cRPG

cRPG => General Discussion => Topic started by: Tydeus on July 29, 2013, 09:07:15 pm

Title: Possible Polearm Overhead Sweetspot Fix
Post by: Tydeus on July 29, 2013, 09:07:15 pm
We've decided to give the community another opportunity to weigh in on possible gameplay changes, which there are currently two of. But first I'd like to direct your attention to the polearm left-to-right release animation. Were you aware that it was somehow altered? Could you see or feel anything different about it? If so, how do you feel about it? Your response to that should directly affect your response to what lies at the heart of this post.

Right now two-handers require 53.33 % of their (edit: Overhead) release animation's progression to reach a spot capable of hitting a person in front of you. The disgusting thing, is that the polearm animation takes nearly 20% longer than that, and that's assuming two weapons of identical speeds. My proposal is to lessen that gap in the same way I lessened the gap for the polearm left-to-right swing. This would be proposal #1.

Proposal #2 (Credit goes entirely to Urist for this one), is to change the sweetspot for all overheads so that they do 0 damage to players behind you. That is, it still connects with the player and keeps you from hitting someone in front, but you won't be doing full damage to a person behind you simply because of poor implementation by TW.

The first proposal would clearly have a major affect on bi-directional polearms and, if implemented, we would keep a close eye on the effects. It's worth mentioning here though, that the thrusts of such weapons are the most deadly aspects. Rather than making them more deadly(increasing their maximum damage output or likelihood of landing a hit) this only gives them more utility, or easier access to a tool that has always existed. Bi-Directional weapons aren't where they should be, but simply increasing their speed across the board would be the wrong way to address the issue as I don't believe the thrust attacks need such a thing. For these weapons, this fix pinpoints exactly what I see the problem as being, and then addresses the issue.

Update: Decided to go ahead and put my 1h thrust animation fix in as well. This will take a very slight bit of getting used to, but it will allow you to use the full length of the thrust. Before my fix(what we currently have on the servers), by the time the 1h thrust was all the way extended, you would have already left the sweet spot and would now only be doing 50% damage. This is why the 1h thrust was so poor. When I was testing, after I got used to it (took about 10 seconds), it felt really good. This is one of those things where even though the "frame data" shows 1h thrust as having something like +40 range, in practice it was more like +10 because anything after that falls outside the sweet spot.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Malaclypse on July 29, 2013, 09:12:27 pm
I have to say that although I've used polearms quite a bit, and I knew about the change, I didn't really notice any greater effectiveness or difference in the kleft to right swing. Can only approved, yes to both suggestions.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Paul on July 29, 2013, 09:12:44 pm
Proposal 2 is none. I already committed that change because I think it is a good one. Unless one of the overlords intervenes it stays.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Haboe on July 29, 2013, 09:13:25 pm
Yes to both, polearm left to right used to be pretty crappy if not completely useless.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Rhaelys on July 29, 2013, 09:15:36 pm
I'm glad to see that polearm animations are being improved. Even though I rage-specced to scum 2H, I can say that the left-to-right polearm swing change was very welcome while I was still polearm and I cannot fathom that the proposed polearm overhead fix would be bad for the mod in any way.

And if you are calling for Tydeus' head, I direct your attention to the English Bill and Swiss Halberd, two polearms that are currently complete shit.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Necrorave on July 29, 2013, 09:20:06 pm
Buff Long Voulge.

(click to show/hide)
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: karasu on July 29, 2013, 09:33:36 pm
visitors can't see pics , please register or login



This would mean to some extra "fluidity" of polearm movements instead of the usual spasm-like swings.

Would it be possible to also edit the way polearms are held? The switched grab on the right-to-left swing is so silly. :F
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Panos_ on July 29, 2013, 09:44:48 pm
Can you fix the lolstab aswell??
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: karasu on July 29, 2013, 09:49:09 pm
lolstab is something typical from 2h, the serpent movement around everything.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Panos_ on July 29, 2013, 09:50:56 pm
lolstab is something typical from 2h, the serpent movement around everything.

yeah but it`s getting tiring to see everything else getting fixed but still letting the most retarded animation unfixed/untouched.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: San on July 29, 2013, 09:51:13 pm
Sure. The overheads for polearms aren't so great.

Any way to fix 100+ length 1hers' overheads from bouncing on the ground so much?
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Swaggart on July 29, 2013, 10:04:26 pm
Why not fix all overheads so they don't get stuck on something behind them? It's really annoying, especially if you have a two directional weapon to be left open to attack simply because someone stood a little to close behind you, which is 99.9% of the time out of your control.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Phew on July 29, 2013, 10:05:07 pm
Seems good to me. The crappiest animations have always been (in no particular order):
-Polearm left swing
-Polearm overhead
-1h right swing
-1h thrust

This appears to address the first two; how about the last two? Specifically, 1h thrust shouldn't glance so readily at short-medium range, and its hitbox is somewhere about a foot to the right of the actual animation. 1h right swing has a huge delay and glances on anyone much past your 1 o'clock.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Tydeus on July 29, 2013, 10:05:46 pm
Can you fix the lolstab aswell??
I noticed today that the 2h thrust is vastly different than the other thrusts with how TW chose to implement it. It doesn't have an actual ready animation nor a continue animation(The animation that gets played after an attack if you don't press any keys). Not only that, but the total frame length is much, much shorter than the other animations.

I'll be analyzing the differences more closely in the future to try and figure out if the animation itself is what causes the QQ. In all honesty though, I find myself in doubt.

Sure. The overheads for polearms aren't so great.

Any way to fix 100+ length 1hers' overheads from bouncing on the ground so much?
Yes, but I'm not sure the change would result solely in desirable consequences.

Seems good to me. The crappiest animations have always been (in no particular order):
-Polearm left swing
-Polearm overhead
-1h right swing
-1h thrust

This seems to address the first two; how about the last two?
I have an idea for a very subtle fix to the 1h right swing. Again, thrusts as a whole are much, much more complicated.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Phew on July 29, 2013, 10:13:49 pm
Again, thrusts as a whole are much, much more complicated.

