Poll => Combat Changes

That should only happen when sprinting, and only after sprinting for about half a second or so. Is that all the time?

Having given the changes awhile…
This one still has as much affection for the current state of affairs as one does for an ingrown hair at the belt line.

If the ā€œgameā€ is just going to be a box of digital Legos, that’s fine, but the current combat system is something this one has no desire to further interface with.
This one can still play with the building blocks, but the inspiration to embrace and accommodate this deliberately added jank is like ocean front property in Arizona.

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I usually run up and stop so my first attack wont be a charge, from there I don’t need to hit direction buttons because my attack movies me in the direction I’m facing. Or did.

I love the way you write.

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While this one is rarely useful and this one infrequently deigns to be pertinent…

This one is always glad of their antics can amuse.
After all, we are each here on a game forum.
Games should be fun, they should amuse.
We all, hypothetically, crave, on a certain level, amusement.
So if this one’s content is of dubious merit, then at least let the packaging serve some purpose.

There’s a longer ramble about making substance out of style, and the differences between the objective and the perceived world…
But this is already becoming a text wall with a mind of it’s own, so let’s put the masonry tools down for a bit.

TLDR: always happy to amuse.

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You’re sprinting up, stopping, and then attacking?

Just making sure I’m on the same page.

I’m sprinting up and stopping so I wont do the charge attack. Then attacking. From there I only touch the direction buttons to dodge; S.A.D+alt. So I am attacking/defending with my right hand; mouse. And dodging with my left hand; shield/block/kick are a mouse shoulder button.

Well now it’s more alt+S.S.

Nope… that’s Minecraft. Developers who like to program blocks in an MMO ambience is not exclusive to CE. Voxels with javascript seemed intuitive. It is because of voxels, I do not recommend Minecraft. It’s not even a simulation…

…CE will always be a hack while it keeps its traditional version up.

I hear ya. I would have chosen a different map for a certain biome (or the same map with instances).

Lately when I get into trouble, by a miracle I survived. This kind of miracle is called fun. With 5v1, the finishing blow perks up. I was just thinking more about that than another brute to level.

The one change that made me wonder is capturing a beserker. It can’t be solo’d like before. I have to, first, find another solution, not more puzzles.

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From a longtime game testing standpoint, one of the things I do well is repetition. And I record everything. My current startup mimics the settings of a PvP Official Server, and I race to 60, only ever using scrounged weapons and armor.

My run yesterday required a trip to Kurak, which dropped a Legendary Pike and Great Axe. I used them from Level 19 to Level 36 before I branched my run off into different scenarios. This all took 1.25 hours, 15 minutes slower than TestLive.

I don’t use target lock, use a mouse and keyboard with controller-style motion and auto-facing on. Objectively, it felt really quite good. With the exception of a moonwalking Legendary Croc that I noped out on, it looked great too.

So we know A. It’s modular B. It’s tuneable C. Funcom has already tuned it since the Beta.

I believe this combat style is a step in the right direction. And the NPCs are actually very fun, it’s refreshing to get clocked by a hyena!

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That’s where this all falls apart thou :slight_smile:
Controller style movement already implies that you’re constantly providing a movement input and as such is almost entirely unaffected by the major point that people are unhappy about.

Dennis also plays with controller style movement… which is why he admitted he didn’t notice this himself. Not sure about the testers, but I’d imagine ideally they should be having some that use non-controller style movement too for getting feedback on that side of things…

I believe that’s part of the problem… some of these changes were thrown in last minute and do not resemble the beta…
NPC rotation correction is also overtuned massively to where they target lock you… a charging rhino will spin on a dime and drift after you no matter where you run… again, this is another thing that they admitted and will be further tuning.

And the moonwalking NPCs are a straight up bug ofc.


Basically just pointing out that at this point these are literally all ā€œknown issuesā€ and corrections / fixes were already promised for them (some already being fixed internally), so it’s not just ā€œpeople imagining itā€ and in reality the combat system is ā€œsuper awesomeā€ :slight_smile:

Whether or not people with certain playstyles might enjoy it more subjectively, that’s ofc another matter entirely… as I pointed out in another post a while ago, these are all very highly playstyle-dependent… if you play a certain streamlined way, you might even never notice some of them.

Nothing implied, I make no bones about being a former console player who loves the controller. Just not for Conan Exiles.

Please note I am very much appreciative of your mod and the spirit in which you develop.

You can enable First Person Combat too, but I’m not sure an optional setting is where the developers need to spend their free time. Clearly the gamestyle preferred by the dev Team is controller-style, which means the people who are resistant will eventually need to just get used to it. I’m basing this opinion on historical actions and replies from the Team.

Thank you!
I did not take anything that you said in a bad way, just trying to provide some clarification because I know all too well how easy it is to miss things when it’s not something you’ve been regularly running into during your normal playstyle.

(Just the other day we were laughing with Multigun about how we’ve been working on that placeable coloring system for a while and neither of us noticed that if you directly click on the little circle inside the color picker that marks the color selected and try to drag that little control itself, it doesn’t actually work as I forgot to handle that scenario… We were used to simply clicking into the color area and expecting the marker to jump there instantly.
But before releasing it, we gave it to a couple of people for testing and one of them instantly noticed it because they are used to always dragging the little marker itself in these types of color pickers :smiley:

I think a similar thing is happening here when some people say they don’t notice the combat changes, while others suddenly struggle.)

