Hitboxes, Tethering, Rubberbanding, general "getting stuck" on stuff.
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Mini stuns is one thing. Handled by some itemizations and can be solved.
The scenario where... -You go to dodge roll out of a slam -There isn't an enemy or obstacle in the direction you are dodge rolling -An enemy moves into a position and has enough force (or maybe its rubberbanding or something I'm never sure) where you get "redirected" somehow. -This interrupts your dodge roll as if the location of where you were moving gets errored out. -You move around in an uncontrollable state for a quarter of a second -You then find yourself back in your original position (as i assume the location you were supposed to be going is now occupied) -The giant slam you tried to dodge roll out of 1 second ago hits you right on the head. As far as I am concerned. The player is doing exactly what they are supposed to do at the time of the event. Are we all just suffering through a current mechanic and Phasing will be introduced and will be a must have support? It just feels REALLY bad... I understand you want friction between monsters, and collision to feel good... this isn't it. If getting stuck on every tiny edge or corner, getting trapped between a tree and 1 enemy... If this is the "realism" of combat with collision... this is just silly. A giant skeleton that any 6 foot tall man could casually walk between their legs barely ducking their head... Yet we are dodge rolling directly at said skeleton and watching it fall on us in the process as we actually move backwards instead of the intended direction. Go be a waiter or bartender at a busy restaurant and tell me I cant dodge roll through the legs of a skeleton. If you're trying to create something that "feels" right.... this current system still feels so wrong. Maybe an enemy event that when a player dodge rolls they move AWAY from the player for a split second to accommodate. That would feel reactive and the enemies would seem more real. Maybe collision boxes with more round shapes instead of sharp edges that cause a tiny rock poking out of the ground to completely stop your movement. Maybe some form of flocking scripts that are reactive to player movements instead of just surrounding players. Maybe dodge rolls are calculated to actually work prior to rolling (doesn't always perfectly roll in the direction you want... but actually dodges stuff) Maybe slams or other things that cannot (generally) be dodged have a 50% reduced effect if the player finished a dodge roll animation in the past .5 seconds. Last bumped on May 13, 2025, 1:40:27 PM
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guess someone died because got surrounded and tried to dodge roll out of it, isnt?
been there, done that.... Yeah, it sucks... But we learn we have to kill and watch out our surroudings. Is it fun? Idk... |
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Yes, 100s of times now.
My biggest issue is complete loss of control of your character. Thats where things feel truly bad. I'm perfectly fine with accepting deaths from bad play. Happens regularly. I dislike when I'm not stunned, frozen, immobilized... and when I do key presses / clicks... doesn't matter... nothing is happening. The fact that WASD all your mouse clicks all your ability presses... literally everything is "paused" during the dodge roll animation is what causes the problems. If I go to start a big attack and I see an enemy about to do a slam attack... I can use my dodge roll as an animation cancel in order to avoid getting slammed. Dodge roll IS the animation cancel. So... When Dodge Roll breaks for XYZ reasons, and you cant animation cancel out of the broken animation THAT is the problem. A bad dodge roll animation / calculation where you rubber band bank into your original position = unavoidable death that cannot be corrected. Point being that isn't the fault of the player, its the fault of the system. But if the point of the system is to cause the player to be pushed around like a ragdoll while they are rolling nowhere... then teleport 3 meters in the opposite direction randomly... then ice skate 2 meters in the other direction... THEN find yourself finally out of your dodge roll animation. Cool... ill shut up. |
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