my current xbox setup is Lt for walk run toggle, rt for parry, A for dodge and sprint. i tried seperating them, but them the runes become screwed up. i use b for attack, x for interact.
Agree think adding ability to jump whenever would be great.
I like the auto-jump features, the times I died jumping have been for not aiming correctly and sometimes when running down the vines, but I learned you canât run down the vines and now I slow down before I go down, it took me a few tries but thatâs ok.
+1 for this.
I tried moving the Run button to another key (Y) and having A JUST for dodge, and having âToggle Run/Walkâ bound somewhere (currently B because the game wonât let me have an unbound action and I donât have any more buttons).
However, even when remapping, the dodge button STILL doesnât dodge when held !!!
The dodge action should be done on KEY DOWN, NOT when rapidly released.
Having an action being done on release and with a minimal duration is incredibly hurtful to playability, it hampers your ability to properly time the input. Timing just the press DOWN the input (PRESSED) is the most responsive and what most action in most games do. However, even timing on RELEASE(UP) wouldnât be too bad either, but right now you have to pre-emptively time the input PRESS(DOWN), THEN you have to time the RELEASE(UP).
It also have the effect of effectively lowering your reaction time. Say your reaction time is ~200ms, with a jitter of ±15ms. Now say the quickest you can press and then release the key is ~20ms, with a jitter of ±10ms.
Now, your reaction time is ~220ms with a jitter of ±25ms ! It makes you objectively react worse, which just FEELS bad.
PLEASE allow us to bind the inputs in such a way that there is no dedicated ârunâ button, be in a state of âalways runâ (because there is NO reason to ever walkâŠ) and gives us a dedicated jump button.
Precise, deterministic inputs that do exactly what you expect them to do, WHEN you press them, is KEY for a game to FEEL good and responsive!
Why do characters jump to their death when we toggle autorun? Why would that ever be a good game design? Everyone LOVES a jump button, why would you not have a jump button? Why would auto run auto jump and just kill me when I move an inch to a space?
Pleaser for the love of God remove this auto run that auto jumps and kills us, itâs ridiculous, please just add a jump button my gosh.
theres a pro and con to this. on one hand if a game requires me to go to a specific spot to press a specific button to jump across, i will feel that its filler content and that the game devs dont trust me to make the jump myself. a lot of âparkourâ type games have this but i see thru the illusion. it actually breaks immersion for me. might as well press one button and have a small in game cutscene where the character climbs the entire portion for me since its linear anyway. god of war is actually guilty of this.
on the flipside it can be very frustrating for players to jump to their deaths.
theres no easy solution.
one way can cause players a lot of frustration but it warrants the player for playing properly
on another it can prevent a lot of accidental death but at the cost of players trivializing the game content and carelessly running at ledges knowing they will not fall.
Why didnât we think of that thatâs a good point!
ive made too many jumps just to die in Assassinâs Creed and when the AC devs is at it make so that I cant climb a building.. it can lead to too many deaths in case my characters grab slip or just add so that I have rope secured around a tree on top of every building? Pretty please ![]()
I am starving for jump button yes!
Iâm sure a lot have already raised the issue about falling too often when missing jumps, but I was thinking of maybe having a dedicated button for jumps would help. Iâve certainly died way more times missing a jump or accidentally falling to my death waaaay more than dying in combat. Itâs frustrating to see all those tombstones on the map, reminding you of your clumsiness or accidental jump deaths ![]()
Lol dang it.. skill issue it is then ![]()
Its not skill issue that I dont know when auto jump triggers when it not cuz Im not the developer Im the player @thomasmahler I mean some times Im stupid enough to fall my death but most of the time I die because auto jump triggers unintendedly.
the game encourages you to to slow down near the edge so you dont accidentally jump. Also I never use the auto run, itâs not wha the game is design for. However, they should make it smarter as someone has said: maybe once we run to the edge, have a different animation signaling that we are at the edge where: 1. we release the run button and have it jump across or 2. we dont release the run button and characters slows down at the edge and slowly moves back automatically or 3. once we lease the run button we get to control direction in mid air like some games.
I donât think the game needs a jump button. The real issue is that jumping in this game is designed as a âtrapâ to punish you for running. The developer has made it clear that he enjoys watching you struggle in this way. But forcing players to crawl around the map, or constantly be switching between a VERY FAST run and a VERY SLOW walk, is horrible design and I hope this can be reconsidered from the ground up.
thatâs the only thing that needs to change IMO: being able to use the analog stick to control walk speed. and even that is really not a big deal. enjoying the countryside and sprinting through the countryside atm works just as well.
if you know the route very well the current set up allows very fluid traversal. donât change. you fall off a cliff when you be reckless or miss the direction by a few pixels. that sounds good to me.
auto-jump and dash bound to same button as sprint is fine. it maps nicely to run+attack and dash+attack combos. no more buttons plz