly, I tried to articulate that the current auto-fire system was implemented with known limitations because of the expected use-case, which you are exceeding. So, there isn't a "bug".
So, in closing, yes, you have made your case, on several different areas. I definitely understand what you want. We will take a look, and I don't know exactly what we will do, or when it will happen.
You have exhibited a level of frustration and self-righteous indignation in your recent posts that has been counterproductive, overall. So if you're looking for a learning experience here: Don't do that.
as of vendetta 1.8.716 (2024-11-14), Dueling players are now automatically marked as enemies for the duration of the duel.
+1 great suggestion