Recent content by WesleySnipes

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    Reduce swing delay

    You act because I pointed that one thing out that I was saying that was the primary issue. It's not, but It's weird that blocking attacks isn't costly. Part of the reason of why people can hide behind parries / blocks is because they're not finite. MO1 was full of gimmicky shit when it came to...
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    Reduce swing delay

    Feel like parrying should cost a lot more stamina; both on the activation of the block and the actual parry/block itself. There's hardly any stamina pressure in that fight, they never run out.
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    Reduce swing delay

    It's more about preventing something from being potentially abused. From an optics and functionality point of view they should adjust it some how. The whole regional server thing has been beaten to death. It's clear henrik doesn't care about NA. I doubt very much the game will survive on...
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    Reduce swing delay

    Well the ballerina shit is definitely an issue they need to fix. It looks stupid and is functionally hard to discern what is going on. Two things any developer would try and avoid. Everything else that was talked about is just bad decisions, or decisions made around the presumed need to have one...
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    Reduce swing delay

    So you're saying the game is jank fest and we can expect it to die in 3 months just like LO did? Shocking. Hell LO's combat at least worked (although not very well, in the larger fights, but I was never left wondering how someone blocked an attack from the back, or got dunked by invisible...
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    Reduce swing delay

    Let's be honest, if the game is going to be successful it probably needs regional servers. Especially with the type of combat it has.
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    Patch 0.0.0.18 - Community Testing Feedback & Suggestions

    @Kavu I feel like we're beating a dead horse. Everyone knows the solution when it comes to latency. That video is as clear indicator of what the issue is as any possible video could be.
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    Combat performance feedback, from the observer's perspective.

    What does that mean to the paying customer? Absolutely nothing. I deal with the customer every day and trust me when I say they won't care. It either works, or it doesn't. That's the assumption they'll come to. Once in awhile is tolerable, several times every fight is hugely problematic. I...
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    Combat performance feedback, from the observer's perspective.

    Imagine the privilege someone would have paying a box price, a monthly fee and expecting not to getting desync and potentially losing a fight because of it in a full loot pvp game....? Hell if it was just once in awhile it wouldn't really be a problem. In this game it happens several times a...
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    Combat performance feedback, from the observer's perspective.

    If anything we SHOULD give them a hard time; long as feedback remains sensible and critical. Asking for an NA server or giving feedback that the disadvantage between EU and NA players, and/or desync between players isn't being a "karen" lol. What do you think is going to happen when the game...
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    Combat performance feedback, from the observer's perspective.

    Wouldn't moving the server also shorten the RTT, since the packet(s) will have less nodes to travel through? It's kind of a two generals problem. The problem isn't only the server location I'll admit that; the prediction system is faulty. The problem is if the core of your combat is rotten...
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    250 Hour Combat Feedback

    The solution definitely shouldn't be to hurt people with low ping, but there needs to be some way to help with people higher ping. From east coast to london it isn't terrible, it isn't as good as it can be. From west coast to london, depending on certain factors the game can range from...
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    Combat performance feedback, from the observer's perspective.

    “The definition of insanity is doing the same thing over and over again and expecting different results.” MO2 is just a prettier version of MO1 with all the inherited flaws of the previous game. Kinda heart breaking because I want MO2 to do well and encourage other developers to experiment more...
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    Combat performance feedback, from the observer's perspective.

    It's like watching a slow motion car wreck where no one is wearing seat belts.
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    Combat performance feedback, from the observer's perspective.

    Desync, getting hit from x meters away with weapons you shouldn't be getting by, getting your blocks swung through will tank the game if not addressed. No one is going to tolerate this shit. In that video he was getting hit from a significant distance away, and it seems more prevalent when back...