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The ground is much less slippery than last build and that's a great improvement. Let's keep going!
Closing with targets for melee combat is a bit hit-and-miss (pun intended). It's like the game doesn't know when our hitboxes have come together, sometimes they ricochet off to the side, or end with gap remaining.
Charge still doesn't know where to stop (even on targets heading directly towards me in a straight oncoming line) making it still functionally 95% useless. A few times it never started.
=== Knocking ===
This is a thing I've been doing where once agro is initiated and most of the gap is closed I'm trying to stand my ground in a good spot so my opportunity falls off and let NPCs approach me so I can knock them around with opportunity affects still active on them for running around in combat in my melee range. But most of the time nothing happens; I click the button and no sword goes swinging. I stand there waiting and pressing an attack button but my avatar does nothing, the opponent's opportunity drops off, then yet another moment passes, then the attack happens that I pressed the button for oh those long eons ago.
Shoot man I had a great idea for a system here, what's the monkeywrench? Is it:
A. Purposely designed so I can't attack in that moment they run into my melee range and still have opportunity (which I doubt because I've been able to successfully do this a handful of times, just not the other 90% of tries, but so far I can't identify the difference to build on)
B. Getting stuck between out-of-range and a built in delay on enacting an attack I input? Too far away, can't start an attack, can't start, can't start, ok close enough to initiate the attack!, wait for the attack to actually happen, wait for the attack, (NPC is stationary long enough opportunity drops off), wait for attack, attack happens on the target now lacking opportunity.
THIS IS MUCH LONGER THAN 300ms AFTER I PRESS THE ATTACK BUTTON.
Nearly a full second much of the time (when I don't have lag issues in any other respect at all).
I prefer actions to happen as soon as I push the button, that's why we push them. If there are going to be huge delays on attacks actually engaging after I've told my keyboard what I want to happen, then please let me lead the target even if it's out of range and I'll accept responsibility for making sure I get my timing right.
This will be especially bad in pvp where taking advantage of those quick flashes of in-range opportunity are what (are supposed to) make up for the extreme disadvantage of short melee range and reduced time on target.
It's ridiculously frustrating watching an enemy with opportunity flashing all over his head and being forced to stand motionless and unmoving (pressing the attack button) while he runs around in combat near me, all that opportunity fizzling away.

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Agreed. I have a good latency (I'm pretty sure) but I still get pretty bad lag between button press and execution.
Also, Charge, Lunge, Shield Charge, and Passing Blow (passthrough blow? whatever the greatsword gap closer is) sometimes work, and sometimes don't, for closing gaps. Sometimes it is the terrain (bushes in the way or an incline of a hill), but sometimes there are no obstructions and it still does not work properly. Regardless, we should be able to use gap closers up or down hills.

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I should also mention before I started doing my knocking technique NPCs with opportunity exploits were using them on me at first contact ALL THE TIME. And they still do if I don't use that positioning tactic.
That's really strong evidence to me it's not a pure latency issue. If I close in a MMO-standard way they get an opportunity attack and their second attack to me before my first actually goes off which I sit and watch in real time as I wait for my Molasses Strike.
I just have a huge delay between key press and action that isn't reciprocated from NPCs (and caused great difficulty in the Sotterhill FFA at the end of alpha 6)

celestialiar |
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I hope something is done about the combat delay,I will spend more money on keyboards than on the game. (bad for both me and GW)
Even a correctly functioning 300ms delay is bad.
Well, I agree partially, but they could make it more precise. So that you can always get the hit off (it seemed as though it didn't always register my press, like packet loss), but you'd just have to time it correctly.
So, you won't have to be like.... 11111111111111111111.
I think a system with harder hits and more thought out hits opposed to facerolling the hotbar would be good. But things need to be tweaked more towards that.