Not necessarily, most players on PC actually use non-controller style movement simply because that’s the default setting for mouse and keyboard and most players don’t go and change that when they start playing :slight_smile:

However most importantly, while this is listed as ā€œintentionalā€ in the known issues thread as I pointed out in another post, I believe the intentional part was primarily aimed at NPCs.
Funcom did not actually change the player controls themselves, they changed the ability of all characters to rotate instantly between attacks in the direction they plan to attack in, including NPCs…

It’s very highly likely this was aimed at them rather than the player, since they were getting a new system with smooth rotation during the attack instead, so the old system would suddenly be a ā€œbugā€ and negate the new one to some degree.

This merely had a ā€œhereditaryā€ and most likely unintended side-effect on the player controls themselves, since it was reliant on this very same rotation.

If this is the case though, it means they are actually free to re-implement the exact mechanic, exactly the way it used to be, but on the player level only instead of globally for all characters, so I’m pretty sure we will see some reversal of this.
(Well, that and the fact that Dennis already confirmed this on a stream that they will somehow address this player control issue either with a setting or see if they can reverse it).

TLDR: I don’t think this is in any way some ā€œpushā€ towards controller style movement, just an unfortunate accident.

2 Likes

I like that opinion. I don’t in particular like what is says you’re saying about the dev Team, but I like that you have taken the side of the consumer.

For me, it’s an assent to Next Gen and any succeeding Consoles, where the controller is the common denominator. I have ditched the Sony Treadmill at PS4 and instead enjoy the amazing capabilities of the PC. Plus, I prefer KBM with CE and Siptah, unless I’m doing gladiator- or rules-based combat.

You can’t play with a KBM setup on the PS4, so I pretty much just quit. But that doesn’t mean Consoles won’t persist, and I wish Console players all the best experience. It is based in this desire that I think I share with the dev Team, one of unity across platforms, that will reduce the combat to more run and gun ā€œloose reticleā€ style.

For now, it’s obviously jarring for experienced players. However, returning players who used to call it ā€œHello Kitty Barbarian Islandā€ are feeding back that Exiles and Siptah are becoming a bit of a janky joy to play.

And this is why I know not to trust anyone with Chosen of Asura on. Because if you think ā€œstep in the right directionā€ is what this is… your opinion is focused on defending funcom.

You’re entitled to your opinion, but my posting history says it’s incorrect. And if you think what I wrote is defending Funcom, you might need to polish your reading glasses.

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/me mumbles something about an anti-lag measure and auto-facing should be acceptable.

From my understanding they did have some using that style movement. But like me they were holding forward when attacking and didn’t see the issue. This has thankfully been acknowledged, I just don’t know if there is a fix coming for it or not. I suspect so due to the amount of complaints about it.

The issues people were having is something unfortunately. Everyone assumed that we controlled our characters in very similar ways with some settings adjustments here and there. I mean look at the conversation I had with Deacon (whom I appreciate taking the time to go into detail for me) in how he approaches combat. His way of initiating attacks are a bit different then mine, but they are no less valid and no less effective. But with the changes his world got turned upside down for no appreciable benefit. Same happened with many others.

About ~30% of us went unnoticed, but we didn’t get a benefit from the 70% of players getting something that put kinks into the way they played. The benefit of slowing down our turning inbetween attacks could have been achieved without changing up the method of control 70% of players were using. So that why I do believe it will be adjusted and things will feel more normal.

This one I do believe will be fixed in the next hotfix, but I don’t know if it will be fixed across the board since they may have to adjust the speed on NPCs types individually to get them where they want. This MIGHT take several patches to catch everything in there. I’m hoping it was being addressed in earlier builds already so that it is comprehensive when they do the next hotfix, but I’m privy to their schedules here.

Barnes is not defending anyone here. He simply likes what he likes. He’s one of those who’s method of control was unaffected by the change and they enjoy the benefits of the patch without noticing the sideeffects.

He’s not wrong to point out things he likes. Just like I’m not wrong to like the things about the patch that I believe were the actual intent, yet I have concerns about the sideeffects and believe they should be adjusted.

If you believe its an unreconcilable issue and wish to never play the game again, I will support your decision to uninstall 100%, you are correct in your feelings to do so.

2 Likes

Honestly, the combat changes have diminished the fun of playing Conan Exiles and as a result, I have barely been playing. Enemies spinning in place like a spinning top and magnetized to the player is an abberation, but coetaneous it is also whimsical to behold. Prime examples of this include frost giants & thunderfoot. Seeing a frost giant spin and twirl on the spot while his leg is in the air like a ballerina is preposterous. But the thunderfoot is worse. He winds up/loads up an attack while spinning in a converse direction, and he also ā€˜slides’ sideways like he has a set of rollerskates strapped on. But for a real laugh players may run off to the point his tether engages; then watch as his legs run forward, facing us, while he travels in a backwards direction, like Michael Jackson performing a moonwalk. This takes me back to the early release of Skyrim when we used to see dragons flying around backwards. :man_facepalming: It kills immersion and is hands down a bad change, and I can only hope the common sense will prevail, and these combat changes will be reverted.

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Behold: the new enemy turning in Conan Exiles.

weather vane

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So ā€œweā€ don’t care that a fix comes with combat changes? It appears comprehensive, no? Well, how does it feel to just be reverted before the fix? Or, any debug statement.

:man_facepalming:

I’ve been looking forward to this. Calling it ā€œmoving the cabooseā€ instead of insta-turns.

I’m glad I’m not the only one to have witnessed this.

1 Like