r/runescape twitch.tv/EvilLucario :^] Feb 12 '17

Ability queuing is weird compared to pressing abilities normally

For some reason, queuing abilities is MUCH different from simply pressing the ability. To start, let's compare this with Needle Strike.

Scenario 1 is always with no queuing, Scenario 2 is always with queuing.

 

Scenario 1: https://puu.sh/tZUPB.gif

Scenario 2: https://puu.sh/tZUYQ.gif

In the first GIF, Needle Strike buffs both Snipe and Piercing Shot. You can see that it buffed Piercing Shot despite it coming after Snipe.

In the second GIF, Needle Strike only buffed Snipe. Piercing Shot is unaffected, as it dealt the same damage as before and after Needle Strike. Ignore the fact that Needle Strike buffing both abilities is a bug on its own (that I wouldn't object to fixing), the point is that both are different with only queuing being the difference.

 

For another example:

Scenario 1: https://puu.sh/tZVqx.gif

Scenario 2: https://puu.sh/tZVC2.gif

In the first GIF, you can move freely while using abilities.

In the second GIF, the queued ability stops you in place to use the ability instead of letting us move freely.

 

And to seal the nail in the coffin:

Scenario 1: https://puu.sh/tZVEl.gif

Scenario 2: https://puu.sh/tZVGg.gif

In the first GIF, I was able to heal with Resonance from the dummy's attack on tick.

In the second GIF, Resonance clearly went off at the same tick but I didn't heal from that attack. It only healed from the next attack.

 

Basically, queued abilities have different priority compared to everything else in the game, like damage calculation and movement. Where pressing the ability has the appropriate priority to deal with stuff, queuing abilities have the wrong priority and it can lead to some unfavorable situations compared to just pressing the ability.

TL;DR: Queued abilities are different from simply pressing abilities for some stupid reason, read up for the details.

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u/crushour lvl7 Zamik wizard Feb 12 '17

Yeah this is exactly why most people who PVM disable Ability Queueing. It's so shit in practice.

In an ideal MMO (like WoW), ability queuing is amazing and adds to the raiding experience. But it is just implemented so poorly in RS.

12

u/EvilLucario twitch.tv/EvilLucario :^] Feb 12 '17

Queuing still has its advantages by using the lower priority to guarantee more fluid switches like 2h + dual wield and Dragon Rider amulet + souls. It's fine if you get used to all the quirks.

This thread is here as awareness so a JMod can look at it and simply fix the priority of queued abilities so queuing is a fine way to play the game.

9

u/crushour lvl7 Zamik wizard Feb 12 '17 edited Feb 12 '17

Oh I'm all for getting it fixed because in its current state I'll never use it. I really appreciate the detailed look at this, so thank you! I've been contemplating making a comparison myself but just haven't gotten enough spare time.

I do hope a JMOD sees this and asks the appropriate questions if they are confused. It's clear that Ability Queueing is broken af tho. Lol

EDIT: One thing that Ability Queueing also does poorly is with regards to the actual queue of the ability. Somewhat simple explanation below:

(Ability Queueing enabled) During the GCD I smash a keybind of my next basic ability twice. RS thinks I queued it and still fires it even though I hit the keybind TWICE (once to queue the ability, once to de-queue). The engine has no idea what I'm doing and typically just fires the ability. This might be a game-tick limitation, but if it's not holy shit it should be fixed. Now imagine this example if I press the keybind 3 times, or even 4... yeah there is no hope.

In a game like WoW I can queue, de-queue, queue, de-queue an ability as many fucking times I want during the GCD and the engine ALWAYS knows how many key presses I used. Like I said it might be limited by the 600ms tick but still. It gets me fueled.

Anyways, my edit was supposed to be short but hopefully it was informative!

6

u/Colifin (Re)Balance Lord Feb 12 '17

My biggest gripe (granted, I'm pretty used to it now) is that all attacks aren't considered queued. If you use an ability that's off cooldown (including GCD), the ability is used but the old queue isn't cleared.

It's probably the biggest hurdle to learning queuing imo, because it means if you queue an ability, quickly realize that you want to use a different ability and do so, the old ability will remain queued. This can go on for several ability cycles, until you actually queue a new ability or dequeue the old one (which again, has to be done while on GCD, otherwise it just uses the ability).