#The directional indicator sensitivity slider is confusing for new players and veterans alike.

4 messages · Page 1 of 1 (latest)

hidden cave
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TLDR: the directional indicator sensitivity slider is confusing and opposite of what you would expect with a higher number meaning lower sensitivity. Either fix the description or the slider or remove the slider altogether since the feature sucks.

The directional indicator sensitivity slider currently works something likes this: Depending on what number you set it to it averages out the direction vector/angle over a certain mouse distance/game ticks/frames (but why then fractions?) to decide the direction for attacks/blocks. This means that the lowest point on the slider is actually the most sensitive not the highest. The setting needs to be explained better because currently you'd assume the slider would work the opposite way. This probably makes a lot of players pick a setting that makes the game feel needlessly clunky.

Also I'd really like some input on what the setting truly does. The lowest possible setting for the slider is 0.1 but what does that mean in how the directional is calculated? Is the setting even needed? It seems to me that it's a relic from past iterations of the game when the directional was decided by moving the mouse through the four different directional zones. Here's an old video timestamped showing what I mean https://youtu.be/HTxBncMufOo?t=357 . Imo the game should default to the lowest possible setting for the indicator sensitivity (or just let the direction be updated every frame/tick from origo that's reset to previous frame's/tick's mouse position but maybe that's the same thing as the lowest setting?) and the slider be removed from settings. Let the dead zone setting handle mouse jitter.

A reasonable length video introducing you to some aspects of the GV combat system.
Classes: 0:00
Feinting & Kicking: 6:36
Armour & Weapons: 8:00
Builds: 15:40
Potions: 19:03

▶ Play video
gentle crater
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I think you are mistaken on how this works. I think this works like the fishing minigame - you control a dot that's constantly drawn to the middle. Whichever slice it's on, that's where the attack indicator will be. Sensitivity changes how fast the dot moves, and deadzone just means how big the area in the center where no movement can change attack/block direction.

hidden cave
# gentle crater I think you are mistaken on how this works. I think this works like the fishing ...

How I explained it was how the former lead developer Jog explained it. This ofc doesn't need to be true as he was not the combat dev hence why I'm curious about it in my post. "you control a dot that's constantly drawn to the middle. Whichever slice it's on, that's where the attack indicator will be. " yes indeed but the "sensitivity changes how fast the dot moves" is the contentious part that I'd like a clarification on. Normally in these kind of games the game logic just compares prior mouse x.y position vs current mouse x.y position and calculate the angle for a per pixel accurate directional change. This behaviour is what you >kinda< see when you set the sensitivity slider to the lowest setting.

The directional sensitivity slider only makes sense when the game worked like it did as shown in the linked old video where the mouse camera movement is separate from the directional mouse movement. (that's in line with your description). The fact that the slider still exists and does something at all makes me worried that their directional movement code is some sort of frankensteinian nightmare and the source behind why GV's mouse movement feels inaccurate in general compared to similar games. I'm sorry I'm not better at explaining things in more concise way.

What I want: An explanation in how the settings works from the devs. A better description in the UI for players. Or better yet if the setting is some sort of legacy game logic from prior iterations of the combat system then that logic should be removed and updated. Hopefully that'll fix some bugs as well.

Finally, I'm aware of how the dead zone setting works, it got implemented due to one of my suggestion threads. 😉 Thanks for the feedback mate.

gentle crater
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I found a setting "display cursor movement tracker". I tested different sensitivities with it, and it appears to me that it works exactly as I described.