Forum Discussion
@Bab0osh
I think you miss the point. Spamming or just holding the button pretty much bypasses the timing. No need to get gud with it, just incorporate a new way to use it. The effect on the opponent will be the same, yet for the user is just a nuisance to have to relearn this, which all will in a matter of days.
It would be better if it was just like it had always been, instead of making us relearn the game for I don't know how many times already.
I’m not missing the point, if somebody involved in a lightsaber fight thinks spamming the attack button or holding it can make the win, in the first case he’ll perform more than one attack and probably hitting the air, in the second case he’ll probably do nothing, finally he’ll just see himself being outplayed by his opponent.
This issue is clearly linked to the hit detection improvements in the code, because before it was impossible to hit somebody during the whole dodge+attack combo, like if it was just a dodge. Advanced players were just doing this combo again and again, never stopping. I know it because I did it a lot. It was really frustrating to know that the best way to play was this unskilled.
I know it’s boring to learn again and again how to play, but life is like that: we had to learn how to mount horses and now we have to learn how to drive cars. Man's natural laziness shouldn't stop him from trying to make things evolve.
- 6 years ago
@Bab0osh I’m not sure I’m 100% on board with this assessment for the following reasons:
1. this contributed to a greater “gameplay” environment that amounts to dodge dancing.
because the logic of many of the characters isn’t aligned for HvV it means that when various characters interact in HvV vs GS or CS the gameplay mentality has to change in a more conservative way which results in more experienced players “dancing” in an effort to properly time an opportunity. This is imperially bad gameplay.
2. overall server quality isn’t sufficient for this level of mechanical detail. Too many mechanical aspect fail to register or mis register on a regular basis. I sent video proof of abilities being recognized by the game yet failing to affect the opponent. I never received a response from anyone here as to the status of this.
I think that if you want to advocate for a game mechanic that results in a re-learn of gameplay and a change in the dodge & attack interaction we must first evaluate the full roster of character attributes and do a better job of balancing stats. Remember, this is a franchise and people play with whom they gravitate to. We shouldn’t have such an imbalance of character stats whereby one character, played correctly, can easily opportunity exploit another correctly played character based on stat; this happens every game.
lastly the Devs need to look at some of the more critical mechanical interactions and try to resolve incorrect recognitions. There will always be “bugs” and that’s fine but the core gameplay mechanics need greater consistency and stability if we’re going to advocate for this level of complex and cerebral gameplay. Right now the game isn’t that stable IMO.
I too have had this game since pre release and I have adapted the gameplay style multiple times and it’s getting old. Players want and need a degree of consistency out of the game; not to constantly shake it up all the time. No other major, successful, title employs a philosophy like that.
I have a list of recommendations that would provide greater balance and stability if EA or anyone else cares to have it.
- 6 years ago
@Bab0osh I'm sorry, but you're understanding it wrongly again. When I mentioned spam or hold the button, this isn't for all combat, it's just for the dodge attack to work properly. Please, follow along: You do a dodge, then you press the attack button in the correct time for the dodge attack to work, then it's done. This is the same time as it was before, or if not, it's just really minimally longer. The only issue is having to learn the proper timing. But now follow along again: You do a dodge, then you spam the attack button or hold it, you perform the dodge attack in the correct timing. I agree spamming may lead to queuing attacks, but then just hold the button and it'll perform perfectly.
So again, holding the attack button while dodging will guarantee you'll perform the dodge attack in the earliest timing after the dodge is done, which is very similar to how it was before the BUG.
Now to the other points: Stop saying it was impossible to defend oneself from such tactic. I did that all the time, either through dodging, or turning around fast enough to block it. People on Console have already told you it's doable on their end as well, so it isn't true this is impossible, for many people could do it on a regular basis. If your experience is from always hitting opponents, then you must have been playing with average players all the time, which isn't a stretch as this game is full of average players, especially on Console. And if you could never save yourself from such a situation, that meant you had to train harder, not that it's impossible.
