Oh, yeah. Gaming the system made playing the game more fun.
I mean, sure, it was probably more engaging and required more skill, but I find it hard to imagine where a game’s combat system is intended to involve sheathing your weapon between attacks so as to gain maximum responsiveness.
I still wish people would focus on suggesting improvements to the “new” combat system in a fruitful, constructive fashion, rather than pine for an exploit that was never intended to be used in the way people got used to using it.
Yet it was in the game for 3 years. And it did not give a noticable advantage over someone who was fighting without it. It was a preference. Unlike some other, real exploits, like 4th hit glitch or the abuse of the sprint attacks with macros when they were still bugged. Or the double attack after roll. But even those were counterable when you were good at the game.
Nonsense. People wouldn’t have bothered with the gimmick if they didn’t gain any benefit out of it. I seriously doubt “combat is more fun if you press more buttons every time you attack” was the reason.
Since the 2.5.1 patch climbing is actually worse than before and I thought that was something that had been fixed? I keep loosing grip falling off climbable surfaces, was not like this before.
Looks like a lot of the old (and new) bugs are still in and around Septeremu, including:
bad lag of buildings and NPcs (got me killed!)
stuttering in the same spot (stuck walking on spot hitting invisible object)
NPC animals stuck in mid-air on stuttering on spot, then suddenly appearing in a different spot
disturbingly, entrance doors and stairs to my base disappear in a bad lag if running up to base, have to wait up to 30 seconds or more for them to load in order to walk through them. This could get me killed and looted if running from other players
On a positive note a lot less crashing like it used to if hardly any at all, that was a killer in past for me.
Combat is more fun when your movement is more free. And that’s exactly what it was with wield/unwield, now instead it’s way more clunky because u are stuck in animations instead, wich is less fun.
That is a BS excuse. All your are really saying is “combat was more fun when you could exploit the system and is not less fun now that we have to fight on equal level terms”. Sorry, but that’s the whole purpose of removing the exploit and +10 to funcom for getting rid of that nonsense.
People seem to keep forgetting that you could not attack for about 1.5 seconds when you did wield/unwield.
Fighting without wield/unwield resulted in a direct higher DPS which basically made it better if you want to achieve higher damage. The following video proofs it:
I repeat it again: animation canceling in form of wield/unwield was a playstyle decision not a “must do in order to win” mechanic.
A BS excuse? No, not really. It’s the truth, more freedom is more fun. And how was it an exploit? Animation cancell with throwing axe, shield, rope, that was an exploit, and that also had insanely high speed. Unequip and equip your weapon wasnt even faster, it was much slower then the actuall combo speed.
And if unequip/equip was an exploit there should not be an hotkey for it for like 3-4 years. I would like to say the only one BSing here is you.
DPS is only one element in combat. Animation canceling gave other, les numerical but nevertheless vital, advantages. Freedom of movement is a massive advantage over button-mashing.
Ehm, advantage? Ofc if someone else wasnt able to do it ofc. But that wasnt the case. Freedom in movement is just good for the game. Since wield/unwield wasnt really a thing you did with macros since it didnt gave u more of it. Only animation cancell that was good they removed was the cancelling with 2nd hand weapon/tool like, throwing axe, torch, shield and so on since it was so broken with a macro key.
But wield/unwield was totally unnecessary since it was only one more mechanic u needed to learn. I guess the majority have the right amount of fingers to be able to double click ‘1’ to unequip/equip your weapon. What’s the point making the game easier so you dont need to play as much.
Unwield/wield was ridiculous from a sheer design standpoint if nothing else. “Let me put my weapon away in a fight to draw the same weapon again”. Had to go if for no other reason than absurdity.
Okey, that’s why they had it in the game for that long. And choosed to remove it when animation cancell with secondary weapons was getting a problem.
In my eyes it gave you freedom, instead of being stuck in animation u could just put away the weapon. And u think it’s ridiculous then because u can swap between several weapons? And u can still dodge to do it fast, also dodge to get out of an animation faster. I just think and know many more think the same that unwield/wield gave the PVP atleast more life in the gameplay with room to do different kinda moves. Now it is more like a dodge party, since that’s the only thing that works and gives u a little bit of freedom atleast.
It hurt the realism ingame yes, but we (well at least I) play games for fun, not for realism. I can go outside into the forest for a week if I want a realistic survival experience…
Which is countered by prediction and aim. So every good player with good aim and prediction could beat those clowns “waving around their weapons with unequip/equip” by just using the pure DPS advantage and no animation canceling. I have experienced this myself (I was the clown).
And btw it sounds like you degrade the Conan PvP system to “button mashing”.
I doubt they chose to remove it when animation canceling with secondary weapons was becoming a problem. They HAD to remove it as PART of removing animation canceling is far more likely the reason.
So, then that would be…animation canceling then? You are canceling the animation so as “not to be stuck in the animation” right? Maybe the issue isn’t that they removed the ability to wield/unwield but that their animations are just a tad to slow. If that is the case then you should be asking the correct question and ask for animation speeds to be sped up to allow for more freedom of movement.
Ah the old “poke poke dodge poke dodge dodge poke” pvp of old. That’s nothing new. This literally has been the same old dodge party since day one.
Good logic! I think they should also leave undermeshing alone, because of how long it has been in the game. And foundation spam rules shouldn’t be enforced, because people are used to spamming.
On second thought, maybe it’s better to argue about the merits of a mechanic, rather than tradition?
to me they could have avoided recoding the animation cancel etc if they rewarded combos more.
IE
1st att dmg
2nd attack dmg + 80 % of 1st strike actual damage ( connected).
3rd att + 80% total of 2nd
4th att + 80% total of 3rd
Example
attack 1 deals 20 dmg
attack 2 deals 20 + 16 1st att dmg = 36
attack 3 deals 20 + 29 2nd att dmg = 49
4th attack deals 20 + 40 3rd att dmg = 60.
if you miss an attack then you lose the previous hits dmg x .8.
so if you miss first one then att 2 would only be 20 dmg.
Make sense. This would have made the swap or wield trick more a defensive maneuver than to get higher DPS. thus it would have made it strategic instead of the meta way to fight.
It’s pretty annoying to argue with people that obviously dont have any knowledge about PVP at all.
First of, yes the animations are pretty slow so yes unequip/equip your spear was a really good mechanic to take away that problem. It’s kind of a mechanic u need to practise to know when u should do it and not. It’s not working doing it all the time.
And the thing u say about old poke poke role? Have u tried to play like that? U know, it was not a good tactic at all back then. But the thing now you are forced to do it, u cant do anything else than rolling to get out faster from an animation.