Combat performance feedback, from the observer's perspective.

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Holypimp

New member
Jun 2, 2020
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Hello SV and MO community!!

Here is some criticism from a video I was watching on youtube yesterday.


Please look at 19:18 in this video, and I ask you all, is this the combat you want for MO2? When someone is clearly blocking an attack, and he gets hit from thrice the range of his opponent's weapon, and for full damage, even though he was blocking. This is MO1 combat all over again, clunky, unresponsive, laggy, bad combat mechanics.

If SV wants to release a good game that will lure and keep subscibers in, combat needs to be more fluid than that. I will also post this in the forums, as I want MO2 to succeed, and I don't want to relaunch the one world server vs regional servers debate, but we are already starting to see how a one world server will never work in a competitive hardcore pvp sandbox mmo.

Keep up the good work SV!!
 

Teknique

Well-known member
Jun 15, 2020
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Hello SV and MO community!!

Here is some criticism from a video I was watching on youtube yesterday.


Please look at 19:18 in this video, and I ask you all, is this the combat you want for MO2? When someone is clearly blocking an attack, and he gets hit from thrice the range of his opponent's weapon, and for full damage, even though he was blocking. This is MO1 combat all over again, clunky, unresponsive, laggy, bad combat mechanics.

If SV wants to release a good game that will lure and keep subscibers in, combat needs to be more fluid than that. I will also post this in the forums, as I want MO2 to succeed, and I don't want to relaunch the one world server vs regional servers debate, but we are already starting to see how a one world server will never work in a competitive hardcore pvp sandbox mmo.

Keep up the good work SV!!
That desync has nothing to do with ping. It has to do with client registering a hit faster than the server updating positions. Only way to fix it that I could see would be to start completely over with a different network solution which for obvious reasons isn’t feasible
 

Eldrath

Well-known member
Jun 18, 2020
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the Jungle. Meditating on things to come.
Desync is not nice, but he was blocking the wrong way ... that is why he received full damage.

I´ve had similar desync happening to me in chiv or mount and blade bannerlord ... so yeah I think there is a lot of nitpicking going on. When I look at my fights, when I watch other people fight from on top of the tents in Fab most hits connect properly. It´s maybe 1 in 10 that does not. Again seen that shit in many MP games. How far do you feel that number has to go down that it is okay for an MMO?

Oh and don´t start with the ping shit again. It happens for me when I´m fighting Tyguy and we are both well below 50 ping.
 

Holypimp

New member
Jun 2, 2020
23
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Desync is not nice, but he was blocking the wrong way ... that is why he received full damage.

So he would have needed to block on the left for the parry to occur if i'm not mistaken?

How far do you feel that number has to go down that it is okay for an MMO?

In my opinion, in a full loot hardcore pvp MMORPG like MO2, where players will find every nook, every cranny, every fault in the sever's code or client's code to get that tiny edge to dominate others, I feel it is simply unacceptable for such desync to happen.

I know it's not a very good comparison, but let's take for example Planetside 2, a MMOFPS that often has 100 players fighting another 100 players, infantry, ground vehicles, air vehicles, fucking battlecruisers, lag free, desync free, every shot that lands properly is a shot that the server will register. Maybe there's desync, maybe there's latency, but the fact that it is almost imperceptible makes for a fun exper