I see you’re still missing the point of the showcase. /sigh
The issue is obviously happening during normal gameplay, as well as during any menu interaction. Hopefully everyone understands that when you want to show a bug, recording a normal gameplay where tons of stuff is happening constantly, OR recording an open menu that blocks your screen is really fucking stupid.
So, instead of recording gameplay with lots of stuff happening at once, or recording the menu, you close any open menus and just do nothing in the game world to showcase the problem. Eliminating any unnecessary variables and trying to show the issue as clearly as possible is not exaggerating the problem in any way.
One more time:
Great! Then stop telling others that the showcase of this issue is exaggerated and doesn’t represent actual gameplay.
No, it doesn’t.
You would. I gave you three examples.
We can agree to disagree
And I’m telling you what you actually wrote and how it sounds. It doesn’t really matter what your intention was.
Just to inform you, the dictionary disagrees with you.
“beyond bounds or the truth”
I quoted what you said in this topic, it’s not just this one word.
No.
I keep telling you what you wrote. There’s a difference.
You can. Think about it…
You think people who agree with something, but aren’t willing to leave commentary on the subject, are biased or intellectually dishonest? I really hope you’re joking.
Oh, so all players who don’t use keyboard misplay the game. Nice
A proper example would be that “Maelstrom suddenly stops dealing damage while the effect is still active”. Then you notice it deals no damage and cast it again, which fixes it (until it stops working again).
Imagine a player complaining that Maelstrom randomly stops dealing damage. They can just cast it again, and that’s the “proper gameplay”, right?
Guess why I keep telling him
I’d say the range should be based on your screen resolution, so a dynamic range, not a fixed radius.
You’ll avoid issues where the laptop/steamdeck gamer sees minions going off-screen, whereas the 4k screen gamer sees them leash at half screen size. It gives a slight advantage to big screens, but I don’t think it matters.
Minion aggro should be combat-based.
There’s a certain range where enemies realize you’re there, and start attacking you. At that moment, the enemy is put on a list.
Minions start attacking the moment something is on the list. When a target dies, you check if there’s another enemy on the list. If there’s many, pick the closest visible on screen, and set it as the new target for minions. If you run away, teleport out, or in other applicable situations, the monster gets removed from the list.
No need to check each minion.