Weapon Aiming Issues

Hello,

When I take out my bow the aiming dot in the center of the screen disappears. I’m not sure if this is how it’s meant to be, but it makes aiming terribly difficult. Effectively, the 100%-hit range reduces to somewhat 10 feet and the shots are almost the snap ones, while IRL I can aim easily and effectively hit the target at ranges up to at least 50 feet.

Also, when engaged in a sword fight on a slope of a hill, when I thrust, Henry aims the thrust in front of him, not adjusting for the slope, thus leading to a missed thrust above the enemy’s head, while IRL I would aim lower.

I apologize if this has been raised before, but I still struggle to find my way around this layout of a forum.

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Yes it is

Yes it does.

The thing is that Bow is quite powerfull weapon. And in the game it makes fighting bit unfair.
In real life it required years of training to be good archer. But in the game it takes much much less.

So to balance the weapon, the croshair desappears to make it bit harder for the player.
The players has to actualy learn how to shoot the bow. But this is still an RPG so while you are using the bow you will get better at it and you will unlock some skills which will make shooting bow much easier.

Ah, I see, so it was actually a glitch when the point didn’t disappear :smile:

Okay, what about swords then?

Also, when engaged in a sword fight on a slope of a hill, when I thrust, Henry aims the thrust in front of him, not adjusting for the slope, thus leading to a missed thrust above the enemy’s head, while IRL I would aim lower.

In the alpha, Henry could hit people on the ground when locked on. In the beta, he can’t. If someone is on the ground, the only way to hit them is to disengage with shift, and then do an unlocked attack.

@ProkyBrambora It would be much better if enemy would try to avoid hits by running zigzag or running sideways (enemy have to reconize that henry is using a bow) and they should also be able to using terrain cover. That could work at least like in far cry primal. Advanced AI should be shown in combat not just in a daily routine. Please no aiming like a fool solution. Keep the aimingstyle but make the arrow point more in the center of screen (like in real life) and improve the ai to a believeble level. Current the enemy walking very calm straight to henry who is aiming him with a bow. It doesnt make sense. Also the hunting system can not work in a immersiv way if you are not able to hit a target in a distance of 30 feet.

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Well, I don’t really mean “on the ground”, just a normal situation when both are standing upright, but your enemy is just a bit lower on the slope. This is actually not an exclusively combat issue. If you leave your horse on a hill within a visible range so it doesn’t teleport to you, but rather runs, then call it from below the hill and watch her animation you’ll see that it also doesn’t account for the slope. It moves lower to you, but still standing upright with its forward legs in the air.

Well I have no power over that.
I am ujst a poor moderator :smiley:

But I am tagging @Vik as he is in charge of combat system developement.

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Still, it would be useful after a sucesfull pommel strike that throws your opponent to the ground. It is hard enough to land the combos, it would be great to be able to finish you opponent once he is laying on the ground instead of waiting for him to get back up to continue business as usual.

Definitely. A finishing move for people on the ground, knocked out, or asleep would be most welcome. It has been talked about in previous videos, at least killing people that are asleep, but it makes sense for people on the ground or unconscious too.

check out this thread to learn more about finishing moves.

Simply put:
Finishing moves? Yes, but not yet

Now, while the topic has moved to an interesting point, it has also wandered a bit off from the point I had wanted to emphasize. To explain the idea of the issue as I see it I have made a picture.

It illustrates the various situations when the fighter on the left is stabbing the fighter on the right (don’t mind the postures, feetwork etc., it’s just some free clipart I happened to have). On the leftmost part, this is how it is happening in the game on level ground. In the middle is how I would aim my stabbing movement if it happened on a slope. On the rightmost picture is how it is now in the game: the stab aiming is not corrected for the slope, so you miss.

http://rampage.ru/ilya1502/Temp/what_i_mean.jpg

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That is true .The current AI during this situations your are describing is very weak.