Suggestion - Tweak to the current ping based swing delay system

barcode

Well-known member
Jun 2, 2020
370
352
63
the added delay to releasing swings just feels bad. when you hit block, you block more or less instantly (on the client screen) and feels very responsive. i understand theres some ping time to send that to the server before its truly 'active' but .. thats the reality of it. if you hit block and it waited for your packets to hit the server before your client started to block it would lose that responsive feel.

so why is there this delay to release an attack? my understanding is the extra delay is there to normalize ping times so people will have some chance to block the attack no matter the ping disparity (within reason of course). if thats the case, why not instead move this extra delay to the *charge time* rather than at the release.

so instead of adding this back-and-forth that happens at the time of release, have it happen at the *start* of the charge. the client can estimate the amount of extra delay, and the server can send back confirmation of the exact delay needed. this added delay will be added to the charge time of the weaopn. its essentially the same added time but since it happens at the charge time, the release can be instant and have that same responsive feel as blocking does. if the client knows what counts as 'charge time' and 'extra delay' time, it should be able to manage when to stop the charge drain on stamina during the delay time as well, so it works exactly the same as before.

@Sebastian Persson please consider this as an alternative to the sluggish attacks we have now.

-barcode
 

Slammington Unchained

Active member
May 28, 2020
345
188
43
the added delay to releasing swings just feels bad. when you hit block, you block more or less instantly (on the client screen) and feels very responsive. i understand theres some ping time to send that to the server before its truly 'active' but .. thats the reality of it. if you hit block and it waited for your packets to hit the server before your client started to block it would lose that responsive feel.

so why is there this delay to release an attack? my understanding is the extra delay is there to normalize ping times so people will have some chance to block the attack no matter the ping disparity (within reason of course). if thats the case, why not instead move this extra delay to the *charge time* rather than at the release.

so instead of adding this back-and-forth that happens at the time of release, have it happen at the *start* of the charge. the client can estimate the amount of extra delay, and the server can send back confirmation of the exact delay needed. this added delay will be added to the charge time of the weaopn. its essentially the same added time but since it happens at the charge time, the release can be instant and have that same responsive feel as blocking does. if the client knows what counts as 'charge time' and 'extra delay' time, it should be able to manage when to stop the charge drain on stamina during the delay time as well, so it works exactly the same as before.

@Sebastian Persson please consider this as an alternative to the sluggish attacks we have now.

-barcode
Better yet, why not have a system where attacks and blocks have no delay, but attacks and blocks register based off the ping/moment packets are received at the server?

-Slammington Unchained
 

Rhias

Well-known member
May 28, 2020
1,142
1,330
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so why is there this delay to release an attack? my understanding is the extra delay is there to normalize ping times so people will have some chance to block the attack no matter the ping disparity (within reason of course). if thats the case, why not instead move this extra delay to the *charge time* rather than at the release.

It's one reason of it, but not the only one.

Changing it the way you suggested would break another core mechanic -> parry being faster than a normal attack.

Person A charages the hit, and releases it instantly. In this time Person A can already charge the next hit.
Person B would need to wait until the release reaches the server and the parry is triggered on his site.
So Person A finishes it's second normal attack before person B is able to finish it's parry.
 

barcode

Well-known member
Jun 2, 2020
370
352
63
It's one reason of it, but not the only one.

Changing it the way you suggested would break another core mechanic -> parry being faster than a normal attack.

Person A charages the hit, and releases it instantly. In this time Person A can already charge the next hit.
Person B would need to wait until the release reaches the server and the parry is triggered on his site.
So Person A finishes it's second normal attack before person B is able to finish it's parry.
if thats the case, then a ping based delay could also be added as a wait time after the swing completes before the next swing can begin. point being, being able to have the swing release immediately would feel infinitely better than the current delayed release we have now. i *really* think some way of having swings release immediately should be looked into as it would help gameplay feel so much better

-barcode
 

WesleySnipes

Member
Jul 8, 2020
30
7
8
The swing delay was a good attempt, but it just favors the faster ping since they usually don't have to suffer as much as someone with higher ping. It's like putting a band-aid on a gushing wound. People from different regions will never be on fair footing with the region the server is hosted on. No guano.
 

ElPerro

Well-known member
Jun 9, 2020
698
788
93
When did people ever care about high ping in mo 1 other than the occasional carnage meme
Yeah the real issue was players having 400+ ping spikes, but this blanket nerf is affecting anyone with 100+ ping is a bit too much. If they really dont want an NA server this is just gonna make matters worse when EU kids can parry everything AND hit you with the speed of light.

They should just make it a curve and really start slowing down swings when your pings goes higher than 300-350 IMO
 

ElPerro

Well-known member
Jun 9, 2020
698
788
93
The swing delay was a good attempt, but it just favors the faster ping since they usually don't have to suffer as much as someone with higher ping. It's like putting a band-aid on a gushing wound. People from different regions will never be on fair footing with the region the server is hosted on. No guano.
It is guano actually
 

Teknique

Well-known member
Jun 15, 2020
1,757
1,358
113
Yeah the real issue was players having 400+ ping spikes, but this blanket nerf is affecting anyone with 100+ ping is a bit too much. If they really dont want an NA server this is just gonna make matters worse when EU kids can parry everything AND hit you with the speed of light.

They should just make it a curve and really start slowing down swings when your pings goes higher than 300-350 IMO
I don't really understand any of the networking side of it. You had the worst lag though i've seen out of anyone by a country mile worse than asian's. You might like the game more when you fix whatever was causing that.

Also welcome to the last 10 years for NA, hope you got some flicks and thunderbangs ready xD
 

bubbles

Member
Jul 1, 2020
42
26
18
The hit is calculated on the client that release the swing. Block or parry is calculated on server
After a successful parry, if you swing instantly, you don't counter/riposte. Is it because to counter you need to wait until the server confirms your parry? It feels super awkward right now
 

Sebastian Persson

Lead Programmer
Staff member
May 27, 2020
85
216
33
40
Sweden
After a successful parry, if you swing instantly, you don't counter/riposte. Is it because to counter you need to wait until the server confirms your parry? It feels super awkward right now
That sounds like a bug. The time it takes för the server to send you the info that you counter is definitly shorter than a swing