It's not as easy as reducing it. As have already been discussed earlier in this thread, latency plays a big part on this issue. And sure, if they reduce the feint window it can work, but only if the reduction is big enough to prevent an issue in a certain latency limit. Then what is the limit? What is the slowest ping that we're going to accommodate for? Are we going to accommodate perfect animation for 100ms latency? 150ms? 200ms? How small will the window be by then? Will feint just not work at all if we reduce the window that much? How will it affect singleplayer that has 0ms latency? Feinting in singleplayer will be really hard with such a small window. Oh then make separate feint window lengths for singleplayer and multiplayer? Then people will feel that multiplayer feinting doesn't work because they could feint normally in singleplayer, but the window is much smaller in multiplayer.The main point is still to reduce it (or full rework to the animations) to the point you wouldn't be able to pull of stuff like OP shows in the video. When you can visually swing through a block and body, it's hard to call it a feint. You can call that skill or something for knowing you can pull stuff like that, but don't deny it's not broken.
Like a wise man once said:It's not as easy as reducing it. As have already been discussed earlier in this thread, latency plays a big part on this issue. And sure, if they reduce the feint window it can work, but only if the reduction is big enough to prevent an issue in a certain latency limit. Then what is the limit? What is the slowest ping that we're going to accommodate for? Are we going to accommodate perfect animation for 100ms latency? 150ms? 200ms? How small will the window be by then? Will feint just not work at all if we reduce the window that much?
I said before that this wouldn't be a problem if you had only 0-1 ping and it works fine for SP. MP mechanics have to take ping differences to the consideration and make sure game is still playable with reasonable ping differences. Besides let's be real, who even feints against bots? they don't fall for it. Also I'm quite sure average SP player wouldn't even notice the difference when there's all these other weird things happening.How will it affect singleplayer that has 0ms latency? Feinting in singleplayer will be really hard with such a small window. Oh then make separate feint window lengths for singleplayer and multiplayer? Then people will feel that multiplayer feinting doesn't work because they could feint normally in singleplayer, but the window is much smaller in multiplayer.
You can complain about it, but what kind of nightmare would combat be if any kind of weapon or player collision interrupted swings? I don't even want to imagine it.
The **** do you mean, "fix it"? It's not so much as changing a single variable, it would be overhauling the entire collision system all over again, a task so monumental that you can be sure as hell TW won't undertake it.
Not to mention, remember the discussion about "random bull**** in BL combat"? As far as I know, it's still the biggest concern for anyone who wants fully skill-based gameplay in BL. If you were to implement full collision, in regards to "random bull****", you would be opening Pandora's Box. Randomly having your up-attack blocked by sideblocks is more or less a small preview of what madness full collision detection would be.
I'm not sure you're fully aware of what you're advocating for here. I think you've made it a habit to randomly protest and demand change in all areas of multiplayer.
It was already decreased twice. It's reached the point where, often times, you release an attack unintentionally with no way of stopping it. I don't see it getting any smaller from where it already is. What do you want to reduce feinting to? Jerking around your body in a hold? No, thank you. I personally don't want combat to be pushed any more towards braindead hit-block-hit-block than it already is.
If you want combat without exploitable animations, you shouldn't be looking at M&B at all. Removing attack cancellation feints is going to encourage people to use more inverse body jerk hold feints, which make use of hard-to-read animations just the same, but don't require the attack cancellation window. Get rid of that as well, and combat will be nothing more than dry hit-block-hit-block. I don't want to imagine what kind of boring garbage dueling would be at that point.
Either way, the changes you want would lower the skill ceiling, and I sure as **** don't want any of that.
Do you really want the devs to spend a month fine-tuning this instead of working on other stuff? How long will it take to finish the game if they keep wasting time sitting on little things like this?It would be nice to test, discuss and see how these things would work, rather than hope for the best.
That's straight up impossible and it's not even the game's fault. No internet architecture existing right now is that fast, and there's physical distance to deal with. On top of that there's processing time and competition with other traffics on your internet route. Just think of how fast a millisecond is.I said before that this wouldn't be a problem if you had only 0-1 ping and it works fine for SP.
Oh yes I want them to shut down everything until thing is sorted out.Do you really want the devs to spend a month fine-tuning this instead of working on other stuff? How long will it take to finish the game if they keep wasting time sitting on little things like this?
No ****.That's straight up impossible and it's not even the game's fault. No internet architecture existing right now is that fast, and there's physical distance to deal with. On top of that there's processing time and competition with other traffics on your internet route. Just think of how fast a millisecond is.
Sorry. Did I hit a nerve by showing you how stupid your demand is?No ****.
Sorry what am i demanding? I stated that this wouldn't be a problem with if ping was 0.Sorry. Did I hit a nerve by showing you how stupid your demand is?
That's straight up impossible and it's not even the game's fault. No internet architecture existing right now is that fast, and there's physical distance to deal with. On top of that there's processing time and competition with other traffics on your internet route. Just think of how fast a millisecond is.
Which I explained is impossible to gain. Why so mad over that? What? Was he offended I explained something so obvious? If he knew it was impossible, then why bring up that suggestion? Of course I'd assume he didn't know. He thought shortening the feint window would fix it, but I disagreed and explained why. You're free to dismantle my argument if you have any idea, or bring up another possible solution. This is a discussion. If we can figure out a way to fix the issue in OP, then that's jolly good. Bring it over to the devs and see if they can implement it.he just said that it is only fixable with a 0 ping
ffs man... I didn't suggest bringing ping down with magic powers, I stated that SP combat if fine, because it doesn't have ping differences! It seems you are trying take whole statement out of context on purpose.Which I explained is impossible to gain. Why so mad over that? What? Was he offended I explained something so obvious? If he knew it was impossible, then why bring up that suggestion?
No not my intention at all. I thought you meant it wouldn't be an issue if MP had 0-1 ping, because we've seen it being fine in SP.ffs man... I didn't suggest bringing ping down with magic powers, I stated that SP combat if fine, because it doesn't have ping differences! It seems you are trying take whole statement out of context on purpose.
You don't need to explain how reaching 0 ping is impossible. It's pretty self-explanatory. Also bring it over to the devs and see if they can implement it? Like really?Which I explained is impossible to gain. Why so mad over that? What? Was he offended I explained something so obvious? If he knew it was impossible, then why bring up that suggestion? Of course I'd assume he didn't know. He thought shortening the feint window would fix it, but I disagreed and explained why. You're free to dismantle my argument if you have any idea, or bring up another possible solution. This is a discussion. If we can figure out a way to fix the issue in OP, then that's jolly good. Bring it over to the devs and see if they can implement it.
And let's assume that I'm indeed a fanboy who's just "defending" Taleworlds for everything they do, not just some guy who likes explaining things. What are you gonna do to stop me? Like geez. Calm the hell down.
What? Sorry for not ignoring the main ****ing clue that is the visuals. I don't really have an ultra instict power like Goku, and I am not saying I can NEVER block it. I can usually block it but still, when you can't it is just frustrating to see the sword slash through me, and assume that I got hit or I blocked it or something. If I have to ignore the broken visual cues, and depend on sound or animation clues, what else do I need to show you that it is an error? It already proves my point.Bruh, ops swing arc got cancelled on like 1/3 way of its full length. He just walked into a guy + turned his body so it looks off putting
Op ignored sound and animation clues and got punished wtf is wrong with that.
Bruh, ops swing arc got cancelled on like 1/3 way of its full length. He just walked into a guy + turned his body so it looks off putting
Op ignored sound and animation clues and got punished wtf is wrong with that.