In the current version of the game, if you try to use one of your key binds/abilities while you’re using another ability, the key you’re pressing completely cancels out. This can be a bit janky-feeling for some people when it comes to combat, as you try to ready your block after using one of your attacks, only to find out that you hit G too early and are now taking a full 300 damage.
The solution to this? Input buffering. Basically when your abilities or key binds fall into a que when you use them one after the other. I feel like this would improve the flow of some aspects of the game, mainly the combat.
This can of course be toggled on or off as a setting for people who prefer no input buffering in their great arcane odyssey in a world of magic.
The main reasons I’m proposing input buffering are:
As mentioned before, greatly improves the flow of combat.
No more accounts of “where the hell is my block?!” Or “where’s my ability?!”
It’d also just make a nice quality of life feature.
Argument
Some people may argue “oh, just learn the timing” or “practices makes perfect” or a simple “get good kiddo.” These are semi-fair claims, as it is theoretically pretty easy to learn the basic mechanics of the game. However, there is a massive skill gap between casual players (both PVE and PVP) and the sweatlords. I believe that allowing a basic input buffering system/setting would slightly close that skill gap to allow for a better flow of gameplay.
Summary
I believe that adding input buffering to Arcane Odyssey would allow for smoother gameplay experience when it comes to combat, as well as creating a potential bridge in the skill gap between some players. While some may argue that this is a pointless change, I personally find this addition as a great QoL feature.
Thank you for reading.
TL;DR
Add input buffering to the game to improve the flow of combat, both as a nice quality of life feature and as a potential bridge in the skill gap between different kinds of players.
While this does sound good, it could pose problems rather than help remove inconveniences. If there’s any casuals out there engaging in PvP that isn’t a toddler, the issue of spamming skills wouldn’t be a problem at all.
Now you could say it could be an option to be toggled but from what I can expect from this, almost everyone would have it turned off for flexibility. Having skills in a queue sounds like you’ll have to cancel it to flexibly do another action whenever your opponent changes strategy.
It’s another case where it doesn’t seem bad to implement but it’s not necessarily that needed either.
Could you give me some examples? I’m kinda unaware with that considering I don’t sense any difference from AO and any other mmorpg or fighting games that I’ve played relating to input buffering.
I do admit that I probably should’ve taken this into account, and I do see where you come from with this. I mainly wrote this suggestion with the transition from attacking to blocking in mind, as personal experiences with PVP has led to blocks being almost nonexistent unless you’re not attacking, waiting for your opponent to make their move (which is kind of the point but it sucks being caught right out of one of your own moves.)
I believe, however, that adjustments can be made to the system to prevent a 50-move que of abilities. Like fartman said earlier, a smaller timeframe before the end of a move could help alleviate the issue.
I get this, but input buffering/queueing can harm new players just as much. Alot of new players may buttonmash and spam binds and put themselves in a position where they’ve locked in a move at bad timing and they get punished for a system that’s frankly more complicated than learning timing.
There was this ROBLOX game called Cataclysmic Clash that used input buffering, and a good majority of my friends, especially ones who don’t play fighter games such as CC, would get confused when they use a move because they mashed too much.
ok so:
If you’re in the middle of an attack/endlag/other situation where you can’t do a thing and you’re holding a button that does a thing, the moment you CAN do things, you do that thing as long as you’re holding that button.
So lets say you use a blast and start holding G to block, the moment you’re out of endlag you will be blocking because you’re already holding G.
There is no situation where you accidentally ‘queue’ an action you don’t want to take unless you’re prone to misinputs or button mashing already.
If this harms new players because they button mash too much then frankly that sucks for them.
They’ll figure out button mashing screws them over quickly enough.
Oh I understand what it is, the thing I have an issue with is just spamming the buttons itself which would trigger the input buffering regardless.
If it’s a toggleable thing then it’s fine but if you’re subjecting people who aren’t used to holding buttons for attacking and instead likes to spam the next button they’re going to use (Which I’m assuming a lot of people do since children likes to button spam if they grew up playing video games), to just “get used to it” then it isn’t a QoL but an inconvenience, I could just use the same argument if that’s what you’re implying.
stuff like this is quite literally why a lot of games feel better and smoother than they would actually be
people who complain about this have never watched an essay about good game design in their life, it’s literally one of the most common examples of such
im 99% sure testers already brought up the idea to vetex a long while ago and, at least back then, it wasn’t feasible (or worth the time idk)
so i wouldn’t hope on it but we never know now that there’s other coders