Can you tweak the sweetspot variable so it peaks at a shorter distance for 1h thrust? Nothing like stabbing someone in facehug range with a short sword (it glances...) then they point blank lolstab you with a greatsword for full damage.

Tydeus, glad to see you looking more closely at the animations. cmp has always made posts indicating that animation sweetspots are the same for all three weapon types, when gameplay obviously refutes that.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Tydeus on July 29, 2013, 10:26:04 pm
Tydeus, glad to see you looking more closely at the animations. cmp has always made posts indicating that animation sweetspots are the same for all three weapon types, when gameplay obviously refutes that.
He's right though, any differences come from the animations themselves and tricks of the eye, not from code.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Elindor on July 29, 2013, 10:27:32 pm
Why not fix all overheads...


I'm pretty sure Tydeus's post suggests a change to ALL overheads.
Quote
"Proposal #2 ... is to change the sweetspot for all overheads so that they do 0 damage to players behind you."
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Elindor on July 29, 2013, 10:30:37 pm
...any differences come from the animations themselves and tricks of the eye, not from code.

I often feel one of my weaknesses is that I play off of what visually looks correct to me, rather than what is technically possible in the system :(
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: San on July 29, 2013, 10:31:34 pm
(about 1h overheads bouncing for 100+ length)
Yes, but I'm not sure the change would result solely in desirable consequences.

That sounds unfortunate, mostly the last 5%, since 98-100 length overheads bounce sometimes, and ~102+ bounce almost every time. Just wanted to bring it a little more attention compared to other more known issues. This is completely anecdotal, but shorter 1h's overheads feel like they hit sooner than the longer ones..
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Swaggart on July 29, 2013, 10:34:54 pm

I'm pretty sure Tydeus's post suggests a change to ALL overheads.

I'm talking about having them not get stuck on the person behind you, not just doing no damage.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Elindor on July 29, 2013, 10:48:27 pm
I'm talking about having them not get stuck on the person behind you, not just doing no damage.

Oh...I would love that too lol...but as unfortunate as it is, it's kinda realistic :(
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Tydeus on July 29, 2013, 10:51:42 pm
(about 1h overheads bouncing for 100+ length)
That sounds unfortunate, mostly the last 5%, since 98-100 length overheads bounce sometimes, and ~102+ bounce almost every time. Just wanted to bring it a little more attention compared to other more known issues. This is completely anecdotal, but shorter 1h's overheads feel like they hit sooner than the longer ones..
Unlike 2h and polearm overheads that result in the weapon ending at something like -30 degrees, the 1h release animation ends with the weapon pointing straight down, this is why the weapon can bounce. The fix here, would be to rotate the wrists at the later parts of the animation so that it ends at -45 to -60 degrees. Sadly, this could be enough to cause the overhead to "bounce hit" a player like the 2h overhead does. Interestingly, the fix for the 2h overhead bounce that hits opponents(the bounce that hits players is in the animation itself, not caused by connecting with the ground) is to rotate the wrists/swing arc so that it's more circular, ending in a -45 to -60 degree range.

I'm not sure that a sweet spot between the two exists, maybe for 1h as they're shorter, but likely not for 2h. You'll either hang at the end of the animation(truncating the hang results in faster spamming of overheads), or you'll bounce on the ground.

I looked at the 1h overhead to see if it was possible the longer 1hers hit sooner, but I don't think this can be the case at all. The only explanation would be that an opponent comes into range of your weapon at a later frame by either you or your opponent moving into the swing. So for 2 stationary opponents, both weapons(long and short) would always connect at exactly the same frame.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Phew on July 29, 2013, 10:54:50 pm
He's right though, any differences come from the animations themselves and tricks of the eye, not from code.

It must be a semantics issue. For instance, take a character with the same wpf in each weapon type, go on duel server, and have someone in medium-ish armor stand at about your 2 o'clock. Equip a Heavy Bastard sword (105 length, 36 cut), and execute a right swing. It connects.

Without either of you moving, equip a +3 Arabian Cavalry Sword (same 105 length, 36 cut), and execute a right swing. It glances.

To me, I'd say those two weapons have different sweetspots, because attacking an enemy in the exact same relative location has two different outcomes. You and cmp would say they have the same sweetspots, just different animations. All I know is that the 1h glances and the 2h doesn't (i.e. 2 o'clock is a sweet spot for 2h right swing but not 1h right swing).
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: [ptx] on July 29, 2013, 10:59:35 pm
I didn't really play much with four-directional polearms before, but i've tried them now and both swings now feel as easy as 2h sideswings. Was playing pretty much the same way as i might play 2h. Might be placebo, might be not.

1h thrust does need some tweaking. Have been playing with a MW LEE on my 1h alt, it's super frustrating whenever you're trying to stab a target that is moving to the sides - either you miss completely or you fail to get a good hit and glance. It's quite a bit harder to aim than pole or 2h thrust and you've got a much shorter time to do so as well. I've found that a lot of it is because the hitbox is pretty much above the right shoulder and somehow falls short of the center of the screen, which makes aiming it at a close, moving target rather unintuitive and difficult.
A side effect is that it is easier to stab a teammate directly to your right than an enemy slightly to your left.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: CrazyCracka420 on July 29, 2013, 11:12:09 pm
Phew is right about 1h thrust, I've killed teammates who were clearly a foot or 2 (or even close to 3) to the right of my thrust.  Like literally not even close to where the animation is showing my thrust.  Which is very odd considering I never glance when I thrust someone who's way off to my right (usually teammates) but I glance pretty often any time I try to line up a normal thrust on an enemy...maybe I should start thrusting at enemies when they are to my right :D
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Swaggart on July 29, 2013, 11:32:27 pm
Oh...I would love that too lol...but as unfortunate as it is, it's kinda realistic :(

About as realistic as putting your weapon through the wall on the back swing.

But since my request was ignored for admittedly being off topic, why not just reduce the amount that the weapon is brought back. Right now its practically parallel with the floor when brought back for an overhead, why not reduce the distance the weapon is brought back on back swing animation so that its on part with the 2H overhead in terms of hitting the sweet spot? This would also make it more easier to use in a group clusterfuck.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Tydeus on July 29, 2013, 11:37:13 pm
About as realistic as putting your weapon through the wall on the back swing.

