Late reply, but notice how every single game you listed uses low ping only regional servers where the average ping is probably <50? That's why it's different, and why what I said matters.Let's look at some examples of accessible games that have high skill caps and are played by enormous amounts of players of varying skill levels.
Fortnite.
Apex.
Mordhau.
Chivalry.
Mount and Blade.
Warzone.
Counter Strike.
Valorant.
PubG.
Now most of these are shooters that require excellent precision and predictability. So stop acting like there's some huge technological hurdle they have to overcome. Or that it needs to be watered down to be more "accessible". Or that because it's an MMO it has to be slow (your population is like less than 100 people logged in and it's slow and full of desync, what do you think is gonna happen at scale?).
This goes back to my argument of pick a lane, either be a competitive hardcore game or be a casual no skill game but pick a lane so that the hardcore players here can find something else or vice versa.
I also got news for you, having a shit combat system does not appeal to anyone and if you believe it somehow sets the game up to be more successful you're delusional because it's the opposite. Games live or die by their gameplay and in it's current state MO2 is dead on arrival.
Whoever is in charge has not planned a design that works at scale. This game has been designed to work with a specific population size and that alone is going to handicap this project.
A single world on a single server or server cluster DOES NOT SCALE.
Population of 100? Works fine.
Population of 20,000 at launch? Will break apart.
What could they have done to make this project work at scale?
Regional Server Clusters to reduce ping.
Map Regions that can spin up new instances of each region when there's population overflow. If the performance cap for a given area is 200 people then spin up a new instance when you go over that. Keep nodes would be on their own region.
(THIS TECH ALREADY EXISTS NATIVELY IN UNREAL).
Doing these things would of made room for this game to support a successful launch and handle a population if it ballooned. It also would of reduced perf costs and allowed for fast paced combat and lower pings.
I do not give a flying fuck about players who want to share a single world with everyone, it's a shit idea that doesn't scale. If you want some social experience go play second life.
In it's current state, in the way it's currently designed as soon as the population increases everything's going to break. It's not an opinion it's a technological fact, so put down your coolaid because it's not helping.
Late reply, but notice how every single game you listed uses low ping only regional servers where the average ping is probably <50? That's why it's different, and why what I said matters.
I think MO1 players need to remember that the fact that there is directional, reaction based, collision-based melee combat in an MMO is something 99% of players will have never experienced. Yes, some will compare it to Mordhau etc, but most will realize this is something that has never (in their experience) been tried before. Think about when Planetside came out. Yes it was not as responsive as Call of Duty, but people were so excited about the potential of FPS gameplay writ-large in a massively multilayer game they were still amazed, and the proposed world depth and variety of activities for MO2 put Planetside's gameply to shame.
Can confirm that the *reduced attack release timing* has scuffed up the once fair combat, Both high-ping players and others are having issues with it.Is that so?
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Yes, it is so.Is that so?
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We cant really know atm since the server is in a really bad state, with people teleporting and even eu players reporting hits going straight through blocks. But the change was very small and the actual delay before the swing was not changed. So it shouldnt be too harsh on high pingers. Gotta wait and see after they fix it.Yes, it is so.
It looks like they have chosen to sacrifice the higher end of the ping spectrum due to the slow combat feedback, which entirely within their right.
It is now much harder to parry counters from fast weapons as a high ping player, from another player with medium-high ping, parrying counters from low ping players works just fine though due to how the sync system works.
The increase in release speed is in response to the loudest voices in the community asking for it, plain and simple.![]()
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What a surprise, for a combat system that so many people painstakingly claim 'the majority' are for via polls or from anecdotal experiences - Henrik said himself that they are looking into the speed, have been increasing release speed (Even though from what I've seen was quite small) and even mentioned a new system incoming on test.
Opinions?
Judging from the video Handsome Young Man posted, it seems the ping normalization delay wasnt touched? To me it looks like they only speed up the actual swing animation but the delay before the swing starts is the same.The increase in release speed is in response to the loudest voices in the community asking for it, plain and simple.
I still think that the issue is the charge speed of normal swings. Normal swings are basically completely useless in a 1v1, as they will be parried 100% of the time due to the charge being so long, and you're essentially just giving a free riposte to your opponent.
The only way to solve this with current mechanics is to increase the charge speeds on all weapons, maintaining a maximum speed of course so things like flakestone don't become broken.
Decreasing the time between starting the charge and releasing the swing won't affect the ping normalization system, as that relies on the delay that occurs immediately after releasing the button, before the swing actually starts.
The decrease of the ping normalization time has indeed made it no longer fair for high ping players against medium-high ping players, however it only manifests itself as cutting off the beginning of a riposte animation from a fast weapon, giving you less time to react than before, and allowing some very fast weapon ripostes/counters to go through parries.
This issue is a pretty niche problem though, and it is still not impossible to parry counters from fast weapons, at least not for me with my connection. So it is now unfair, but still highly playable.
I would love to see charge speeds on normal swings increased though, leaving ripostes/counters alone, as they are already an instant charge.
It was changed.Judging from the video Handsome Young Man posted, it seems the ping normalization delay wasnt touched? To me it looks like they only speed up the actual swing animation but the delay before the swing starts is the same.