cRPG

cRPG => General Discussion => Topic started by: Teeth on August 11, 2012, 05:36:45 pm

Title: Mod is choppy
Post by: Teeth on August 11, 2012, 05:36:45 pm
choppy = dead

Compare duelling on Native to duelling on cRPG. There is an enormous difference in smoothness even though I am running both with 123 fps consistently, maybe this is just me but I doubt it. Ofcourse Native duelling has its own problems, but as far as smoothness goes it definitely beats cRPG. Everything in cRPG feels really dodgy and unresponsive.

Gameplay smoothness should be high priority, cause the gameplay is probably why most of us are still here. Maybe all these added scripts and whatever it is the devs do under the hood is making the base gameplay less stable and smooth? If it was up to me I would rather play duel without points for example than sluggish duel with points.

Then there is another issue I have. Animations do not always fully match the hits they do. I mean that you get hit before or after you see the enemy hitting you. This happens to all kinds of attacks, but I can mostly blame this on lagging or server hiccups. Stabs though, in whatever form they come, seem to do this a lot since the new stab hit detection thingy. It hits you early, very early. Try to chamber a 2h exactly when you see your weapon hitting the incoming 2h. This used to be rather easy and reliable, now its kind of a gamble, cause you can't really trust the visual cue anymore.

Guess my main goal with this thread is to ask the devs to not forget the gameplay we all love and that they should make sure it works smoothly above any semi-useless stuff, cause it is a rather vital part to my and I hope other's enjoyment of the game.
Title: Re: Mod is choppy
Post by: gazda on August 11, 2012, 05:43:27 pm
only difference i can notice is that everything is faster in native (which doesnt mean smoother)
Title: Re: Mod is choppy
Post by: _GTX_ on August 11, 2012, 05:46:11 pm
(click to show/hide)

I see alot of people chambering my stabs, even when i delay em.
Title: Re: Mod is choppy
Post by: Elindor on August 11, 2012, 06:30:55 pm
I agree Teeth, especially lately...feels choppy and things get slightly "sticky" or "stuck" here and there.  Also, sometimes get hit before I see the swing come....it often now feels like im playing with 100+ ping but im at 50 (which my ping before the last patch was like 42, not sure what happened).

Not sure what is causing this.
Title: Re: Mod is choppy
Post by: Rhekimos on August 11, 2012, 06:35:02 pm
+1, this is definitely something worth paying attention to.
Title: Re: Mod is choppy
Post by: The_Bloody_Nine on August 11, 2012, 07:23:45 pm
just testet and confirmed, native duel feels a lot smoother (hate it still).
Title: Re: Mod is choppy
Post by: Turkhammer on August 11, 2012, 08:08:56 pm
I've noticed it on battle and siege also.  It's kind of a stickiness, when you stab someone, you think you missed but then the result comes a half second later.
Title: Re: Mod is choppy
Post by: Angantyr on August 11, 2012, 08:29:20 pm
Definitely, been thinking alot about this lately and I'm glad others feel the same way, I have been quite afraid that my favourite module would change too much of the gameplay I have fallen in love with in the MB series by attempting to add too much polish to core mechanics.

Perhaps it is due to the new turn rate, decreased hitbox size for overheads and stabs (or whatever was changed here besides the 2h animation, feels like the hitboxes have become smaller..), or perhaps the new armor bouncing. Mostly I think it is due to the turning rate, as I remember the same restricted feeling back when TW tried it in beta.

I understand for balance's sake many of these changes but to be frank it has (to me at least) slightly decreased the overall fun which is the fluidness and general responsiveness of combat. Not saying it was perfect before, and was undoubtedly less 'natural' (though I hesitate to use that that word in a gaming context I hope you know what I mean), but an attack like the stab has really become odd and I don't think it's just because I recently retired because I played with it a good while before that; sometimes it connects too early or too late (despite good ping and fps) and other times you aim right at an opponent and it just doesn't connect or it glances off strangely. Perhaps these things have just been taken a tad too far in what is otherwise the right direction.
Title: Re: Mod is choppy
Post by: Gricks on August 11, 2012, 08:36:01 pm
Probably has something to do with the widespread ping increase since the last few server patches. Getting ~20 ping higher on official servers last few weeks, and I've done everything on my end to fix the problem.
Title: Re: Mod is choppy
Post by: Sandersson Jankins on August 11, 2012, 08:40:03 pm
I've noticed it as well. It's quite fine when you're in battle and the primary method of engagement is not dueling, but rather sneaky hits and ganks. However, when I am in a 1v1 situation, I find that I cannot fight as effectively as I could previously. It just feels...off, I guess. I've had 40-50 ping ever since I've started playing the mod, and my ping has not increased once. I'm also not an authority or and expert on anything in cRPG, so I could not begin to tell anyone what exactly is wrong. It just feels off.
Title: Re: Mod is choppy
Post by: Torost on August 11, 2012, 08:45:27 pm
I use the visual stagger as confirmation of hit when I play my archer.nosound.
It seems abit off, on longshots im thinking damn I missed that.. and 1 sec later.. hey someone else hit him.....no I hit him.. hmmmm

I might be wrong in this, just feels something is off..
Title: Re: Mod is choppy
Post by: XyNox on August 11, 2012, 10:39:11 pm
I have to agree here.

It sound like generic whining but it really gets worse every patch. Especially archery feel absolutey off for me.

