[IMPORTANT] Animations blocking user input is a terrible thing

It feels like playing dark souls, except those games have even more movement restrictions. New world feels like it heavily borrows from dark souls combat but is much more forgiving.

Dark souls combat was done much better. It just feels more clean and perfected.

If you play that and then play this game, you will feel like this game is a buggy easy mode of dark souls.

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Animation canceling so we can have extremely fast paced twitch-play combat? No thanks, it will turn into nothing more than a race to mash buttons/clicks faster than the other guy which would be yet another nail (stagger removal was the first one) in the souls-like combat design.

The animation lock is important for the PvP aspect of the game; almost critical I would say.

This doesn’t mean I disagree entirely with the post but in regards to ability lock it’s important to maintain them so that combat doesn’t just turn into who pushed the button first.

Personally, I would like to see dodge be an animation cancel under any light attack condition and the same for block; mostly because the PvE mobs have relatively poor telegraphs and this should greatly improve combat there.

Jumping in combat needs to be IMHO more of a thing, we should have some additional jump attack animation and auto-roll when we fall instead of requiring a manual jump to roll; I am okay with the slight speed delay though.

Weapon swaps should be queued or perhaps have some frames you can cancel an attack to swap early; either way it’s really janky even when used correctly.

I’ll say though, anyone comparing WoW to combat in New World is going to be wrong; entirely different design intents, Dark Souls is really the only real comparison but I think we can soften it a bit so it’s not as restrictive while accomplishing the strategic aspect to combat.

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No, it doesn’t have to be that way at all. Gameplay is also paced by spell cooldowns, be it damaging, snaring, rooting, stunning or even player mobility. It’s not required to use client side animation to slow down game play while simultaneously ignoring all user input.

To be clear, I also wouldn’t want it to be ‘twitch-play’ combat as you called it, by default a game that aims to look so beautiful runs at lower fps, which means higher input delay. You’re either a 240hz FPS game with a useful low graphics option / performance mode or you’re not.

There are other ideas to explore as a community, it doesn’t have to be full blown high paced FPS gameplay or animation locking, input ignoring turn-based combat.

Maybe I don’t remember correctly but I’m pretty sure you could dodge mid-attack in dark souls? There’s some attacks in New World you have to spam dodge in order to actually dodge and that feels off.

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This pretty much explains it all for me.
I made a thread about Rapier and how a lot of the Grace kit just doesn’t work because it relies on split second player reactions.
Riposte is barely playable and requires you to pre-activate it, and even when you do manage to block with it, the 2nd half of it (a punch that stuns for 3s) more often than not will miss entirely, or is so slow that enemies are able to activate their block before it lands opening you up to punishment.
Evade is entirely unplayable in PVP. From my own testing at around 25-35ms latency, I need to use it a good half second before the attack would connect, and it’s just about a handful of iframes, certainly not more than 20, probably around a 12 (not measured, because it can’t be measured due to latency, just a general educated guess).

This all fits in perfectly with what you’re saying about CryEngine and honestly really crushes my hopes for the Rapier, and for the game in general.
Rapier will require a complete redesign from the bottom up if these limitations cannot be worked around, and considering the devs are letting Greataxe/Axe behave like the dogs in Dark Souls 3 I think this is probably at the bottom of their priority list.

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Funny video :slight_smile: Its good to know that the charging animals in NW such as dogs, buffalo, boars etc. all cause desync and teleport for a different reason than dark souls. As your video explains, the teleporting in DS is likely due to a rendering issue ( viewing frustum). In NW it’s a toss up between engine calculating player position and netcode. How it relays that back to client/server to find and fix your placement is an issue with collision detection and model placement.

Anyways as for the rapier, don’t know if any of this will ever be fixed. But again I like to provide awareness for players with this info so they have understanding and realistic expectations on the likelihood it will get fixed. Doesn’t mean its impossible, but there’s definitely a lot of technical ground work to fix if they want to improve that aspect of the game.

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I really think you ought to look at some PVP from GW2, Wildstar, Archeage, Black Desert Online (purposeful ability to animation cancel leads to every single class being able to 1shot combo after landing a single CC).

It is not fun gameplay. It lacks any depth and it just becomes a game of ‘who lands a CC first’.
In FPS terms the comparison would be Halo3 to CoD/CS:GO.
The latter provide no fight or counterplay, the gameplay is 90% positioning and spotting the enemy first.
Halo3 on the other hand provides a lot of counterplay because you don’t die immediately (to most weapons)

Clearly NW is going for the Dark Souls-type gameplay, wherein if you get caught you still have the option to roll away.
Where this design fails in PVP is

  • No stagger on hit makes 1handed weapons useless (Dark Souls has stagger 1 time, with DR allowing you to roll away after getting hit a 2nd time)
  • Instant potion usage coupled with Heavy Armor’s blatantly overpowered damage reduction for PVP provides free resets in 1v1 (btw, Food, Health Potions and Regen potions have separate CDs)
  • Life Staff’s buffs and Areas persist after swaps. They need that kind of power to be effective, but because they persist you can just cast your heals and keep DPSing
  • 50% slow after any action would be OK, but because most weapons (rip Rapier) are allowed to teleport you to the target, repositioning yourself is entirely useless unless you’re completely running away. If you want to think about this in DS terms, in DS rolling into and behind your target is usually the best move, but because in NW a Greataxe will automatically track you 180 degrees without skipping a beat that use of repositioning is gone.

