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Ministro

Active member
Dec 3, 2020
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A good example of this is people taking the word of Star Vault at face value and expecting it to translate 1:1.
...
Anyone else remember when MO1 was supposed to get a TC re-work, and never did? Anyone remember when it was promised as 'the next patch' after they put out new unwanted content? I'm not trying to throw SV under the bus but with this exact situation I'm trying to high light even with those sweet words of promise.. we never got a TC work.

Sigh, can't argue. So many promises that never materialized; that must be your short list...

So why are people just putting full trust in SV to make the right decision with their combat? Why is it wrong to criticize things clearly with issue? Then why is the appropriate response from the other side to just always jump to the conclusion that we want the game to be 'worse'.

I don't know, it's just baffling honestly. I personally can't see the perspective of how the combat is currently even remotely good.

1.) Slow.
2.) High skill floor.
3.) Low skill ceiling.
4.) Still desyncs.
5.) No weapon variety.
6.) Stam regen is terrible across the board.
7.) Clunky.
8.) Hitting objects (or people) speeds up the next attack / parry.
9.) One handers excluding daggers are, realistically, useless.
10.) No chip damage with blunt weapons.

I dunno if you're counting me among "the other side" but I agree with some of this. stamina regen is a bit low, ping normalization still needs work, b/c I'm seeing obvious misses land as a hit (desync), blunts need "something" chip damage, delay block a half second, short stun, parry needs work, etc. But I do argue against the old boys wanting turn cap gone. It def needs work, heavier armor and weapons should spin more slowly than light armor/light weapon, etc. I think we all can agree combat needs work, just arguing different points. Fanbois always exist, and just have to be ignored, but not everyone that disagrees is a fanboi; I wrote earlier a total TLDR on how login char creation should be light armor/dagger, med armor 1hs/shield, and full plate/2-hander, so the disparities could really show. Not enough quickie dagger people runnin around, nor archers, nor 1hander/shield, etc for a good test of balance. And frankly without mounts, we're really drawing conclusions too early IMHO.

I don't understand 8. It rewards skill (landing hits) by speeding things up. Don't you want that?
 

Handsome Young Man

Well-known member
Jun 13, 2020
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Sigh, can't argue. So many promises that never materialized; that must be your short list...



I dunno if you're counting me among "the other side" but I agree with some of this. stamina regen is a bit low, ping normalization still needs work, b/c I'm seeing obvious misses land as a hit (desync), blunts need "something" chip damage, delay block a half second, short stun, parry needs work, etc. But I do argue against the old boys wanting turn cap gone. It def needs work, heavier armor and weapons should spin more slowly than light armor/light weapon, etc. I think we all can agree combat needs work, just arguing different points. Fanbois always exist, and just have to be ignored, but not everyone that disagrees is a fanboi; I wrote earlier a total TLDR on how login char creation should be light armor/dagger, med armor 1hs/shield, and full plate/2-hander, so the disparities could really show. Not enough quickie dagger people runnin around, nor archers, nor 1hander/shield, etc for a good test of balance. And frankly without mounts, we're really drawing conclusions too early IMHO.

I don't understand 8. It rewards skill (landing hits) by speeding things up. Don't you want that?


Point 8 was mostly high lighting hitting objects.

So just to clarify, I actually don't have a problem with landing a hit making you riposte / parry faster; even though it technically benefits lower ping players more-so then high ping players.

But I think hitting the ground, walls, etc. shouldn't do it. ONLY if you hit a player.
 
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Teknique

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Jun 15, 2020
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As for the skill floor and skill ceiling.

I see it more as there as a skill wall where you guys might say the ceiling exists. This won’t apply to everyone or the top duellers, but due to the defensive nature you need to be really creative to break a parry and I can guarantee you 99% of players will not possess the skills to break a half decent parried.

This was already the case when speed and attacks were quicker and you could camera manipulate more. That wall was already too thick and it got thicker.

Overall It works just great for me in duels I have no problem going from bad at dueling to tier 1 dueler but that thickening of the wall is just boring. Let us do some accelerates flurries and camera manipulations just taking all that stuff out because desync lel is very uninteresting game play.

The worst part is the zerginess in team fights that’s why I’m crying foul now. I said to sv do what you want with 1v1s but don’t hurt team fights and this slow speed turn cap needs improvements.
 
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Ministro

Active member
Dec 3, 2020
164
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As for the skill floor and skill ceiling.

I see it more as there as a skill wall where you guys might say the ceiling exists. This won’t apply to everyone or the top duellers, but due to the defensive nature you need to be really creative to break a parry and I can guarantee you 99% of players will not possess the skills to break a half decent parried.

This was already the case when speed and attacks were quicker and you could camera manipulate more. That wall was already too thick and it got thicker.

Overall It works just great for me in duels I have no problem going from bad at dueling to tier 1 dueler but that thickening of the wall is just boring. Let us do some accelerates flurries and camera manipulations just taking all that stuff out because desync lel is very uninteresting game play.

The worst part is the zerginess in team fights that’s why I’m crying foul now. I said to sv do what you want with 1v1s but don’t hurt team fights and this slow speed turn cap needs improvements.

kicks, shield bashes, and heavy hammers messing up blocks with a stun-like block delay, and chip damage, would be fun. I'd say the walk/feint thing too, but at this speed I got nowhere with it, and gave it up.