And finally, why not compare this game to other games first, and then maybe to life if necessary? It's a core philosophy of Gaming that Rules SHOULDN'T change. Of course sometimes they need to, but that must be carefully thought because changing rules creates a lot of ambiguous feelings, many feel cheated, it's something that must be taken carefully. See all other games, and I'd love you showed me a game that changed so much in 2 years like this one has.
Now with that taken away, let me give you another comparison to show how trying to compare this to real life is like comparing Bacon to Worms: We had to learn how to mount Horses, and now we have to learn how to 'mount' Cars. Now tell me: Did yourself find the need to re-learn how to mount a Horse after you had already learned once? And mind you, not because you got away from doing it for a long time no, that's because the world suffered an update from God, which made Horses now completely different, commands you use to do something are changed, or no longer available. Have you experienced this in real life?
- 6 years ago@RogueZeroRendar
I’m sorry, but you don’t understand me and yet you have the nerve to tell me I don't understand you. I was speaking about the dodge+attack and not the whole combat, I even explained in detail both of the 2 situations.
For the “impossible to defend oneself” thing you mentioned I don’t know what to say excepted “read again what I’ve wrote” because you didn’t understand. Don’t waste your time I’ll do it for you: I was only speaking about new players with default options.
I won’t comment all the rest because I think you’re just contemptuous and haughty.
As a developer, and ex-QA employee, I think you should change your narrow mind. This “BUG” as you say is at most a regression and not a bug.
We’ve a partial loss of a feature and you make a childish whim, the most incredible being that it is obvious that this bug is related to the enormous work provided on the hit detection.
The IT department working on this game probably have way much more priorities. That’s how it works in “real life”.- 6 years ago
@Bab0osh I can’t speak to your issue with the other member ...
to EA IT / Devs work; a lot of the inundation they face is self imposed.
the overall logics in this game are shoddy at best. This notion that the developers should attempt to implement greater complexity when they haven’t been able to sort out rudimentary mechanics is short sighted.
I’ve watched this game decline in gameplay value greatest since release; primarily due to poor logic and then further by the inability to effectively incorporate said logic.
EA need to get back to basics; smooth out stats and baseline mechanics then they can concern themselves with deeper elements.
I carried out a game test after TROS update and found some things I found concerning and brought them onto these forums and in a rare turn by the community managers they shut those threads down even though no violations, name calling, or abusive behavior had occurred; they simply didn’t want the topic being discussed.
As the gameplay is right now, today, CS & GA are pretty good; I can’t complain there .... HvV & HS are absolutely poor. The gameplay value is bad and it’s actually been bad and worse since TROS update; prior to that it wasn’t so bad.
- 6 years ago
@Bab0oshI do not understand why you keep trying to write off this obvious bug. There was no “hit detection improvements in the code.” Hit detection has arguably gotten worse. Yesterday, I was hit by Dooku, whose back was facing me while he swung. That is just one example of hit detection issues. There’s also the “parry” bug where you are able to block and attack at the same time, and there’s the exploitable tactic of jump swinging at someone’s side while you’re turning your camera because the damage applies around the area. I get hit through block by lightsabers all the time. Lightsaber attacks are often landing when they shouldn’t be. How is that better hit detection?
It was never “impossible to hit someone” while they were attacking after a dodge. Once the character starts swinging, they’re vulnerable to being attacked. If you want to be serious, I often find myself getting hit through a dodge, so it’s not like dodge protects you much anyway.
It was not “unskilled” or “frustrating.” Dodging behind a blocker and quickly perform an attack was quite literally the core sequence to lightsaber fighting. That was the essence of it all. This bug and half-hearted attempt at fixing it has dumbed down combat even more than it’s already been over the past two years.
This isn’t like transitioning from horses to cars. If you wanna bring up analogies, this was like going from riding in a car to having to crawl to your destination.
The combat mechanic is still bugged. It’s clunky. It’s not enjoyable at all. It needs to be fixed.- 6 years ago
@Landeaux1 I just played a match of HvV and can confirm the mechanical detection is beyond poor and some of the worst ever; at least on Xbox anyway; I can’t speak to any other platform.
Abilities failing to register seems to be the biggest issue with hit detection a close second. Hit are being recognized when you (or opponents) are side by side or when not facing one another. Abilities will indicate an opponent is within the AOE but fails to have an effect on them (or on everyone within the AOE).