Again, it is not the animation lock that is the problem. It’s the lack of a coherent animation lock and the extremely overpowered repositioning abilities of most melee weapons.
As for your impression that the game is meant to be fast paced, I don’t know where you’re seeing it and I’m pretty sure you don’t really know either. It seems like it’s your own wish for what the game should be like more than anything that is actually in the game.

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the reason melees have a hard time catching people are 2 things

  1. when you attack you get ROOTED-- hence when mobs attack you, unless they use THEIR version of a charge, you can run straight and they will never hit you while they also fall further behind you.

Anytime you melee light or heavy attack you are forced to stop in place. Hence we cant even circle strafe while attacking.

  1. GAP closers
    they are currently too short. The only melee weapon with a semi decent closer is great ax.

any other melee weapon right now has a very short ranged closer that is worthless

Agree 150%. I find myself spamming my weapon switch just to get a heal off (fire + life) and end up just throwing a Pillar of Fire instead. Then die. Because the respawn timer on the mobs is set to 5 seconds (but that’s another issue).

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Anytime anyone attacks they are rooted in place. Although, with most melee attacks, you do step forward.

I think the Great Axe has too much gap closing potential.

incorrect-- melee only

ranged dps can move

you can use basic/heavy attacks and move with magic, musket , and bow

It’s a lot better if u hotkey swap weapons and using dodge animation cancel but still horrible. I think it feels so useless to have a 2nd weapon just for using cooldowns without able to combo them with the other weapon very limited even with the point of just having 3 skills

When I shoot my musket, it makes me stand still, heck there’s a literal ability that forces you to stand in place for the next FIVE shots. Are you sure about that?

And it’s not even worth it. Most of the time you kneel in grass and you can’t see anything. Your screen is a green blur. And if the enemy is in melee range, your shots pass through them because they come from the end of the musket which is like 3 feet long. Lol.

This is the summary that makes me want to smash my keyboard every time I want to solo a hard mob.

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Well hold on, some of these are there for a good reason.

Imagine you are a musket or bow player. You must headshot to do any decent damage. But everyone is bunny hopping at maximum speed to avoid your shots. This movement speed penalty is a good thing and most shooter games have it to prevent everyone from bunny hopping. Now imagine wars where everyone is bunny hopping to avoid headshots.

This is likely a bug. I hope they fix it. I agree that it’s not a good thing.

The game is built around pvp. If spell casters can cast while moving then melee will never catch them. That’s not fair. Use proper positioning. If the enemy is in your face, maybe don’t cast the spell that takes a whole second to cast. Dodge his attack, then cast. Or use a spell to create a gap between you and your enemy.

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We begged for animation cancelling and weapon swap queuing since beta, it would improve the feel of combat no end, but apparently AGS prefer it to feel clunky. I’ll never understand their decision.

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I’ve worked on animations and animation trees/blueprints before though with unreal engine. It can get pretty complicated. I would be afraid to touch it. Whenever I change them I always break something else that seemed completely unrelated… but the system was just so complicated that seeing the full picture to prevent bugs like that isn’t really possible. Probably need unit tests, but im not sure how you would do that with an animation.

Maybe they are looking for low hanging fruit. But I agree, it’s frustrating when you see people complain about the same game breaking issues and there’s no perceivable feed back about when that will be addressed.

What I’m personally getting tired of is sometimes just getting tapped by an enemy, only for my character to ragdoll to the ground, roll about for a bit before slowly making its way back to its feet, all while the enemy has time to perform its next attack. … Sometimes managing to hit and chaining this ragdoll motion for a few cycles.

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You appear to offer some valuable insight, more than myself probably, I generally stick to very few games and try to get good at them. I’m not one for chain installing games to find one I’m good at or enjoy a bit more.

  • Crosshair requiring you to aim at moving targets like an FPS game.
  • Top central compass, very similar to that found in FPS games.
  • 2 weapons with only 3 skills a piece sharing the same keybinds and have short CDs.

What part of the above does not give off the feeling of a fast paced game? :thinking:

Not everybody has played or enjoyed the games you’ve listed which share similar combat mechanics, many people like myself are either coming over from Wow or used to play MMOs and have recently been playing FPS games, both of which are likely to amplify the slow clunky feel of movement and combat in New World as they both play much faster and are more responsive to input.

I don’t wish to have the game significantly sped up as that would undoubtedly make it not fun for a lot of people, but ideally there does need to be some sort of middle ground if you want a larger audience to be receptive to the game. That said I’m not blind to the idea that it may just not be possible to achieve and therefore it should position itself more clearly as one or the other.