How to make combat smoother

Hey Chris. Any word on shift key issues?
It's pretty broken as is now and would go a long way to soften the gameplay for many of us.
All the talk about clunky gameplay is not just about the animations. Right now shift is just a hinderance to use. you end up loosing control over character, attacking the wrong direction and so on.

Well I made this thread here http://www.pathofexile.com/forum/view-thread/33185
to try to be precise about it.
Last edited by Dalkordigo#2295 on Jun 12, 2012, 9:08:55 PM
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Mark_GGG wrote:
Thank you for the detailed feedback!


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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.


This is most depressing. I hope a solution is found sometime. Maybe after you guys launch and begin to earn revenue it can be done. It doesn't bother me too much playing a witch, On a melee class i can see this being much more hindering.

IDK.. you guys have done a FANTASTIC Job on this game and we'll just have to see how it all plays out...

Come to think of it, Speeding this up would allow players to KITE WAYY to much... In PvP this will be most noticable. I think maybe the way it is now will have the most balance in PvP- we'll see!

I have faith in you guys...
Last edited by lucid88#5384 on Jun 13, 2012, 3:17:49 PM
But i mean you can't just suspend last few miliseconds of an animation to allow us to move when we attempt to? I dont think its even the animations. the animations seem to finish and still our characters are locked into position for maybe half a second and its surprisingly annoying.

Just ask that you pay close attention to this as it will be the ONLY reason any player would turn away from this game.
A caveat to my previous post: I'm not an artist, so am not an expert on exactly how long it would take, but I know it would be significant. That doesn't mean it could never happen, but it's not a matter of just adding a simple thing to let you cancel animations (at least not without massive swingy changes to balance)
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lucid88 wrote:
But i mean you can't just suspend last few miliseconds of an animation to allow us to move when we attempt to? I dont think its even the animations. the animations seem to finish and still our characters are locked into position for maybe half a second and its surprisingly annoying.
It is the animations - you perform a full attack animation (which takes a duration based on your weapon) and then you can perform other animations, such as moving as soon as that's done.
The animation has what's called a"contact point" at which you actually hit the enemy, and damage is applied. My understanding of what people are asking for is that they be able to cancel the attack animation after the contact point and not finish it.

The problem with that is that then we don't have attack duration. Currently someone attacking with a claw and someone attacking with a sword take the same duration (assuming that their weapons have the same base attack duration and they have the same increases to attack speed). For the sake of argument let's say their attacks each take one second.
But because the swing animations are different, the contact point for the claw attack animation might be significantly earlier than the one in the sword attack animation - where before both took 1 second to perform an attack, if we simply let you cancel the animation after the contact point they'd no longer have the same effective duration when used this way, because the claw might contact at 300ms and be able to cancel after that to start attacking again, whereas the sword might not contact until 600ms. These numbers are just made up as an example, but you probably get the picture.

I can't say for sure exactly how different the contact points are between different classes and weapon types (and potentially even the alternate swing animations for the same class/weapon), nor do I have time to look them all up right now, but I know they are there and are significant enough that this would be a big problem - hence why I said that such a change would likely require redoing a lot of animations, as we'd basically need to make them all have contact points at the same point in the animation.

So that's why animation cancelling isn't something that can just be plugged into the game without massive consequences elsewhere.
Last edited by Mark_GGG#0000 on Jun 13, 2012, 8:23:53 PM
It sounds like what you're saying is allowing cancelling of attack animations after the contact point would increase variety in playstyles and introduce interesting mechanics and choices in the weapons you choose to use.

Sure, balance issues, but if it means that I have to think a bit between swapping from a claw to a sword with better stats because you can "hit and run" better with a claw... well that sounds awesome to me tbh.
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Armanant wrote:
It sounds like what you're saying is allowing cancelling of attack animations after the contact point would increase variety in playstyles and introduce interesting mechanics and choices in the weapons you choose to use.

Sure, balance issues, but if it means that I have to think a bit between swapping from a claw to a sword with better stats because you can "hit and run" better with a claw... well that sounds awesome to me tbh.


No, if anything, it would lead to people choosing the same weapon (the one with the shortest cancellation time) it wouldn't lead to anything interesting. Also, it would completely imbalance PvP. A Marauder with a 2h mace would be at a disadvantage to the Shadow with claws, that couldn't be circumvented by anything, other than the Marauder switching to claws.
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Happy hunting/fishing
I would just like to chime in that it would be nice for something to be done to even things out.

I play a 2 handed axe wielding marauder and can tell you that i get left in the dust DPS-wise when playing with ranged or someone with flicker strike etc.

due to travel times I cannot compete with someone who can shoot everywhere or bounce from enemy to enemy.

I'm not complaining or expecting the others to be nerfed (as it if fine in single player) but when in groups it is pretty unsatisfying to be doing a fraction of the damage due to the mobs being dead by the time you get there.
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Armanant wrote:
It sounds like what you're saying is allowing cancelling of attack animations after the contact point would increase variety in playstyles and introduce interesting mechanics and choices in the weapons you choose to use.

Sure, balance issues, but if it means that I have to think a bit between swapping from a claw to a sword with better stats because you can "hit and run" better with a claw... well that sounds awesome to me tbh.
Basically, it means that you would be able to perform actions faster than the game intends, which is what would throw off balance. Spamming the attack button would end an attack early and immediately start the next. You could cancel the final "useless" stage of an attack animation and start another action before you should be able to.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
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Mark_GGG wrote:
It is the animations - you perform a full attack animation (which takes a duration based on your weapon) and then you can perform other animations, such as moving as soon as that's done.
The animation has what's called a"contact point" at which you actually hit the enemy, and damage is applied. My understanding of what people are asking for is that they be able to cancel the attack animation after the contact point and not finish it.


My understanding is a little different. If I want to cancel an animation it is usually because I have to flee and otherwise I am most likely going to die. So at this point I don't care if I cause damage or not. If you simply abort any action (so always no damage) and just run I guess it would not cause any balancing issues and if for the time being you just skip the animation and switch to the running one no one is going to be complaining. For me it is very often annoying that I get into critical situations just because I can't move after triggering an attack when I notice my health is quickly going to zero.

I also think that this is a very important gameplay factor which should really be thought of since it can be really annoying at times.
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Schmackbolzen wrote:
For me it is very often annoying that I get into critical situations just because I can't move after triggering an attack when I notice my health is quickly going to zero.
This. My ranger love's to do this... Carry on plinking away at nothing while haemorrhaging health... :)

Pew pew!

As punishment, I make her listen to bagpipes....
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