#Improvement definitely needed on these points

1 messages · Page 1 of 1 (latest)

wanton copper
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  1. When I block or when my blade slide on an other one, so almost in every single fight, the blades stick togheter and i can't attack for few second.

  2. When i slide or touch the opponent s blade even with full armor, i got hurt (in real sword martial arts its a very common way to enter and break distances, taking the space he needs to do the technic by slicing the opponent weapon with your body. No armor needed to do that, with clothes it's enough becaus he has no impulse to strike and no mementum possible to hurt)

  3. Opponents curiously wave their sword 2 meters from the player (even adjusting the player's height manually to >193cm remains problematic for immersion and break the pleasure of the game)

  4. No correct attack from down to up. I think you could add other attacks wit the basic directions of all martial art.
    I explain: angles of attack should be in my opinion, based on at least the 8 directions, which can be represented by a clock or a compass (North is up to down targeting the head, NWest, W, SW, S, SE, E, NE) and this for stabbing technics and slicing ones.

  5. Opponent always stay out of the guardian surface. They never attack if i don't come

  6. And this one is with nb 1 and 2 breaking all pleasure: blade can't very (very! ) often, cut properly the opponent.

  7. Performances are too much impacted by physic calculation. I think you could let the choice to the player to remove the physic calculation of the clothes or dead bodies for example. It s really impacting vr perf and point 1,2 and 6 happen much more when lot of physics calculation.

Point 1,2 and 6 broke my pleasure. I stop playing the game and i prefer to wait few month hoping thesechanges. too frustrating for me now ☺️.

I hope you will keep these remarks in mind. I don't think the game couldnt be as great as it could without that fixes.
config: quest 2, PCVR, in low.
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torpid musk
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+1 a lot of good points I can relate to (i made a post about the aiming being offcenter myself already -- I'm 1.9m tall irl, wonder of this has any impact)

Your 2. Point actually annoys me the most, literally the only way I die I think is due to just entering into the enemies blade (hardcore, usually in light armour)... usually after a parry or after their swing (no momentum to the blade at those moment, i simply die because it tries to exist isnide my body instead of pushing outward 🤣)

Point 3. Would probably change my mortality and provide the challenge i actually desire, also annoys me significantly seeing North attacks just whiff past my left hand when it should have easily hit my head.

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  1. Is a good idea, saw some other complaints about freezing & hanging... might help improve for those having troubles (I've had freezups also but difficulty to reproduce)
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Ps: i think the new katana animations have at least "a" SW attack... i find them fun to fight in that respect (but their N are weak and always miss like the 1h enemies)

wanton copper
wanton copper
torpid musk
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I made a post long ago that all they need to do is keep adding more more mocap and fighting styles to enemies and JUST that to make it what it should be (in my eyes)

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One good example, its low key and different but you may want to check out Dragon Fist VR if you haven't --- its movie-inspired Kung-fu based but weapons are coming in soon and the dev mo-caps all the ai styles, some authetic, some original but its a very unqiue experience!

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Much less a "Simulation", but hella fun and you can apply your own irl ma techniques no doubt for an edge

wanton copper
torpid musk
# wanton copper Yew i have it but i reaaaally want to get full body motion material to discover ...

Yeah I was crushed when i saw how complex/cost it'd be to get foot-based tracking on WMR, but definitely would love to get that ...at some point.

B&S was my go-to as well, and Swordsman was my dream replacement when they announced the mocap, but still lacking for sure... and yeah machine guns and fireballs :/

I'm not sure how "realistic", but Tales of Glory is not bad as there's no hard deflection mechanics so while it doesn't look/feel as good, its actually more... realistic? Ish? ... the opposite and probably the most satsifying feeling for me has been Legendary Tales actually as its hard-parry based at least, but very different and not sure how much of 'actual' martial arts practice it qualifies for

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Ps: whats sad is I'm pretty sure I live like under 1 hour away from Sinn head office lol, but feel like there is nothing I can do to influence them otherwise 😂, maybe I should just knock on the door and give a couple polite slaps or something