This is kind of what I'm talking about. There is a disconnect between what you are pressing and what the character is doing. You can really tell when is moving back and forth. Notice how it looks really jerky, when he's moving around?
That's an animation issue, the controls are the same.
For the camera, are you playing in fullscreen, in fullscreen I had this massive delay, I don't know what was causing it.
No I'm already used to the animations involved with direction changes. First saw them in AoC then even more in FFXIV. I like them. Other than the animations being different the controls were tight.
Originally posted by olisud I think nobody will ever make such great control of character as Blizzard did. In gw2 it feels ok but not so great
I really think it is just the aesthetics of the movement that people are referring to. To me there is no difference in the level of controls. I go where I want, when I want. There is no delay whatsoever.
Originally posted by olisud I think nobody will ever make such great control of character as Blizzard did. In gw2 it feels ok but not so great
I really think it is just the aesthetics of the movement that people are referring to. To me there is no difference in the level of controls. I go where I want, when I want. There is no delay whatsoever.
I agree, it feels wierd at first but after hours of playing I adjusted to it. It actually looks more reaslistic than WoW. I also noticed that the races all feel different. Asura do not feels as floaty as humans or norn for instance. Charr feel floaty as well, but it actually feels proper for them.
Originally posted by olisud I think nobody will ever make such great control of character as Blizzard did. In gw2 it feels ok but not so great
I really think it is just the aesthetics of the movement that people are referring to. To me there is no difference in the level of controls. I go where I want, when I want. There is no delay whatsoever.
Nah, WoW's pretty stellar when it comes to the responsiveness of it's control scheme. It's always been one of it's main strengths. GW2 isn't bad by any means though, and once you get used to it you probably won't notice. It's still an inferior control feeling though.
Yeah, it's not lag, not server load, not a beta thing. There is a dev post out there somewhere that addresses this. It's to do with the fact that priority is placed on the action rather than the animation. Hopefully they'll tweak it over time. But I agree with you, it's not all it could be.
I have no major issues with the controls, although I did remap everything to positions I like (including 4-5 + utility skills to mouse).
One thing I wasn't happy with was the way some abilities rooted you in place. That was a little off-putting. I ended up heavily favouring class/weapons that didn't do that as I preferred the freedom of movement while casting where possible.
You do get used to it and this is coming from a 7 year WoW player but yeah nothing compares to WoW in terms of character controls & movement. It's been mentioned already but WoW achieves this as the torso and legs can move, animate and operate independently of each other, I don't think that is true in GW2.
GW2 is responsive but the animations dont always sync up the way you would expect which at first is very off putting.
I'd also rather take a WoW characters into a GW2 jumping puzzle for the superior *feeling* controls.
Originally posted by Loke666I think OP just is too used to Wows controls right now, play a week and they feel just right for you as well.When you play7ed something for a while you get really used to it and it takes some time to adjust to something else.
Possible. However, they seem noticibly better than GW2's, and I haven't really playd much wow.
I don't think they're clunky. I think the game has a really nice and fluid feel - though it's most likely not quite as tight as WoW. WoW is the "tightest" MMO I've ever played - and with GW2 having zero GCD and stuff, I find it unrealistic that it will be able to pull off a 100% tight feeling with such fluid and detailed animations. It would require some serious network coding magic.
During the last stress test, I had some input lag (delay between key press and abilities), something I never had before during any test or beta week end. ANet were certainly testing stuff.
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Lookup GP3 (3rd question under gameplay). Devs explain their possible choices and why this was the best compromise. Unfortunately, if 'floating' doesn't float your boat, I have to suggest not playing this game. This is not out of meanness or 'X game go home', but just a statement of fact based on the game engine, animations, and player input from the alphas.
Yes, the game is "floaty" and it looks wrong and feels wrong. It isn't lag or stress test side effects. If the float problem doesn't bother some players, that's great and it's really nice that they can look past the flawed synchronization between the 3D model animation and the floor plane. But for other players (like the original poster and myself), it's extremely distracting to feel disconnected with the game world and character movement.
The video link provided doesn't even push the sliding issue as badly as it can be pushed. The video was quite conservative in demonstrating the problem. I imagine this won't be addressed judging from some dev responses to the complaints, but it feels more like a bug or oversight than someting that's by design, like they claim it is.
The reason I feel it's a bug is because if you run forward with W and press A and D, the animation is completely fine. All you have to do is hold the right mouse button down and do the exact same thing with holding W and pressing A and D, and the animation is all floaty and shifts side to side. I really CANNOT believe that this is by design when the keyboard-exclusive controls work with perfect character-to-ground sync while holding the right mouse button breaks the animation a float.
