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
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