But since my request was ignored for admittedly being off topic, why not just reduce the amount that the weapon is brought back. Right now its practically parallel with the floor when brought back for an overhead, why not reduce the distance the weapon is brought back on back swing animation so that its on part with the 2H overhead in terms of hitting the sweet spot? This would also make it more easier to use in a group clusterfuck.
I didn't reply because it's not something I can do. It's not even something Urist can do I imagine. I'm quite certain this would require cmp and a significant amount of work with WSE2.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Swaggart on July 29, 2013, 11:38:23 pm
Fair enough.

What about reducing the length of the back swing animation? Same problem?
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Nehvar on July 30, 2013, 12:04:19 am
I'd rather the polearm backswings do triple damage to teammates.  Those ass-huggers deserve to die.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Tydeus on July 30, 2013, 01:20:35 am
Fair enough.

What about reducing the length of the back swing animation? Same problem?
If I understand you correctly, yes that's something I could do. Is it on the table though? Probably not. At least not in such a way that would have any impacts on gameplay. It sucks sometimes, but it's an important part of item balance between long and short weapons.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Jona on July 30, 2013, 02:12:49 am
I noticed today that the 2h thrust is vastly different than the other thrusts with how TW chose to implement it. It doesn't have an actual ready animation nor a continue animation(The animation that gets played after an attack if you don't press any keys). Not only that, but the total frame length is much, much shorter than the other animations.

I'll be analyzing the differences more closely in the future to try and figure out if the animation itself is what causes the QQ. In all honesty though, I find myself in doubt.

From what I have observed, as both playing as a 2h lolstabber and being on the receiving end, is that the lolstab gets its name from 3 key problem areas:

Now I will be honest, none of this is scientific, and most of the supposed facts (on range modifiers) I have heard from other players. I don't have your job so I have no access to such information. Sorry if any of this is wrong, but it all seems pretty true to me when playing.

Also, on the topic of other weapon stabs... I have noticed if anyone is standing to my right when I stab with a polearm, I almost always hit them instead of someone directly in front of me. The range for this is about 2-3 feet to the side. Needless to say, this is almost always a teammate, leading to many unintentional, and frustrating teamwounds.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Tydeus on July 30, 2013, 02:54:48 am
I should probably have clarified. Even though the animation is short and doesn't have real ready/continue animations, they're still simulated by the engine. Furthermore, you can have a 100 frame animation and a 10 frame animation be every bit as "fast" as each other because you're able to set how long each animation plays for. So you can have both animations play for 1 second, and even though one of the two animations only had 10 frames, the engine is able to interpolate the appropriate points between frames 1 and 2, 2 and 3, 3 and 4, etc.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: dreadnok on July 30, 2013, 04:56:11 am
1h overhead sucks dick too
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Kelugarn on July 30, 2013, 05:09:33 am
I've noticed the right swing change and I LOVE it, please keep tweaking the polearm animations.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Tydeus on July 30, 2013, 05:15:04 am
I've noticed the right swing change and I LOVE it, please keep tweaking the polearm animations.
Yes, the right swing. That's correct.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Zlisch_The_Butcher on July 30, 2013, 05:50:32 am
The crappiest animations have always been (in no particular order):
-Polearm left swing
-Polearm overhead
-1h right swing
-1h thrust

lol, this can't be serious...
Tydeus please don't edit the 1h rightswing, it is probably the best 1h animation atm and certainly doesn't need any buffs.
Also Panos stop the lolstab bullshit please, get over it, besides a few weapons in each class the game is fairly balanced atm.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Tydeus on July 30, 2013, 06:13:06 am
Personally I love the 1h right swing, and part of the reason why that is, is because it has personality. It's a specialized animation that excels at reach but has a seemingly odd sweetspot. I don't want to take that away from it, but there is room for improvement. Regardless, there would be a thread like this first.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Rhaelys on July 30, 2013, 06:13:22 am
I've noticed the right swing change and I LOVE it, please keep tweaking the polearm animations.

Yes, the right swing. That's correct.

I can't stand people who use "left swing" and "right swing" to refer to the same attack.

PEOPLE.

STOP.

BEING.

LAZY.


Use "left-to-right swing" or "right-to-left swing," which leaves zero ambiguity about which attack you are referring to.

(click to show/hide)
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: KingBread on July 30, 2013, 08:29:02 am
I'm only using polearms and i didn't notice much diffrence still right to left seems faster than opposite. Anyway ofc +2 for both proposals
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Tydeus on July 30, 2013, 08:44:36 am
I'm only using polearms and i didn't notice much diffrence still right to left seems faster than opposite. Anyway ofc +2 for both proposals
Right to left is faster for both 2h and polearms, that's intended.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Teeth on July 30, 2013, 10:32:44 am
I don't feel like change 1 is all that important, but it is nice. One advantage of the polearm overhead is that in my opinion it is much easier to aim, due to it cutting an exact straight line over your screen. Change 2 is something I'd love to see happen. When using an English Bill I sometimes lost my chance on valour due to teamhitting people behind me.

And if you are calling for Tydeus' head, I direct your attention to the English Bill and Swiss Halberd, two polearms that are currently complete shit.
With the recent reduction of weight from 4 to 3 on the English Bill it has become a pretty awesome weapon, it doesn't feel underpowered at all, at least to me.

As for the left to right swing change, I doubt I would have noticed anything if I wouldn't have read it, but I have started to use it in clusterfucks and it works a lot better. Much less glancing and better for early hits in the animation.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Byrdi on July 30, 2013, 03:47:25 pm
I have been playing with polearm the whole time and didnt notice anything.

Is this change working on EU_4?
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: RobertOfDrugsley on July 30, 2013, 03:59:46 pm
Use "left-to-right swing" or "right-to-left swing," which leaves zero ambiguity about which attack you are referring to.