GAme is perfectly responsive. The transition animation that bug some people don't bother me. In the end its 6 one way half a dozen the other. The games with no transition animations look really stupid to anyone with any kind of wrestling/boxing/martial arts/basketball/football training.
Humans don't turn on a dime, you gotta plant your feet etc.
Personally I don't worry about it overly much as true human movement is not even close to captured in MMOs. At this time its a pointless road to go down. The game is itself is more responsive than almost all MMOs and identifies areas of effect more accurately than all other MMOs. In TERA you can dodge and AOE are also painted on the ground but edge of demarcation is often visually off by a body length easy. TSW can do a similar thing and is also off but by less of a degree. GW2 is highly accurate and with good executation I can execute pinpoint dodges with no clunkiness in controls and the AOE paintings delineate correctly. Even in problematic performance environments like WvW.
GP3. Sense of moving is a great idea, what about a sense of being connected to the ground with walking/animations? Players also experience a 'sliding' effect when walking.
We have worked hard on this issue. Just like any game there are cases where you can make it look crazy, but we feel like those are mostly edge cases at this point. We still have some things in mind that we want to do here, but what you see now is close to what you will get.
I will explain a bit how it works.
Visually we have transition animations that help blend between different states, but for those worried about responsiveness those transitions are purely visual so as soon as you press strafe left you are moving at full speed to the left. This disconnect is what sometimes causes the floaty feeling.
Originally posted by rimaxo14 well when rotating your screen for combat is very slow yes that's what gets me or turning your character is SLOW lol
if it's slow I'd check your mouse sensitivity or you are keyboard turning... if you hold the right mouse button and swing the camera you turn as fast as any other game that uses this control method
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This was also a complaint when many people from games such as Call of Duty and Counter Strike tried one of my favorite shooters: Red Orchestra.
The difference was that Red Orchestra had acceleration/deceleration and more 'realistic' movement physics and inertia than most shooters.
I think the same thing applies to GW2, and the movement reminds me of Red Orchestra.
In games like World of Warcraft etc., you can move from 0 speed to maximum speed instantaneously; there is no acceleration time and no transitional animation to mimic the change of direction. This also applies to changing direction. If the character is moving left at maximum speed and then decides to move right at maximum speed there will be no deceleration of left movement to increase of movement to the right, and no 'transitional' animation to represent the change.
I think what GW2 has done is insert animations to represent the change of inertia in different directions.
Not to say that either way is bad, but I think that the more you play GW2 the more you will get the 'flow' of movement.
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Originally posted by bestever LOL I blame your computer because I had no problems with anything being clunky. I feel that the controls are smooth as butter and not once did I feel that they were worst then wow, but thats my opinion. I play this game like a FPS so I have no problems. I had server lag and thats pretty much it.
Same for me. I can understand describing it as being a bit floaty but clunky is not a word I would use to describe gw2 combat/movement.
I think the controls are great and very responsive. What you are experiencing is due to animations in the game , so it's more of a personal preference.
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That's an animation issue, the controls are the same.
For the camera, are you playing in fullscreen, in fullscreen I had this massive delay, I don't know what was causing it.
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I really think it is just the aesthetics of the movement that people are referring to. To me there is no difference in the level of controls. I go where I want, when I want. There is no delay whatsoever.
I agree, it feels wierd at first but after hours of playing I adjusted to it. It actually looks more reaslistic than WoW. I also noticed that the races all feel different. Asura do not feels as floaty as humans or norn for instance. Charr feel floaty as well, but it actually feels proper for them.
I don't think they feel clunky, although I never played WoW for any length of time.
I have played GW1 and LoTRO extensively, though, and feel that GW2s controls are superior to those games.
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Nah, WoW's pretty stellar when it comes to the responsiveness of it's control scheme. It's always been one of it's main strengths. GW2 isn't bad by any means though, and once you get used to it you probably won't notice. It's still an inferior control feeling though.
Yeah, it's not lag, not server load, not a beta thing. There is a dev post out there somewhere that addresses this. It's to do with the fact that priority is placed on the action rather than the animation. Hopefully they'll tweak it over time. But I agree with you, it's not all it could be.
I have no major issues with the controls, although I did remap everything to positions I like (including 4-5 + utility skills to mouse).
One thing I wasn't happy with was the way some abilities rooted you in place. That was a little off-putting. I ended up heavily favouring class/weapons that didn't do that as I preferred the freedom of movement while casting where possible.
The Enlightened take things Lightly
I think OP just is too used to Wows controls right now, play a week and they feel just right for you as well.
When you play7ed something for a while you get really used to it and it takes some time to adjust to something else.
You do get used to it and this is coming from a 7 year WoW player but yeah nothing compares to WoW in terms of character controls & movement. It's been mentioned already but WoW achieves this as the torso and legs can move, animate and operate independently of each other, I don't think that is true in GW2.
