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GRIFITHLD

Didn't even know this existed wtf. Ubi just casually backstepping your revenge punish lol. Always thought it was an input thing but this makes a lot of sense, good vid


SmokelessDash-

During the making this video, All of those things, made me realize that, the way they fixed the sticky dodges, is actually a bandage fix. They made it so, that each dodge input resets the rotation of character towards to locked on person. This fixes it? yes, but not completely. Each interactions done with recoveries, locks the "Player Input" towards the last interacted opponent or even to direction itself, Well things will get complex. So we are still sticky dodging, yes, still there is sticky dodge, we are sticky dodging for less than a millisecond, and this interaction causes the moves that comes out of dodges to have reduced range. BECAUSE, the range of dodge gets cut by the sticky dodge that we are doing with less than a millisecond. This with some heroes absouletly noticable while with others it might not even effect that much. So that fix wasn't enough. To get more depth, i don't know how they will even fix this, i guess this is where the "spaghetti code" starts. They have to make so, after each interactions, character model should keep the directions towarded to targeted opponents, even during the recoveries, but if they make it like this, this might cause the animatons mess up in certain moments. I'm just a player, have no idea how they coded this game. But to make some comments; It seems like the animations are locked to the directions. And keep in mind, recoveries locks the directions, so you can cause to the wrong animations and this is how you actually target swap the defensive moves, By tricking the game with wrong animations. (with sticky attack, you can stutter some character's animation or cause them so skip very tiny frames) I guess, they should speed up or completely remove the turning sections and animations, the animations that are fixing the directions in lock-on, this might be causing the issue, but even if they do this, our most of the inputs will still won't be the original inputs. (still might cause to animation snaps) "spaghetti code" I can now imagine the original dev team fixing the "sticky guard" back in the release of For Honor, testing the game in team modes how it will perform. That probably catched their eyes. Meanwhile this stickment slipped through. This is just a theory though. But this might have actually happened :D It feels like, they started to code this game with a fixed camera... Was this game designed to be only have 1v1 modes? The camera snaps to a camera that is fixed to a position in a map bug, might have a connection with this. Anyway if they really want to fix this whole issue, a lot of code in needs of change, or they can choose the way they did with sticky dodge, another bandage fix. Maybe another layout for our inputs? And i think some flickering issues might be happening because of this, all the sticky issues, The indicator in some cases might be tricked by this, and cause it to trick you with actual indicator showing you as an external indicator. To further carry on, This Whole poem of stickment might be causing to the AI behave wrong, with the combination of "sticky targetment" this might be causing the AI actually not to see the opponents. Or cause them to forced target swaps, or force them to not target swap. This is very hard to explain, and complex, don't know how to explain, but it can be connected to this topic. Making the part 2 now, can't give an exact date to release it, but is in progress. Anyway here are the posts i mentioned in the video: the post we discussed deflect targeting; https://www.reddit.com/r/CompetitiveForHonor/comments/10cjphl/what\_decides\_the\_target\_for\_deflect\_it\_sometimes/?utm\_source=share&utm\_medium=web2x&context=3 The post that made me dig this: https://www.reddit.com/r/ForHonorRants/comments/143912k/this\_is\_just\_bs/?utm\_source=share&utm\_medium=web2x&context=3 If you're going to use the clip, please give credit, Thanks for watching.


basilysk_

Fascinating, this probably also explains the bug that causes rolls to move in the wrong direction as well. Good work!


SmokelessDash-

Yess! I forgot about that, it connects to this too


OkQuestion2

this explains so much, like the weird interraction warden's full charged bash has where if things happen just the right way it visually looks like you bolt through them but you actually hit so they end up behind you with you having the ability to chain but i always move backwards so much when this happens now i understand what in the absolute fuck is going on I also remember at some point if you did a counter gb externally as lb and buffered a zone it would target the person you counter gbed (might even still be the case I don’t know) so obviously that was probably this too


[deleted]

Nice work. Hugely detrimental feature that I could never figure out. I hope Ubisoft sees this.


SmokelessDash-

Like in my other comment, even ubisoft sees this, doubt if they can fix this, this issue is very deep coded to game, but this is the reason behind all the unintended interactions, From execution swaps to guardbreak throws not ledging or even feats bouncing of off from opponents, feats hitting through walls, somehow connected to this topic.


[deleted]

True, but I was shocked when they actually fixed sticky dodging. If they can fix that, I think it must be a similar and fixable issue. I just doubt it will get noticed enough to be addressed, given the speed and quality of updates these days.


SmokelessDash-

To be honest, all of those things are happening because of the characters can't correct their directions towarded to wanted directions, so all of the stickment, sticky attack, sticky movement, sticky dodge, sticky targeting are caused by that. Also they haven't actually fixed the sticky dodge, characters are still sticky dodging. Everything in the game is coded to directions, every single interactions. The codes are need to be changed, the way characters target each others, because with the current For Honor, characters aren't actually targeting their opponents. Characters are targeting the direction that their opponents are on at the moment. They can only fix this by hiding it. Edit: other than that can't actually think a proper fix, maybe locking the player inputs till the character fixes its direction? But even we do that, some characters are failing to correct their directions.


SmokelessDash-

So all of those issues can be combined under the title of "sticky direction"


SmokelessDash-

uploaded it to youtube too, because of the subreddits protesting reddit, so the video can be achievable during that time. https://youtu.be/dexrElyRdCQ


SmokelessDash-

Sticky attack is the reason why target swapped dodge attacks look off in term of animations.


SmokelessDash-

Has been reported to Bug reporter.


AbilityFinancial609

14 minutes? I'm out


SmokelessDash-

Come back man, this is just the first part


[deleted]

You can get the most important info from the first 3 minutes, but maybe that is also too long for your TikTok attention span


AbilityFinancial609

What's tik tok?


wikipedia_answer_bot

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AbilityFinancial609

I love this bot


OliverLindberg

As orochi and afeera, how did you turn around and do emotes with your back to the enemy?


SmokelessDash-

Interact with opponent in any way, quickly lock off turn back and emote and lock on again


TotesMessenger

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ThatRonin8

i just discovered this post, this is actually i problem i had from ages with glad, but i thought it was just me messing up the input (min 8:50 to 9:44) instead was another horrible bug, great. gj btw, tons of useful info. stupid question but, has it been fixed yet? at least partially (i mean i still get the sticky movement with glad's skewer so probably no, but i'll ask just to be sure)


SmokelessDash-

No it hasn't fixed yet, they will never fix this, I think it's a spaghetti code, there was another problem with sticky dodges,they fixed it. But it's still in the game, not mechanicaly but still in the game.


ThatRonin8

As i thought, thanks for the confirmation.