So a left-to-right swing is the swing my character makes when I click while moving my mouse from left to right?
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: CrazyCracka420 on July 30, 2013, 04:06:59 pm
Right to left is faster for both 2h and polearms, that's intended.

Wait, what?  I thought right to left swings had the 2nd most length added on (after stabs with 1h/2h or polearm's with a shield equipped, polearms without a shield right to left would be the longest animation).  And I thought left to right swings had the fastest swing on them?
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Prpavi on July 30, 2013, 04:09:11 pm
  And I thought left to right swings had the fastest swing on them?

no, I think they just connect faster.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Tydeus on July 30, 2013, 04:33:30 pm
no, I think they just connect faster.
This. Off the top of my head I believe the 2h right swing enters the sweet spot at about 39% progression through the release animation and the left swing enters at about 44%. Poles are still slower, but only very, slightly.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Phew on July 30, 2013, 04:46:48 pm
This. Off the top of my head I believe the 2h right swing enters the sweet spot at about 39% progression through the release animation and the left swing enters at about 44%. Poles are still slower, but only very, slightly.

Very interesting. Do you have the values for 1h sideswings?
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: KingBread on July 30, 2013, 04:53:16 pm
Right to left is faster for both 2h and polearms, that's intended.
Why it is intended? Reduce the spam? Or just generally FU polearms? 
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Prpavi on July 30, 2013, 05:02:18 pm
Why it is intended? Reduce the spam? Or just generally FU polearms?

Well logically polearms are slower and bigger but deal greater damage (irl) so it would be natural for a greatsword (which was around 2/2.5kg) to connect faster than a much heavier poleaxe/german/bardiche. The sweetspot on the katana for example is only about couple of inches at the top of the blade and Samurai were trained to hit with that part but it was also quite sharp lower on the blade while poleaxe is devastating on the top but if you were to catch somebody only with the handle you would deal less damage than a misshit from a 2her. that's why i think 2h have and should have a bit bigger sweetspots and faster animations. I play polearms btw.

Not really fair to compare 2h and polearms imo but somehow people always do.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Elindor on July 30, 2013, 05:14:23 pm
From what I've seen, people refer to LEFT SWING or RIGHT SWING based on the side of the body that the swing is held on before release of the attack.

LEFT SWING = weapon is held across the player's body on their left side, releases from their left to their right
RIGHT SWING = weapon is held on the right side of the player, releases from their right to their left
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Tydeus on July 30, 2013, 05:19:07 pm
All weapon types have the same sweet spots and this can't be changed without wse2. In native, poles have slower hitting animations and since it's not always so easy to keep things absolutely dead even (not all animations were created equally) I've been trying not to steer too far away from native. Believe it or not we don't want to get too far away from native combat, we want it to feel the same. This is precisely why no one could really tell what changed with the left swing. The idea has been to change effectiveness without changing the feel or look.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Byrdi on July 30, 2013, 05:54:07 pm
While you are at it; could you have a look at polearm and onehand thrust?

They seem to glance a lot easier at the end of the animation compared to twohanded thrust animation.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Tydeus on July 30, 2013, 05:58:52 pm
While you are at it; could you have a look at polearm and onehand thrust?

They seem to glance a lot easier at the end of the animation compared to twohanded thrust animation.
See the update in the first post. Taking a look at the pole thrust now(which doesn't need as much work, if any).

Edit: Actually, pole thrust really seems fine. The sweet spot is right over the part of the animation where the character is extending his arms forward. If I were to change anything, it would be such a minor change that I myself probably couldn't even notice a difference, and I'd know exactly what to look for.

Edit 2: Overlooked a minor detail initially, going to go ahead and do the same thing with the pole thrust that I did with the 1h thrust. It makes it so that the full extension of the thrust falls within the sweet spot. For poles it's just a few cm, I'd estimate something like an effective 5cm reach more, as opposed to the 20-30 that 1h got (it was really a poor animation for what the sweet spots are).
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Rhaelys on July 30, 2013, 05:59:38 pm
From what I've seen, people refer to LEFT SWING or RIGHT SWING based on the side of the body that the swing is held on before release of the attack.

LEFT SWING = weapon is held across the player's body on their left side, releases from their left to their right
RIGHT SWING = weapon is held on the right side of the player, releases from their right to their left

The problem arises when people refer to swings based on how they initiate the action (i.e. mouse movement).

This is a problem because there are two types of mouse movement (normal and inverted) for dictating attack direction. As the names suggest, you would move your mouse in completely opposite directions to perform the same attack.

I only brought up the issue because a previous poster actually referred to the incorrect attack direction (based on context of what the poster was addressing). Yes, normally "left swing" and "right swing" are taken to mean where the weapon is held relative to the body, but when people start referring to the opposite direction because they're going by how they move their mouse, then the only solution is to be as specific as possible. Rereading the post just makes me think that that poster had no idea what he was talking about.

Apologies for the side-bar.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: MrPink44 on July 30, 2013, 06:09:58 pm
Appreciate the work Tydeus, seems like you are getting into some of the heart of the game's issues rather than coding in donkey mounts and flaming katana's. So far things seem to be working better. I'd like to see that 1h thrust fix so I can try 1h again.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Kafein on July 31, 2013, 12:03:40 am
I say, implement proposal 2 for every weapon type and every swing direction. End the hiltslashing madness !
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Tydeus on July 31, 2013, 12:55:15 am
I say, implement proposal 2 for every weapon type and every swing direction. End the hiltslashing madness !
Wouldn't affect hilt slashing, you may turn into the swings but they're still somewhat in front of you.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Kaelaen on July 31, 2013, 01:15:21 am
The problem arises when people refer to swings based on how they initiate the action (i.e. mouse movement).

This is a problem because there are two types of mouse movement (normal and inverted) for dictating attack direction. As the names suggest, you would move your mouse in completely opposite directions to perform the same attack.

I only brought up the issue because a previous poster actually referred to the incorrect attack direction (based on context of what the poster was addressing). Yes, normally "left swing" and "right swing" are taken to mean where the weapon is held relative to the body, but when people start referring to the opposite direction because they're going by how they move their mouse, then the only solution is to be as specific as possible. Rereading the post just makes me think that that poster had no idea what he was talking about.

