![]() That players can't get stuck outside an airlock in an infinite death loop. (I think the Underworld is still bugged and I've personally lost the Hand of Iz right after the last patch supposed to fix the item disappearance) Players don't lose their inventory or items. I'd prefer they keep focusing on putting out fixes to make sure: Camera problems? Camera is perfectly fine for me. But again never seen that, I've seen input queuing on healing items tho, don't press the button twice. Yet another game breaker.- I've never seen it in 29 hours of play time but if you're not full health and you press the heal button and it doesnt heal you then ok that's somewhat gamebreaking. ![]() Originally posted by ÆAsphyxia:-On some occasions a Healing Injection will be consumed without actually healing the player. I do however think the queue remembers inputs for too long, and some actions don't make sense to queue ever. It's also not a bad choice per say, for otherwise you'd never be able to chain attacks unless you manage to press the key exactly when the animation ends - something that would probably be jarring and tedious. The OS doesn't "queue" these keys for you - it merely interrupts and sends the event to the currently active process. There really isn't anything to argue there. The action queue is a deliberate design choice. Moves either execute upon input or not dependent on the circumstance but they shouldn't be queued behind other moves or animations. When you get back up, you'll perform the second attack even though chances are the situation has changed and you probably want to dodge/heal/block.Įxactly, it's pretty annoying and shouldn't be happening. Originally posted by Demajen:The most frustrating example of input queuing I've found is when you attack and attack again, but get knocked down at the end of the first attack. Hellpoint is great and this thread is by no means meant to be complaint it's just feedback. My inventory gets flooded with these items. Tool Victim Crown/Chest/Leggings drop with far too much frequency. Fall damage needs to be much more consistent, otherwise exploration just feels highly discouraged. On some occasions, a fall from multiple body lengths up will result in taking a % of total HP in damage, while in other instances a fall from waist-head height results in instant death. The player cannot interact with the breach nor use Omnicube Transposition to exit the area. After defeating the Master of Puppets, if the player enters the underworld and once again visits the boss lair there is no way to exit the area besides allowing the time to elapse or exiting to the menu. I use M&KB and my assigned key is the up-arrow if that's any help. Upon reopening, the vote count remains the same. I press the assigned key and it doesn't seem to apply a vote, it just closes it. Not really a huge problem but from my perspective I cannot upvote messages. The camera will often 'snag' on the wall and/or encroach on the player to such a degree that the only thing visible on screen is the players back. This isn't a problem in areas that are relatively open enough but become a glaring problem in areas such as the Puppet Masters boss lair where maintaining distance is important or the hallway trap that closes both entrances and puts you into an enclosed space with a Consumer, multiple Thespians, and Puppet Masters Hands. Often zooming in and quite rapidly to react to the terrain. The camera often becomes the main opponent rather than any of the enemies. On some occasions a Healing Injection will be consumed without actually healing the player. ![]() The only way to get out of this delayed attack-queue is to dodge out. After recovering, your character will then attempt to perform a heavy attack irrespective of any movement or attack input. Press heavy attack twice while jumping and your character will perform a jumping heavy attack as per the norm. The most glaring example of input reservation in Hellpoint is when the player preforms a jumping attack. Similar to input-delay, input reservation is when an input is read and queued behind a previous action with an extreme delay. Another problem is something I call "input reservation". The attack will simply whiffs straight through them. They are not blocking, dodging, or otherwise moving out of the way. On more than one occasion a hit will swing straight through an enemy NPC without registering.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |