How to make combat smoother

First of all, I want to say that I am very impressed with this game, especially the atmosphere and character customization are very interesting. However, combat feels a bit stiff at the moment. My intention is to find out small and subtle pieces that add to this clunky feeling. Solving these issues may lead to a smoother experience.

1. Slow turning
Playing a 2H marauder, I noticed that there seems to be a delay when I try to attack enemies behind me. Instead of immediately attacking, the character starts to turn around slowly and the blow is delayed until he has rotated into the correct position. Being swarmed by small enemies that run left and right, I start to feel really miserable. This animation needs to be sped up.

2. Pressing shift
Sometimes when I press shift to avoid running around in battle, I can´t hit enemies that are only a few millimetres away while they still hit me. Then I need to release shift, go a step closer, hold shift again and retry. This may be caused by lags as the enemy is not exactly standing where my screen tells me it is. Still, a bigger reach, especially for huge 2handed weapons could be helpful.


3. Running while attacking

I don´t think this would be a good addition to the game. We would all look like on rollerskates while dancing around the monsters. However, a smoother and more intelligent transition from running to attacking would be appreciated. For example: I run around and notice that my aura is not activated. Pushing the aura button while running has no effect. I have to stop, cast that spell and resume running. Instead, when I press the aura button, the character should automatically stop running, cast the aura and continue to run.


4. Huge delay after each attack

After each action, there is a small time window where the character has to return to a “neutral position” . During this time he is locked in place and can´t do anything. A “wind-up time” for attacks is ok since we are eagerly waiting for the destruction this attack will cause. But after the attack went off, no one wants to watch how the witch has to lower her arms before doing the next action.
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This is also discussed in -> this thread

In fact this has come up now and then the last 6 months or more. Still no word about it though.


edit by malice: fixed broken link ;)
Last edited by Malice#2426 on Jun 13, 2012, 3:27:25 PM
Could not have said it better myself. Very good post, and I agree with everything.
"That's how you die properly, Sailor Boy.."
same here
/signed - Dev's please hear us
I will bump this thread all day long. Sharpen up the combat please and this game will have reached perfection.
The game is absolutely amazing, just needs to be fine tuned and polished a tad, specifically the smoothness of combat.

MAINLY the cast/attack-to-move delay!
Is this not fixable? Why are the dev's not commenting on this? Send me a PM if you dont want to make a public post. I will not relay that on the forums I will leave it alone respectively.
"
Valadur wrote:


4. Huge delay after each attack

After each action, there is a small time window where the character has to return to a “neutral position” . During this time he is locked in place and can´t do anything. A “wind-up time” for attacks is ok since we are eagerly waiting for the destruction this attack will cause. But after the attack went off, no one wants to watch how the witch has to lower her arms before doing the next action.


^^ This! After attack is way too long delay I think.
/signed
IGN: kReiZy
Thank you for the detailed feedback!
"
Valadur wrote:
1. Slow turning
Playing a 2H marauder, I noticed that there seems to be a delay when I try to attack enemies behind me. Instead of immediately attacking, the character starts to turn around slowly and the blow is delayed until he has rotated into the correct position. Being swarmed by small enemies that run left and right, I start to feel really miserable. This animation needs to be sped up.
This one is an illusion - there is not actually any delay. The character starts playing the attack animation as soon as you click, and is playing it while they rotate, although the rotation disguises this movement a bit. The time from beginning to attack to finishing the attack is always the same, regardless of rotations. The rotation is a purely visual thing - mechanically, the character doesn't have to face a particular way to hit something, he just needs to be in range. They end up facing what they hit simply because the character is turned to face anything they attack, but this occurs at the same time as the attack itself, not before.

"
Valadur wrote:
3. Running while attacking
I don´t think this would be a good addition to the game. We would all look like on rollerskates while dancing around the monsters. However, a smoother and more intelligent transition from running to attacking would be appreciated. For example: I run around and notice that my aura is not activated. Pushing the aura button while running has no effect. I have to stop, cast that spell and resume running. Instead, when I press the aura button, the character should automatically stop running, cast the aura and continue to run.
This is something we're aware is a problem some of the time. It almost always works for me, but sometimes fails. Some people seem to find it barely ever works, but occasionally does. We're not sure why yet, but we're looking into it.

"
Valadur wrote:
4. Huge delay after each attack
After each action, there is a small time window where the character has to return to a “neutral position” . During this time he is locked in place and can´t do anything. A “wind-up time” for attacks is ok since we are eagerly waiting for the destruction this attack will cause. But after the attack went off, no one wants to watch how the witch has to lower her arms before doing the next action.
Changing this would require redoing many of the game's animations, to keep the timing of attacks balanced. It would likely be a huge and very expensive undertaking - it's not something we can just do.
Last edited by Mark_GGG#0000 on Jun 12, 2012, 8:49:24 PM

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