Apologies for the side-bar.

I would like to add Cyranule as an example to this explanation, since he's an example of someone who uses inverted mouse attack directions.  To him if you described flicking your mouse to the left to do a left swing he'd be confused, because to him what you're describing is a right swing assuming you're not using inverted attack directions.  To him at least, the direction the attack is going is how you describe your attack, not the direction it's initiated.

Basically sure most people will know what you're talking about, but there's always those people who's brains work backwards to worry about.  Oh god, am I endorsing political correctness?  fml.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Dan lol on July 31, 2013, 01:22:05 am
If one way is normal and the other is described as inverted, then there is definitely a standard to what you should be calling them
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Haboe on July 31, 2013, 01:42:13 am
Curious to 2h trust sweetspot compared to 1h and pole. Got anything interesting for us there?
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: MURDERTRON on July 31, 2013, 08:10:27 am
Tydeus, is there any way you can tone down some of the ridiculous pike/long spear shit, while improving the stabs on other pole arms?
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Tydeus on July 31, 2013, 08:29:25 am
Tydeus, is there any way you can tone down some of the ridiculous pike/long spear shit, while improving the stabs on other pole arms?
I don't think so. All I've been doing really, is optimizing the animations for their sweetspots.

Curious to 2h trust sweetspot compared to 1h and pole. Got anything interesting for us there?

There's a lot I could share, but I don't think it's what you're looking for. There's no single thing that makes the 2h thrust better than the others, it's a combination of several factors.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Haboe on July 31, 2013, 11:17:20 am
I don't think so. All I've been doing really, is optimizing the animations for their sweetspots.

There's a lot I could share, but I don't think it's what you're looking for. There's no single thing that makes the 2h thrust better than the others, it's a combination of several factors.

Then give us several factors :P

I know the 2h stab animation is strong, but that can't be the only thing :P
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Necrorave on July 31, 2013, 03:16:55 pm
Update: Decided to go ahead and put my 1h thrust animation fix in as well. This will take a very slight bit of getting used to, but it will allow you to use the full length of the thrust.

You did say you got used to it in about 10 seconds, although could you explain why it may take a bit to get used to?  I assume you may of just meant it will be a bit of a surprise at first, although I just want to make sure.

Also, you were a bit vague on what exactly you changed about the 1h stab.  How much of a change was made to the "Sweet spot"?  (If you can explain it in more detail)
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: BlameMeForTheNoise on July 31, 2013, 03:59:50 pm
Have the polearm stabs been altered recently? They feel weird. I think they go through people sometimes which would have been a hit earlier... But maybe thats just my imagination.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Elindor on July 31, 2013, 04:00:01 pm
Then give us several factors :P

I know the 2h stab animation is strong, but that can't be the only thing :P

They want 2h's head on a plate Tydeus.  They want to show us all how easy 2h is once and for all!  :evil:

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Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Prpavi on July 31, 2013, 04:02:50 pm
Have the polearm stabs been altered recently? They feel weird. I think they go through people sometimes which would have been a hit earlier... But maybe thats just my imagination.

I believe what you're feeling is turn rate nerf. it does feel different, no more 180 stabs to the face, but still very playable just takes getting used to.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: karasu on July 31, 2013, 04:04:20 pm
Then give us several factors :P

I know the 2h stab animation is strong, but that can't be the only thing :P

Mainly how fluid the animations are. In those terms, the other classes are just crap.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: BlameMeForTheNoise on July 31, 2013, 04:07:16 pm
I believe what you're feeling is turn rate nerf. it does feel different, no more 180 stabs to the face, but still very playable just takes getting used to.

Hey Prpavi, thanks for the anwser. But I do not mean the turnratenerf. I think of something in the last few days, if not yesterday...
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Prpavi on July 31, 2013, 04:14:11 pm
Hey Prpavi, thanks for the anwser. But I do not mean the turnratenerf. I think opf something in the last few days.

Oh, dunno then heaven't been playing last few days and today I'm on my laptop so everything feels shitty hahaha.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Canary on July 31, 2013, 04:58:07 pm
Have the polearm stabs been altered recently? They feel weird. I think they go through people sometimes which would have been a hit earlier... But maybe thats just my imagination.

This sounds very much like a connection issue. Long weapon thrusts in particular fly out the window when latency spikes higher than usual.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Tydeus on July 31, 2013, 05:06:12 pm
You did say you got used to it in about 10 seconds, although could you explain why it may take a bit to get used to?  I assume you may of just meant it will be a bit of a surprise at first, although I just want to make sure.

Also, you were a bit vague on what exactly you changed about the 1h stab.  How much of a change was made to the "Sweet spot"?  (If you can explain it in more detail)
It looks exactly the same, but if you use the appearance of the animation(how far your arm has extended) as an indicator for when to hit your opponent, you'll likely have to spend a little bit getting used to the change.

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That is the sweetspot for all thrusts in crpg, it's paired with a line for how far the arm has extended to its maximum length(in %) for the native 1h thrust animation(what we currently use). Notice anything funny? The sweet spot and the arm extension don't line up at all, they're entirely separate. Not only that, but the point where your arm is fully extended falls completely outside of the sweetspot. This means a perfectly timed 1h thrust will only result in ~60% of the maximum range the animation can provide. So I simply optimized the animation's progression so that the arm starts extending earlier in the animation, allowing you to utilize its full potential. It should "feel" like it doesn't glance as often at max range. The polearm thrust was somewhat like this, too, just not nearly as out of place.

Then give us several factors :P

I know the 2h stab animation is strong, but that can't be the only thing :P
Haboe, you wanted to know specifics, this is one of them. The 2h animation is perfectly progressed so that it falls within the sweetspot at the optimal time. So now, in this area, the thrusts are on an even playing field. Unfortunately, the 2h thrust still originates at head level and from the center of the body. This means that even though you hit outside of the optimal sweet spot, you can still end up doing a fair amount of damage because like the 1h left swing, you're probably going to hit your opponents face without even trying to. And you can't forget, the 2h thrust still has the longest reach gained because of how the character stretches.

