Unrealistic Horse Controls [SOLVED]

First off, I do enjoy that WH designed the horse to have its own mind rather than being a perfect extension of your will. However, there are two things that frustrate me greatly: The horse not stopping when you pull back the reigns and the horse not being able to go from a canter to a gallop.

If I’m going down a path at a canter and want to stop the horse without dismounting, I have to pull back the reign multiple times before it stops wanting to run forward. If I can make the horse go from a canter to slowly walking backwards, it shouldn’t have it in its brain that it supposed to continue forward at the same pace. In real life, pulling back on a horses reigns WILL stop it from running forward. It does not have an invisible countdown to stop moving.

But why would you want to stop moving on a horse anyways? Because the only way to go from a canter to a gallop is to get it to trot in between. Why can’t you urge your horse faster while its already already moving? It doesn’t make sense. Changing this will make it easier for people trying out the game in the quest “Run!”, then they won’t return your game and will be more likely to buy DLC too. Please consider.

I am playing on the PC. If anyone has a different experience or if things change with a higher horsemanship level please let me know.

Really enjoy horse riding (Jenda) in KCD. Without it, KCD would be a much lesser experience. That said, wish WH could make some improvements:
-better, easier transition from gallop to canter to trot and vice versa
-reconfigured controls so can aim and shoot whilst riding (WH previously denied this enhancement request)
-better collision physics [bounce off edges, get knocked off horse when hit object straight on, have plants (shrubs, small trees, etc) move/slide/bounce off Henry and horse as they pass]

When you mention this, I remembered the Mount and Blade 1 and 2 comparison. 1st has simplistic riding while 2nd looks more complex. If WHS managed to make it in KCD2 too and adjust horseback combat, I would be grateful.

Ah yes… more enhancements for future game(s)/DLC(s):
-would like to have more nuanced use of polearms
-blasting through lines in a column of lancers would be a blast (mounted NPC units and battle formations :drooling_face:); would also be fun to cut down a charging group of mounted units (via volley of arrows/bolts/musket shot) :drooling_face:
-having mortal horses (at least in HC) would be a nice addition. If Jenda gets shot in the head by a deadeyed Cuman, have to walk home; then, buy a replacement; might have to submit request and wait for it to be fulfilled

Never played M&B. Vids of mounted units remind me of Total War

Actually, I was quite surprised when I killed my own horse for the first time but it survived, it just laid on the ground for a while first.

I actually has none of these problems you mentioned, since the beginning of the game from lvl 1 horsemanship to now nearly 20 but I might be reading your post wrong.

There is no pause going from canter to gallop nor weird transition going from canter/gallop to an abrupt stop.

Really my only problem with the realism of the horse is how the faster horse cannot keep in pace with other horses because it has faster stats. I was riding Shadowmere along with captain bernard and his band and was either too fast or too slow.

So if you are holding shift, cantering, you can double tap shift and your horse speeds up to a gallop? What platform are you playing?

Yes. I am playing on PC. I have rebinded the shift to the side buttons on my mouse for ergonomic reasons but I know it works with shift cos thats what I used for a long time.

I bound sprint to a mouse button and it works just as you said. Switched back to shift and had the same old problem. Must be something going on between the keyboard and the game because the key works fine. Thanks a lot!

Had talked with one of the warhorse guys about this. As it equally frustrated me that this was not addressed. They had a frank and honest reply. They also noticed it did not work as efficiently as it could even saying they also did not like it. The team discussed it but the system was deeply embedded and to turn it around could break far too much.

While sorely disappointed with their reply I could at least respect their openness.

Edit. They said for the next instalment it would definitely be addressed.

Glad to hear it’ll be addressed

One thing I’ve noticed with RDR2 is that I switch to TPV because FPV can be too much. Jenda doesn’t bounce as much as the Missouri Fox Trotter but would still appreciate TPV in the next installment

Think there is an option to lower head Bob in Red Dead 2. Although this may not be what you meant.

That’s certainly part of it. Just find that the motion in FPV to be more distracting than the KCD version