At first I thought it wouldnt last long but as far as I remember this is going on for months now. Some time ago bugs occured just every now and then, but now it seems the occurence of bugs determine the outcome of a fight more every day. I log into a game just to shoot though people, getting killed through a block, walking through other players who then kill from "inside", even fall through solid objects lately, getting hit half a second before the swing animation shows up (if it even shows up at all), get hit by attacks which are definitly not in range and so on.

I know that devs working on this mod is a service, not a right. But wouldnt it be lovely to get the existing things to work before adding new stuff ?
Title: Re: Mod is choppy
Post by: Elindor on August 11, 2012, 11:21:50 pm
Huh, was afraid this "off" feeling was just me....glad its not.
Title: Re: Mod is choppy
Post by: LastKaze on August 11, 2012, 11:22:14 pm
Choppy, and the hitboxes need reanimating.
Title: Re: Mod is choppy
Post by: San on August 11, 2012, 11:44:32 pm
Only thing that gets me is when animations randomly speed up. It's been like that for a long time now, so I'm not sure if that's the same thing.
Title: Re: Mod is choppy
Post by: cmp on August 11, 2012, 11:51:19 pm
Choppy, and the hitboxes need reanimating.

Agree, but first the collision meshes need rerigging and the shaders need rescaling.
Title: Re: Mod is choppy
Post by: peter_afca7 on August 11, 2012, 11:53:57 pm
omg always 2H but never the FASTED WEAPON IN GAME ONE HANDED!
Title: Re: Mod is choppy
Post by: Riddaren on August 12, 2012, 12:18:25 am
There is no difference.
Title: Re: Mod is choppy
Post by: bilwit on August 12, 2012, 12:27:36 am
Choppy, and the hitboxes need reanimating.

This made my brain twitch.
Title: Re: Mod is choppy
Post by: Rhaelys on August 12, 2012, 12:42:16 am
I've noticed that I can't kick immediately after I swing. This is troublesome for me in duels because I'll swing, try to kick, end up standing in place for one second, and probably get smacked with a counter attack while I'm confused.

I'm using the same timings, so there's no difference in my execution. I haven't moved locations, so my ping should still be the same as before.

But definitely agree that cRPG feels choppy, which is a completely different issue from cRPG feeling slow.
Title: Re: Mod is choppy
Post by: SixThumbs on August 12, 2012, 02:57:34 am
On certain instances I have tried to attack immediately after blocking and I stand there like a dolt thinking it ended up like another occurrence where you don't see the attack until later and then I'm caught off guard because my cadence was broken.
Title: Re: Mod is choppy
Post by: Zerran on August 12, 2012, 06:02:14 am
The one thing that happens consistently for me is the overhead hit-box seems to be COMPLETELY off from where the weapon is. Many many times since the turn speed nerf I've done a perfect overhead into an enemy's head, to have it either miss completely or hit my ally on the side. For the short time NA2 didn't have the turn speed nerf recently for whatever reason, the hit-box on my overheads was working perfectly.
Title: Re: Mod is choppy
Post by: Tibe on August 12, 2012, 06:07:18 am
Blocking a sidehit with a downblock animation always cracks me up.
Title: Re: Mod is choppy
Post by: Visconti on August 12, 2012, 06:47:03 am
Definitely feels very choppy and sluggish, i thought maybe my mouse was just dieing, or that i was lagging, but if other people are feeling the same thing....
Title: Re: Mod is choppy
Post by: korppis on August 12, 2012, 08:39:02 am
And don't forget the rubberband either, those happen fairly often and it's pretty new feature.
Title: Re: Mod is choppy
Post by: Gimest on August 12, 2012, 10:55:50 am
On certain instances I have tried to attack immediately after blocking and I stand there like a dolt thinking it ended up like another occurrence where you don't see the attack until later and then I'm caught off guard because my cadence was broken.

This fucking thing is happening to me alot too, u can move but u just cant attack for some fucking odd reason, no matter how you push the left mouse putton it just wont swing O.o
Title: Re: Mod is choppy
Post by: Sarpton on August 12, 2012, 12:52:13 pm
I agree Teeth, especially lately...feels choppy and things get slightly "sticky" or "stuck" here and there.  Also, sometimes get hit before I see the swing come....it often now feels like im playing with 100+ ping but im at 50 (which my ping before the last patch was like 42, not sure what happened).

Not sure what is causing this.

I have been saying the exact same thing all week.
Title: Re: Mod is choppy
Post by: Teeth on August 12, 2012, 01:26:52 pm
Blocking a sidehit with a downblock animation always cracks me up.
Or the classic that I do an overhead chamber and I do a leftswing as the return swing. Chambering stabs with leftswings like a boss.
Title: Re: Mod is choppy
Post by: Vibe on August 12, 2012, 04:39:01 pm
I've been crying about this since forever. Native is much much smoother. Like I said, feels like all the controls had delay or something.
Title: Re: Mod is choppy
Post by: Butan on August 12, 2012, 05:10:05 pm
Or the classic that I do an overhead chamber and I do a leftswing as the return swing. Chambering stabs with leftswings like a boss.


I think with proper foot positioning you can chamber block a front hit (stab/OH) with a side swing, no?
Just checking with you, I think I saw it in a video. Never though about trying it.
Title: Re: Mod is choppy
Post by: Teeth on August 12, 2012, 06:05:45 pm

I think with proper foot positioning you can chamber block a front hit (stab/OH) with a side swing, no?
Just checking with you, I think I saw it in a video. Never though about trying it.
I don't think so, think its just a matter of packet loss and the wrong attack direction being interpreted by the server or wrong one displayed by clientside.