Have the polearm stabs been altered recently? They feel weird. I think they go through people sometimes which would have been a hit earlier... But maybe thats just my imagination.
None of the animation optimizations other than the polearm left-to-right swing are live as of this moment.

Edit: I just want to mention that even with native sweetspots, the animation progression still doesn't fit, so this isn't a problem created by cRPG. It was created by TW not giving a shit.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Kenda on July 31, 2013, 05:15:10 pm
I think the change of left to right swing is great, finally feels like I am able to use it without sacrificing much.

Increasing overhead speed on polearms is definitely needed, it's very weak atm compared to the 3 other directions.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Phew on July 31, 2013, 05:24:48 pm
It should "feel" like it doesn't glance as often at max range.

Tydeus, thanks again for looking in such detail at the animations; I feel that this is the most pressing issue in cRPG right now.

Does the 1h thrust change you are currently testing also reduce the chance to glance at low-medium range? Personally, I've always been most annoyed at how poorly short swords thrust at short range, since this situation was their intended purpose, historically. Glancing at max range is less annoying, since I always considered 1.5m+ to be the domain of spears and greatswords, not 1h swords.

The hitbox being waaaaay to the right of the weapon tip for both polearm and 1h thrust is the other huge annoyance, but I imagine that's harder to change.

Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Tydeus on July 31, 2013, 06:23:08 pm
Tydeus, thanks again for looking in such detail at the animations; I feel that this is the most pressing issue in cRPG right now.

Does the 1h thrust change you are currently testing also reduce the chance to glance at low-medium range? Personally, I've always been most annoyed at how poorly short swords thrust at short range, since this situation was their intended purpose, historically. Glancing at max range is less annoying, since I always considered 1.5m+ to be the domain of spears and greatswords, not 1h swords.

The hitbox being waaaaay to the right of the weapon tip for both polearm and 1h thrust is the other huge annoyance, but I imagine that's harder to change.
Doubtful, though there are a few things to be said here. First of all, notice that at the start of the sweetspot, the arm still hasn't extended at all? Take a look at the 1h animation, don't you think it would be impossible to tell, just from looking at the animation, when the sweetspot starts? Now throw active combat into that attempt, it gets even harder. My opinion is that the reason it glanced so often, is that there was no indicator to tell a player when the proper time to hit an opponent was. You have to use tricks like turning into the swing which add a delay to your attack. Tricks like this are often done in fighting games because they make timing things correctly, much easier. So in essence, the thrust glances are caused solely by a mistiming of when you allow your blade to come into contact with an opponent which has been made rather difficult to do due to the animation's progression.

The hitbox thing I believe is also not real. Lets do a quick analysis of weapon positioning and simple geometry. People say both the pole and the 1h thrust animations hit to the right of where the weapon is portrayed as being, to be clear, they don't say this about 2h. Coincidentally 2h also has the only animation that not only doesn't originate from the right side of the body, but stays completely centered throughout.

Now lets bring in lag, assume for a second(because this is actually the case for a moving player) that no one you hit is ever exactly where they appear on your screen. So maybe they're to your right, maybe they're to your left. Keeping in mind that non 2h thrusts originate from the right side of the body, players don't have to be as far left of you as they have to be be right of you to not get hit by a thrust. Bring in psychology to remind us that we tend only to recall important events, as well as occurrences rather than the lack of occurrences; of course the mind will be so ready to think that the hitbox is off center, because you do actually hit more people to your right than to your left! For example, it's possible to hit someone (particularly teammates) standing to your right since that's where the weapon originates from, but anyone to your left is well out of range of the weapon. Furthermore, anyone that is left enough of the thrust to just barely get hit by it, is going to be positioned in front of you on your screen, your mind isn't going to register that as the weapon's hitbox being located to the left, instead you don't even think about it because it appears as though it's properly functional.

Now, it would be possible to change the angle and flow of the thrusts, but I'm not sure that's really such a good idea.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Osiris on July 31, 2013, 07:07:36 pm
nice ideas (and buff elegant poleaxe or make it cheaper :D)
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Elindor on July 31, 2013, 08:03:42 pm
When Tydeus talks technical he makes me get all hot n bothered...anyone else?
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Tydeus on August 01, 2013, 04:14:33 pm
When Tydeus talks technical he makes me get all hot n bothered...anyone else?
I'm not very articulate so I worry sometimes that I seem like I'm droning on endlessly, not making any sense or worse, adding to the convolution. In the end I'm just glad that so many people show support for this.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Phew on August 01, 2013, 04:40:25 pm
I'm not very articulate so I worry sometimes that I seem like I'm droning on endlessly, not making any sense or worse, adding to the convolution. In the end I'm just glad that so many people show support for this.

Really, as long as someone that actually plays the game is trying to do anything to fix the animations/sweetspots, it's an improvement over the status quo. It may be hard to quantify, but any decent player should be able to tell after a few minutes dueling if a particular change is an improvement.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Tydeus on August 01, 2013, 05:32:08 pm
but any decent player should be able to tell after a few minutes dueling if a particular change is an improvement.
This is actually what worries me. It will probably take people longer than the 10 seconds it took me to adapt to the changes(Really only talking about the 1h thrust tbh). Urist thought the old animation was better until I instructed him as to how to use the thrust. At that point he immediately realized the difference and changed his mind. That's with us being able to test my animation vs the native one, players will have to join a native server to make the comparison we made.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Paul on August 01, 2013, 05:38:00 pm
wat? the old animations are better for facehug stabs. never said they are better overall because it was obvious from the beginning that the adjusted end frames will make the new stab better at anything else but being very close.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Tydeus on August 01, 2013, 05:51:46 pm
wat? the old animations are better for facehug stabs. never said they are better overall because it was obvious from the beginning that the adjusted end frames will make the new stab better at anything else but being very close.
Sure, if you hit at the same frame(not frame number, same frame by appearance) then you're going to glance, because that frame is no longer inside the sweet spot. When talking about when as a matter of time and not the appearance of the animation, when you need to be landing the hit is the same. You can still land a hit at the beginning and just before the optimal sweet spot begins and the arm has only barely, or not at all, begun to extend forward. So you still have the close range abilities as before, except now you will be able to utilize the full range of the thrust as well.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Rumblood on August 01, 2013, 05:59:09 pm
wat? the old animations are better for facehug stabs. never said they are better overall because it was obvious from the beginning that the adjusted end frames will make the new stab better at anything else but being very close.

