Platform: Steam
Issue Type: Gameplay
Game Mode: Single Player
Server Type: PvE
Map: Exiled Lands
Server Name: =SERVER NAME=
Mods: =MODS=
Bug Description:
The character assumes a shield stance after kicking even though he wields no shield. This only happens when you kick, and it is annoying the crap out of me. To work around this you sheath your one hander and when you pull it out again, the bug is gone… until you kick… sigh.
Bug Reproduction:
Kicking while wielding a one-handed
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Are you sure it only happens after kicking? The old version of this bug (it has come back multiple times over the years) used to happen if you took a small amount of damage.
(Workaround - not a solution, but might reduce irritation (slightly) - if you sheath your weapon and then draw it again it used to be a way to make the effect go away (until the next time it got triggered…) - of course, it’s also irritating to have to keep sheathing and redrawing your weapon…)
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The workaround is shown in the video, as he sheaths and pulls it out again the bug goes away =]
I will revise the text since it is obvious it’s not obvious lol.
This has only happened to me in this fashion, cannot be sure about other people.
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My bad. (Evidently I didn’t watch the video- as I knew the bug and you mentioned the cause I figured I knew all i needed - assumptions and all that…)
No, you helped me make a more comprehensive post, thank you. As for not watching the video, that’s what I figured heh, since you already knew =]
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I believe it’s because when you kick without any weapons out you are put in a fighting stance with both arms up , it should not happen when you have a weapon drawn
Maybe I’m not understanding the issue (I’m sitting here in game testing btw). I always just assumed this was a normal stance and not necessarily tied to the animation for wielding a shield. I think it would be natural to bring up your arm (I did kickboxing for a hot minute).
I also can’t see the video.
It happens if you fist fight and then wield a one hander as well.
But it does eventually go away if you wait about 10 seconds, your player character will go into a resting stance.
Hi Kikigirl =]
I took down the video because I assumed the issue was now old news, I can easily produce a vid for you. The position is a bug, not a defensive posture; maybe when you are fighting with your fists and legs that would make sense, but you can’t defend against an axe strike with your arm up. Just give your character a sword, strike a few times, and you will see the arm remains down as a counterbalance to the weight of the weapon. Then kick; you will notice the arm go up as if it were holding a shield. This is not by design, it’s a bug. When you sheath the weapon and unsheath again, the arm resumes it’s normal stance.
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Ya I’ve done exactly as you describe. Probably a video would be best because other than the extended amount of time of having used a raised arm for counterbalancing, I’m really not seeing the problem O.O
As you wish.
Your video is up.
Meesa smellin Male/Female characters may not behave the same.
Aaand to keep on harping, a raised arm is defensive in a fist-fight; an extended arm counterweights the weight of the sword =P hence the normal fighting pose. With a sword, you dont block with your arm, you use the sword, the reason for my post… and the relentles harping lol
2 Likes
Thanks for uploading.
The behavior is the same for both genders.
I think really the real issue is that the raised arm stays up too long. I noticed you wouldn’t wait for it to drop. I feel like a raised arm to help counterbalance having both a sword in the other hand plus balancing on one foot is natural. I might be wrong and that’s ok.
Your report does show as Received, maybe one day they’ll tell us if it is intended or not. Could simply be a programming limitation.
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In my case, the arm stays up forever till I sheath my weapon, and boy does it bug me. Concerning the stance, the further away you extend your offhand, the greater the leverage you will excerpt on the sword arm. Like holding two buckets of water with extended arms, and retrieving one to your chest; your balance is completely lost because the center of gravity shifted. The defensive posture of the offhand in that bug goes against swordsmanship, not to mention gravity heh. That’s why the Cheeta tail is so long, as I am sure you know. Extended, it counterweights, like the default stance.
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Oh! I didn’t realize it doesn’t go down for you, that’s a problem, I was testing in multiplayer as opposed to you being in SP, maybe that’s a factor?
I’m definitely thinking in terms of keeping my mitts up for kickboxing. I don’t think I’ve ever seen it any other way though in the game, I just assumed it is the way they designed it and I felt it was natural because of my experience.
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Well, folk aren’t exposed to info like this unless they learn it. Think of a fencing contest, and watch their offhand. Never will you see them defend or balance with their offhand contracted like a boxer.
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I’m with Boulderkin on this one - it has definitely come up as a bug in the past (and been corrected by past patches) - though kick as the trigger was new to me. The trigger I was most familiar with was taking damage and the left arm would raise up and stay raised until the weapon was sheathed. As you suggest, maybe there is a difference between singleplayer and multiplayer.
I can see your point about a kickboxing style guard while kicking, but equally Boulderkin is correct that such a guard is not appropriate when swordfighting.
Weirdly, I’m pretty sure the character does also pull into this guard type position while fist-fighting (as they should), but then returns to a relaxed natural stance after the usual combat cooldown (again, as they should). It’s only when specifically triggered (previously by being struck, and now by kicking) that it seems to persist until the weapon is sheathed and redrawn. I can see I may have to do some more testing.
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Yes, it happens in other circumstances, yet I still have to catch the other’s triggers.
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I found one of my previous bug reports on it (2021…). Hopefully I should be able to find some time for testing this week and this issue is on the list, but it’s also going to be a busy week outside of the game, so I’m not going to be able to make it a priority right now. I’ll just have to see how it goes.
Link to old bug report.
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Ya I’m certainly not an expert on any fighting styles or sports. No matter what if it is wrong it is wrong.
It does pull up for fist-fighting, I tested with multiple 1 handed weapons and fist fighting alone, the arm remains after fist fighting then equiping a 1 hander.
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Ok, I had some time to test this one and found some interesting (?) results. (Tested in singleplayer).
When unarmed, kicking (or punching) causes the arm to raise as expected, and then after a brief wait, the arm goes back down - as it should be.
With a singlehanded weapon in hand - kicking causes the arm to raise (again, as expected - though not entirely desirable as Boulderkin already explained) - waiting does cause the arm to go back down. However, as soon as the character moves, the arm goes back up again. The only way to get this bugged behaviour to stop is to sheath and redraw the weapon. Then it is fine until the next kick. (Definitely not how it should be.)
This video shows all of these elements in action, and confirms the original report:
(I did also try the old trigger for this bug of getting hit, but it did not cause it to trigger, so it seems that issue is at least still resolved.)
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It’s not shield stance, it’s brawler stance
. If you won’t wield any weapon on your right hand then both of your hands will take the brawl stance after the kick.
We use to keep the brawl stance for really long and we had to climb, swim or equip something to get rid of it.
Now after you finish a brawl fight the stance will go after some seconds.
Unfortunately now the constant brawl stance is transferred while you hold a weapon and only if you unequip or hold something else on your left hand it will go.
It’s the usual of fixing one thing and ruining another
.
Thanks for reporting however, it’s kinda annoying for me too.
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