The primary reason combat sometimes feels clunky
I've read a fair number of complaints that the combat in this game is somewhat clunky and I would be lying if I said I haven't experienced this as well. People have complained about hitboxes, but I'm not at all convinced that hitboxes are the problem. I think the real issue is that on a melee hit(not sure about a projectile hit), there's no indication that a monster has dodged your attack.
When you run up to a monster, take a swing at it, and miss the first thing you're thinking is "Did I not get close enough? Am I aiming the wrong way?". When this happens repeatedly and you're sure it shouldn't, the impression you get is that the hit boxes are buggy and that the game is just unpolished. It doesn't matter that in actuality most of those misses were due the monster rolling a dodge on your attack, because we're all so accustomed to seeing damage numbers and dodge/miss notifications. I've read that options for damage numbers are planned (I assume a dodge notification would go with them), but I have to wonder if they're really appropriate in the graphical theme of path of exile. Floating damage numbers are fundamentally a cartoonish effect and path of exile has a very gritty style. If they were available as an option I would certainly turn them on, but I'm guessing that the game's gritty style is the reason we haven't seen them yet and that they would not be on by default. What I'd really like to see is something along the lines of a special graphical or sound effect playing as part of the animation for an evaded attack instead of the more standard floating text solution. I realize that this could add up to a lot more art, but I believe that these effects could be designed to match the gritty feel of the game and would clearly communicate to the player that the miss was due to the monster dodging, not the game physics being wonky or laggy. I feel that this is a pretty big issue because most of the complaints I've read about this game are either about the graphics not being good enough (no idea where that one comes from) or the combat being too clunky. |
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I am with you man.
Floating #'s to me are bad. But having an animation of the monster dodging my attack would be perfect. The game does not adapt to you, you adapt to it.
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The graphics are really uneven and the combat is clunky because of a relatively poor game engine. It really is just the melee combat though. Targeted spells can be annoying sometimes too since the first cast tends to fly off in the wrong direction.
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" Yea this game engine that does not require daily maintance and that is patched in seconds is soo poor. What are you talking about? This game engine is on the levels of epicness.. The game does not adapt to you, you adapt to it.
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For what it's worth I took resolute technique on another character to really see how much was lag and how much was evasion.
A lot of it is lag/netcode. I still miss the start swing very often because of this and it's pretty irksome. Glad I went Summoner/Spell as my main. Dernière édition par TemptedNZ#6650, le 28 janv. 2013 à 21:33:40
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This was an oversight by GGG: the client has no idea if you've evaded or not.
All that happens is the damage packet isn't delivered. If I like a game, it'll either be amazing later or awful forever. There's no in-between.
I am Path of Exile's biggest whale. Period. |
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" Absolutely. I had a Whirling blades build going with RT, and still missed a lot. If I like a game, it'll either be amazing later or awful forever. There's no in-between.
I am Path of Exile's biggest whale. Period. |
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please no damage numbers.
i dont wanna play when everybody is going like "zomg have you seen my r0xx0r crit 100k?" Live Stream: https://www.twitch.tv/menthur
Twitter: https://twitter.com/CMenthur |
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" I don't think you understand what a game engine is and what a server reset/patching is, that really doesn't have muchto do with the actual "game engine" in terms of pushing patches and rebooting servers, etc. The hit boxes and lack of dodge animations are two problems that make the combat feel clunky. |
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I can tell you this from experience. Combat feels not clunky to me, but SLOW. But this gets less and less as you go on. Act 1 you feel like you're playing the game on 1fps because everything is so slow. But as you get towards act 3, it gets pretty fast and hectic.
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