I never liked the "place sword tip directly against chest and shove clean through the body" thrust anyhow.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Prpavi on August 01, 2013, 07:34:56 pm
Tydeus I wish to thank you for your work and your indeed refreshing style of communicating with the community in a polite and respectful manner.

Keep us posted on the changes and we'll be glad to provide as much feedback as possible.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Konrax on August 01, 2013, 08:23:17 pm
Tydeus and I have had a few conversations now about 1h balance, and I think I nearly made him believe I was a full derp at one point.

Hopefully he saw where I was coming from (which I think he did) and that it's great to have him helping out the devs to attempt to make some positive changes to this glorious mod.

I look forward to the next nerf to my primary weapon.

Thanks
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Tydeus on August 01, 2013, 08:34:24 pm
I look forward to the next nerf to my primary weapon.
:D

What do you happen to be using these days?
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: San on August 01, 2013, 09:58:50 pm
Don't quote me on this, but I think it's the short arming sword, or another similar short stabby sword.  :twisted:
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Jona on August 02, 2013, 06:16:10 am
First of all, thanks for actively trying to improve this mod Tydeus.

Secondly, I heard that you had long been trying to find the source of hiltslashing in an attempt to eliminate it... just wondering if you have had any progress on that front?


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Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: MURDERTRON on August 02, 2013, 06:54:12 am
Don't quote me on this, but I think it's the short arming sword, or another similar short stabby sword.  :twisted:
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Tydeus on August 02, 2013, 08:30:31 am
Secondly, I heard that you had long been trying to find the source of hiltslashing in an attempt to eliminate it... just wondering if you have had any progress on that front?
I know what I need to, to be able to say hilt slashing is a non issue. Aggravating, sure, but a non issue. If you get hilt slashed, it was your own fault. Unlike glaces from poor animations.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Jona on August 02, 2013, 01:09:57 pm
I know what I need to, to be able to say hilt slashing is a non issue. Aggravating, sure, but a non issue. If you get hilt slashed, it was your own fault. Unlike glaces from poor animations.

Care to explain how it would be someone's own fault?
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Tydeus on August 02, 2013, 03:44:31 pm
Because while hilt slashing may be fast, it isn't instant. Those "instant" hits, are something else entirely. A hilt slash is simply hitting outside of your sweet spot, normally this can cause glancing, but because of the footwork that is generally used in conjunction with this, you're easily able to keep yourself from glancing due to the added speed bonus. It can quite easily be blocked, but it's a skill you have do have to learn. I could go on, but Its actually harder for me to come up with reasons for why it is bad(without being cynical) than reasons for why it should stay. Maybe there's an argument I have yet to hear on the subject that could change my mind.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Phew on August 02, 2013, 04:11:50 pm
Because while hilt slashing may be fast, it isn't instant. Those "instant" hits, are something else entirely. A hilt slash is simply hitting outside of your sweet spot, normally this can cause glancing, but because of the footwork that is generally used in conjunction with this, you're easily able to keep yourself from glancing due to the added speed bonus. It can quite easily be blocked, but it's a skill you have do have to learn. I could go on, but Its actually harder for me to come up with reasons for why it is bad(without being cynical) than reasons for why it should stay. Maybe there's an argument I have yet to hear on the subject that could change my mind.

The fact that hiltslash hits fast isn't the problem, it's that this speed allows people to get a "free" double hit (after their first attack is blocked) if they properly guess the direction of their opponents' next swing. Against a 1h for instance, the hiltslashing player knows that the next swing is likely a left-to-right swing (since 1h thrust sucks, 1h right swing is slow/glance-prone, and all overheads are risky), so after their attack is blocked, they can just strafe left while executing a left-to-right swing and turning into it for a free hit. 2h hiltslash can land these double hits even with a slight weapon speed disadvantage (i.e. a Danish user probably can't do it against a Scimitar user, but a Miaodao user has no problem).

The problem is that attempting this maneuver is a risk-free proposition; if they guess wrong on their opponent's next attack direction, they just cancel their swing, block, and try again next time. I have a problem with any mechanic that allows high reward (a potential "out of turn" hit in this case) with no potential drawbacks.

If it can't be fixed by animation/sweetspot tweaks, one idea would be to disallow feints on any swing immediately following up a blocked swing. i.e. make it so that if someone is "spamming", they have to commit to the risk associated with said "spam" (that they may get hit during their followup swing).

Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: San on August 02, 2013, 07:38:00 pm
1h overhead is less risky than right-to-left swing, that's for sure. The only thing you can do is outpredict the opponent. If you move faster than him, chances are that the hiltslash will just fail. You can move away from your opponent's swing and utilize your sheer weapon speed advantage to still get a lot done.

There are quite a few situations where you can hit multiple times with a 1h if the player's positions are right, also.

I don't even notice the castors anymore, except for Cyranule since his character is much faster and he's better with the footwork.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Phew on August 02, 2013, 07:59:35 pm
1h overhead is less risky than right-to-left swing, that's for sure. The only thing you can do is outpredict the opponent. If you move faster than him, chances are that the hiltslash will just fail. You can move away from your opponent's swing and utilize your sheer weapon speed advantage to still get a lot done.

There are quite a few situations where you can hit multiple times with a 1h if the player's positions are right, also.

I don't even notice the castors anymore, except for Cyranule since his character is much faster and he's better with the footwork.

All true, although I should point out that when a 1h is fighting a 2h, if you strafe right while performing a left-to-right swing with the hopes of "outrunning" the 2h's impending hiltslash, you will swing over his head because of the high positioning of the 1h left-to-right swing during the early part of its animation coupled with the fact that 2h users crouch during their sideswing animations.

