Poll => Combat Changes

I have that, too, using mouse and keybord on PC. It can be “fixed” by target-locking and de-locking an enemy. Very annoying if it happens when no target is in range, as your character is basically unable to do things until then.

1 Like

Also you can climb on something for a sec, so it gets back to the normal.

There are a few recovery anims that slow down the swing after a hit.

I guess I should slow down my attack to compare to how this thread sees it. I can get the full 180 in a combo. If I run up too fast to an npc and swing, I’ll probably miss with the new changes. There one could chance to do a 180.

I practiced such movements offline. I think the battles are too lenient, not that they are easier. I don’t know where you get the idea that only 90-120 degrees is where abouts the combo will land.

What I meant is there is no delay between pressing the attack button/key and the start of the attack. Whether there is time between starting the attack and damage being inflicted is dependent on weapon and irrelevant to this discussion or anything I’ve stated.

You know I thought that maybe, just maybe, with time I may have gotten used to these changes, but nope. Ordinarily I am not this scathing towards Funcom, but in this case they are truly horrible. They have sucked the fun, satisfaction and sense of achievement right out of the combat system.

5 Likes

A quick glance at @Xevyr’s combat fix states it currently has over 5k subscribers.

CE usually peaks at ~10k players daily. It’s a pretty scathing ‘review’ of the new combat.

And yes, I realize those number don’t exactly align… but still, that’s an overwhelmingly large portion of players.

6 Likes

funcom quite possibly the worst game combat in gaming history. everything is aimbots now for the NPCs. the player is facing wrong way msot of time and moonwalk backwards.

complete and utter trash of a game now

Funcom doesn’t administrate the lines and connections of the internet. Get your local governments to physically sever those connections if the sanctions are supposed to prevent that. Otherwise they just connect to a VPN next door to you and according to FC servers, its your neighbor speaking some weird form of greek.

True, but more than 6000 people are using the mod that fixes combat. Of course, that is only people who play on private servers. People on official servers without mods don’t have access to it. I know, this number is a drop in the bucket, not significant at all…

1 Like

Oh, I didn’t see your comment before posting my own, similar one.

So is that 10K number on official servers or everyone playing? How is that determined?

The number is over 6K subscribers now, by the way.

Thanks.

Its based on the highest amount of concurrent players. Not the total amount that plays in a 24 hour day.

Its like when you see a server with 10 players online. There’s usually quite a bit more players that exist on the server. Everyone who plays, doesn’t play every hour of the day. Everyone who plays, doesn’t play every day of the week.

10,000 players on Steam is probably closer to 70,000-100,000 total that may have played. Making the 6,000 (total) subscribers of a mod a somewhat small percentage of the PC playerbase.

With that said, 6k users in a week of a mod is actually quite good and is something to take note. But I would also point out that the devs have acknowledged the issues and do plan to make adjustments. But that won’t come till after the holidays as Funcom, Sony, Microsoft, etc are all on vacations.

I would actually recommend everyone to play something else in the mean time if its so catastrophically bad. Then once the patch actually comes. Come back if you like it, and uninstall if you don’t (since you’ll have you answer on how the game will be once it hits and it likely won’t change after that).

1 Like

Indeed.

The percentage of players than can and do use mods is probably pretty low. From the estimated player numbers, we have to exclude all those on official servers, play on private servers without the mod and people who don’t know or want to use mods.
Add those who didn’t understand what actually happened (like me) and don’t read the forums (unlike me), those that wait for Funcom and so on…

Among the fraction of a fraction that remains, 6k must be massive.

3 Likes

HOLY F…K!!

That’s why I’ve NEVER seen my character facing me mid-combat!
I always press forward instinctively in combat to get as close to the enemy as possible.
And that’s why I did not experience almost nothing in my character’s combat.
Okay, I learned something today. :rofl: You can fight while not getting up into the nostrils of the enemy.

I chose option 3: I didn’t even notice that there has been a change.

We probably should’ve voted the opposite, Funcom tends to favour the changes we don’t want…
Yes I’m salty… the combat feels so bad I prefer to play a click to move game right now.

I miss the old stamina and the old updates where every weapon was good and no pivot was needed to help the skill of trash players
When I was bad there was no pivot and lock on wasn’t good to help I had to practice and get better

You play with a game pad?

And then they change how it all works so you have to relearn how to fight, but before you really got it down good, it changes again.

This fight mechanic has been like this for as long as I can remember. It seemed identical when I came back for 3.0.
I didn’t use the target lock before now because I had 0 need of it to be a very effective fighter.

Now one more time; just 16 days till the latefix? Before I felt like I was fighting my opponent, it was immersive, responsive, felt good. Now I not only feel like I have a game between me and my opponent but a computer as well. So I’m not controlling my character, I’m using a mouse and keyboard to tell a game how to control my character.

My character is not attacking where I tell it to but where I told it to, where my opponent isn’t anymore. I have no idea how to change fighting style to account for the lag of my input not corresponding to where my enemy IS. It does me 0 good to attack where my enemy was.

So the fix is to use the target lock. Game doesn’t miss, the game controls your character so now you hit like you used to and NPCs do now. Don’t worry about stepping past your opponent now because target lock hit any way. Just got to remember the only dodge that works is a double roll back.

All this change has done is shown who uses a game pad, who uses target lock, and who fights enemies with a mouse and keyboard with out help from the game.

I can confirm that: target lock makes a good anti-lag measure, it’s slow but you won’t miss.

However, I want to stress the point on lag. Playing with dead zones is just breaking immersion. It needs to be smarter about dead zones.

I don’t use a gamepad and I didn’t notice the issue either, initially.

When the patch hit, I was in the midst of doing repairs on my PC so it took several days until I was able to load into Conan Exiles. I didn’t play in the public beta this time around (holiday stuff got in the way). By the time I got to play with the new changes, it was several days in and I saw many complaints about the combat system.

Outside of some issues with NPCs turning fast, I didn’t see any changes to how my character moved or fought. I had to speak with several other players in discord to see what issue the issue actually was. Even when it was explained to me, I wasn’t seeing it on my end.

I tried several control schemes in the settings, as well as plugged in two different controllers to see. I used a 20+ year old Logitech Rumblepad 2 using xinput through steam and a Steam Controller, and did not notice a difference between my controllers and keyboard (except for my aim being crap on the Steam Controller… being a touchpad for a right stick).

Eventually someone (whom has a really good understanding of the underlying game functions and mechanics) asked me if I was holding forward while attacking. I said yeah, thats how I position myself between attacks.

Evidently holding forward makes you attack towards the aiming point (like it always has), whereas attacking with no directional input instead attacks in the direction of the character’s facing.

THIS is why some people, even on mouse and keyboard have not noticed a change.

This is NOT a statement to tell everyone to simply hold forward. This is something Funcom still NEEDS to FIX. As even those of us who do hold forward will NOT hold forward 100% of the time and the times we don’t will cause issues. This is an issue that affects everyone. The FIX is for Funcom to make our characters always turn in order to aim their attacks at the aiming point.

They also need to fix the animation when turning with the stationary camera rotation setting. That’s a bug. And it looks awful.

And finally they need to fix the NPCs’ turning rates. I’m pretty sure we’re gonna see this one fixed in the next patch. Dunno about the other two though. We’ll see.

Mouse keyboard, noticed it the second I opened the update on beta and immediately griped about it.

:100:

Moving forward while attacking always gives me some charge attack that put me on the other side of my enemy so I’d have to turn around to attack.