I experienced no indication of latency or other connection issues; no lag or stutter, no low connection icon.
Anytime the Devs seek to revamp the gameplay philosophy not only do they push players away but they cause additional challenges because they seemingly don’t consider the complete impact.
too many people are subscribing to flawed or incomplete logic that creates gameplay that’s imbalanced and inconsistent.
Honestly the game was better prior to TROS update in terms of mechanics.
- 6 years ago
Here is a list of suggested issues that, if addressed, would enhance gameplay FAR better than some of the minor elements EA has addressed or significant gameplay philosophy changes they’ve implemented:
1.) Rubberbanding ... because so many abilities feature a push or pull the rubberbanding problem is extreme because it prevents the victim from orienting themselves; realizing where they’ve ended up until it’s too late to plan an effective move.
2.) Push / Pull / knockback inconsistencies .... All 3, push, pull, & knockback recurrently have varying affects in terms of degree. I’m not speaking to star card vs no star card; I’m speaking to, say, Annakin pulls Palp and in multiple tests Palp is “pulled” to varying degrees; sometimes radically far behind the player, sometimes only a short distance. This creates poor value because the player cannot accurately combo not having a clue where there opponent may end up this time. (This issue is evident with all hero / villain pairings, not just the one exampled).
3.) Ability & map elevation .. many abilities render inconsistent results when used on opponents and a minor map elevation is involved. Although the AOE appears clear the ability fails to register because the game cannot seemingly resolve vertical variance. For example, Luke goes to “Repulse” and is on a slight decline; the opponents vertical render sees 60% or more within the plane of the ability yet fails to register. This issue is also variable but with new maps like Fallucia and Geonosis it’s become even worse.
4.) Hit Boxes ... This has been an issue in one form or another for some time; although I will say pre-TROS update it didn’t seem as bad. We’ve always had the issue of hit box recognition by a saber user as another (high height) saber user jumps; although the jumper is well out of range of the attacker the strike registers. Now, not only is that an issue but the hit boxes intermittently pick up registers when they shouldn’t; when players aren’t oriented for a strike.
5.) Ability detection. As I’ve previously provided video links; abilities are NOT recognizing properly. In some cases the game recognizes the AOE yet fails to yield an affect; other times the game fails to recognize anything. One recent issue I’ve noticed is that abilities don’t have the regular affect when used on a dodging saber opponent. Given that saber users cannot block while dodging, properly timing an ability use during a dodge was a valid way to use the ability, however, now the recognition is almost non-existent. Given the high proportion of dodging the Devs have made this game into, it’s a problem.
6.) Character attribute balancing .... This is probably the white elephant in the room and the one where the most flawed logic exists. There have been so many changes to gameplay mechanics as well as some characters yet seemingly the mechanical changes weren’t fully assessed on each individual character. The attribute spread is all over the board from blaster users who can deal high damage within proximity yet take no damage themselves to characters whose abilities or ability modifiers (i.e. no knockback during use) don’t work properly; other characters see their abilities deal damage yet often don’t have the disruption that they’re supposed to (claw rush, for example, does damage but no knockdown {this may have been an indirect bug to the double hit fix from this ability}). The changes to Leia were just what she needed, yet other characters are still imbalanced greatly and could be fixed with only minor adjustments.
7.) Knockdown / Knockback recovery ... Blaster users can continue to fire while being “knocked down” or while still “getting up” as saber users can register a block before actually “getting up” ... this has been in the game for ages and needs to be fixed.
I don’t know if these issues are a specific problem with EA server connectivity with Microsoft or not; as I only experience this game via Xbox I can’t be sure, however, from what I’ve read across these forums at least some of these issues are across the board. My connectivity is stable and consistent; I have a hard wired console properly configured on a static IP with all necessary ports open, low latency, zero packet loss, more than significant D/L & U/L speeds, and an open (cone) NAT. Connectivity on my end is not an issue nor do I have problems that was fall into any of these categories on any other title.
About STAR WARS™ Battlefront™ II
Recent Discussions
- 6 hours ago
- 14 hours ago
- 2 days ago