GW2 is responsive but the animations dont always sync up the way you would expect which at first is very off putting.
I'd also rather take a WoW characters into a GW2 jumping puzzle for the superior *feeling* controls.
Possible. However, they seem noticibly better than GW2's, and I haven't really playd much wow.
Bingo!
They were trying to overload and break the servers, thus the term STRESS test. Last BWE3 ran like a charm for me.
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Precisely. I felt the gameplay a bit "slower than usual" at first, and then found this option, it changed the whole feeling back to normal.
It also depends on the race you chose, some of them do have less "punchy" animations, like Asura or Charrs for example.
Norns do have quite punchy/reactive skill animations on the other hand.
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The 'floaty feel' cannot be repaired beyond what it is:
http://www.reddit.com/r/gaming/comments/uodjr/im_a_guild_wars_2_developer_ama_about_the_next/
Lookup GP3 (3rd question under gameplay). Devs explain their possible choices and why this was the best compromise. Unfortunately, if 'floating' doesn't float your boat, I have to suggest not playing this game. This is not out of meanness or 'X game go home', but just a statement of fact based on the game engine, animations, and player input from the alphas.
Yes, the game is "floaty" and it looks wrong and feels wrong. It isn't lag or stress test side effects. If the float problem doesn't bother some players, that's great and it's really nice that they can look past the flawed synchronization between the 3D model animation and the floor plane. But for other players (like the original poster and myself), it's extremely distracting to feel disconnected with the game world and character movement.
The video link provided doesn't even push the sliding issue as badly as it can be pushed. The video was quite conservative in demonstrating the problem. I imagine this won't be addressed judging from some dev responses to the complaints, but it feels more like a bug or oversight than someting that's by design, like they claim it is.
The reason I feel it's a bug is because if you run forward with W and press A and D, the animation is completely fine. All you have to do is hold the right mouse button down and do the exact same thing with holding W and pressing A and D, and the animation is all floaty and shifts side to side. I really CANNOT believe that this is by design when the keyboard-exclusive controls work with perfect character-to-ground sync while holding the right mouse button breaks the animation a float.
GAme is perfectly responsive. The transition animation that bug some people don't bother me. In the end its 6 one way half a dozen the other. The games with no transition animations look really stupid to anyone with any kind of wrestling/boxing/martial arts/basketball/football training.
Humans don't turn on a dime, you gotta plant your feet etc.
Personally I don't worry about it overly much as true human movement is not even close to captured in MMOs. At this time its a pointless road to go down. The game is itself is more responsive than almost all MMOs and identifies areas of effect more accurately than all other MMOs. In TERA you can dodge and AOE are also painted on the ground but edge of demarcation is often visually off by a body length easy. TSW can do a similar thing and is also off but by less of a degree. GW2 is highly accurate and with good executation I can execute pinpoint dodges with no clunkiness in controls and the AOE paintings delineate correctly. Even in problematic performance environments like WvW.
http://www.reddit.com/r/gaming/comments/uodjr/im_a_guild_wars_2_developer_ama_about_the_next/c4x4eeo
GP3. Sense of moving is a great idea, what about a sense of being connected to the ground with walking/animations? Players also experience a 'sliding' effect when walking.
We have worked hard on this issue. Just like any game there are cases where you can make it look crazy, but we feel like those are mostly edge cases at this point. We still have some things in mind that we want to do here, but what you see now is close to what you will get.
I will explain a bit how it works.
Visually we have transition animations that help blend between different states, but for those worried about responsiveness those transitions are purely visual so as soon as you press strafe left you are moving at full speed to the left. This disconnect is what sometimes causes the floaty feeling.
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if it's slow I'd check your mouse sensitivity or you are keyboard turning... if you hold the right mouse button and swing the camera you turn as fast as any other game that uses this control method
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
This was also a complaint when many people from games such as Call of Duty and Counter Strike tried one of my favorite shooters: Red Orchestra.
The difference was that Red Orchestra had acceleration/deceleration and more 'realistic' movement physics and inertia than most shooters.
I think the same thing applies to GW2, and the movement reminds me of Red Orchestra.
In games like World of Warcraft etc., you can move from 0 speed to maximum speed instantaneously; there is no acceleration time and no transitional animation to mimic the change of direction. This also applies to changing direction. If the character is moving left at maximum speed and then decides to move right at maximum speed there will be no deceleration of left movement to increase of movement to the right, and no 'transitional' animation to represent the change.
I think what GW2 has done is insert animations to represent the change of inertia in different directions.
Not to say that either way is bad, but I think that the more you play GW2 the more you will get the 'flow' of movement.
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Same for me. I can understand describing it as being a bit floaty but clunky is not a word I would use to describe gw2 combat/movement.