1h is overall very good in a general battle sense, but all of the factors mentioned in this thread (poor right-to-left swing, poor thrust, high left-to-right swing animation, crouching 2h sideswing animations, etc), put them at a severe disadvantage when fighting 1v1 against a 2h user. I guess 1h are meant to be the "paper" to the "scissors" that is 2h, whereas I guess ranged are meant to be the "rock" (since 1h can carry a shield).

The above probably explains some trends I've noticed on the duel server; 1h players in the 1600-1700 range (like me) often can hang with 1h/pole players up to 1800+, but routinely get their butts handed to them by 2h players in the 1500-1600 range. And the 1800+ 2h players are nearly a guaranteed loss, barring obscene luck with chambers/kicks/etc.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: CrazyCracka420 on August 02, 2013, 08:05:02 pm
Can't even count how many times I've swung over a 2h's head (not like I was aiming all that high to begin with), when they are doing a side swing and I'm trying to avoid a hiltslash. 
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Jona on August 02, 2013, 08:34:04 pm
Basically the reason why I see it warrants potential removal is when fighting someone who has mastered the art of exploiting 2h, like cyranule. Even though i was a fellow longsworder at the time, and most definitely had more wpf (not that it really increases speed all that drastically) he was able to swing nonstop and all I could do was block. If i even began to pull back my weapon I would be hit before I had time to cancel the attack.

I fail to see how that was my fault at the time (this occurred some time ago) since even though I was probably a worse player (2hander, for instance) I could indeed block well. Yet anyone who takes the time to learn such a dirty trick can easily destroy anyone who doesn't know how to. And you can only outmaneuver them so much, since they are most likely W keying while you must S key (in combination with A or D) which everyone knows is far slower.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Elindor on August 02, 2013, 08:47:15 pm
I guess 1h are meant to be the "paper" to the "scissors" that is 2h, whereas I guess ranged are meant to be the "rock" (since 1h can carry a shield).

The above probably explains some trends I've noticed on the duel server; 1h players in the 1600-1700 range (like me) often can hang with 1h/pole players up to 1800+, but routinely get their butts handed to them by 2h players in the 1500-1600 range. And the 1800+ 2h players are nearly a guaranteed loss, barring obscene luck with chambers/kicks/etc.

2h historically would be the choice of duelists...yes.
And like you said - 1h/shield has a much easier time living through tough situations in a battle than 2h.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Phew on August 02, 2013, 08:47:48 pm
Basically the reason why I see it warrants potential removal is when fighting someone who has mastered the art of exploiting 2h, like cyranule. Even though i was a fellow longsworder at the time, and most definitely had more wpf (not that it really increases speed all that drastically) he was able to swing nonstop and all I could do was block. If i even began to pull back my weapon I would be hit before I had time to cancel the attack.

I fail to see how that was my fault at the time (this occurred some time ago) since even though I was probably a worse player (2hander, for instance) I could indeed block well. Yet anyone who takes the time to learn such a dirty trick can easily destroy anyone who doesn't know how to. And you can only outmaneuver them so much, since they are most likely W keying while you must S key (in combination with A or D) which everyone knows is far slower.

When decent players (and Jona is way better than decent) fight one of these 2h abusers and can't even get a swing off with an equal-speed weapon, something is terribly wrong. It should take a huge (15+) weapon speed differential or a player with severely impaired motor skills for someone to be able to consistently chain attacks against them. I imagine a lot of novice players have this happen to them and just think this game is dumb then quit. That's not good for anyone.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: CrazyCracka420 on August 02, 2013, 08:55:40 pm
Nerf inverted mouse attack direction, buff normal mouse attack direction
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Macropus on August 02, 2013, 10:08:45 pm
Nerf inverted mouse attack direction, buff normal mouse attack direction
No never, l2block nub!
In fact, it's much harder to perform chamber blocks with inverted attacks than with normal, so I guess it's quite balanced overall. (No it's not, but I want to keep my power)
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Tydeus on August 02, 2013, 11:24:24 pm
One thing at a time. I'm not going to get into stuff about hilt slashes until after the patch with the animation optimizations.
Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Jona on August 03, 2013, 09:14:13 am
One thing at a time. I'm not going to get into stuff about hilt slashes until after the patch with the animation optimizations.

What's that, you want to discuss other topics? Well how would you like to shed some light on this long-rumored wpf patch?   :D
When decent players (and Jona is way better than decent) fight one of these 2h abusers and can't even get a swing off with an equal-speed weapon, something is terribly wrong. It should take a huge (15+) weapon speed differential or a player with severely impaired motor skills for someone to be able to consistently chain attacks against them. I imagine a lot of novice players have this happen to them and just think this game is dumb then quit. That's not good for anyone.

I agree 100%. I bought this game for a friend since I am trying to get more of my friends to play, and he stopped after only a few days. He was pretty poor at manual blocking, but had a good grasp on the game mechanics so I told him to go shielder. After the few days he told me was going to quit and upon asking why he said he just couldn't understand how he was supposed to ever win against a twohander. Granted, he was only like level 18, a shielder, and a noob, that has to say something if he picked up on that OPness so quickly. I intentionally left him in the dark about which class = best class but he still noticed it. So I decided to inquire further and he said that the specific problem was that they could often swing so fast he couldn't get an attack in at all. At first I figured he just didn't have high enough wpf, was maybe using a slow weapon, or was just facing off against a bunch of katana/hbs/ls spammers, so I dueled him. He said I must suck since I couldn't do it. I asked him what exactly these 2handers did and he told me "they kinda hunch over, looking like they are trying to suck my dick, then as soon as their swing starts I get hit." So we've lost at least one player to this... hopefully he was the only unlucky one to fall victim to this at such a low level. He shall be missed....  :(

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Title: Re: Possible Polearm Overhead Sweetspot Fix
Post by: Rhaelys on August 03, 2013, 09:34:32 am
I asked him what exactly these 2handers did and he told me "they kinda hunch over, looking like they are trying to suck my dick, then as soon as their swing starts I get hit."

So good.