NARAKA: BLADEPOINT

NARAKA: BLADEPOINT

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Please speed up or fix the input registration/detection?
The synchronous code to register inputs is very slow.
The output is usually 1 to 2 inputs behind.

The counter also needs to be revisioned for input detection. Even when mapped to a single key, it attacks instead of countering. The most responsive input is the crouch command.

Spamming crouch in between attacks allows immediate and correct responses to counter command.
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Showing 1-15 of 15 comments
Flip_Light Oct 1, 2021 @ 3:37pm 
Originally posted by Desert Leaf:
The synchronous code to register inputs is very slow.
The output is usually 1 to 2 inputs behind.

The counter also needs to be revisioned for input detection. Even when mapped to a single key, it attacks instead of countering. The most responsive input is the crouch command.

Spamming crouch in between attacks allows immediate and correct responses to counter command.

Yes, that's part of the skill of the game. It's called crouch canceling and it's intended.

I believe there's a parry keybind as well but it doesn't work whatsoever, which is kinda a shame and I hope they fix it.

I'm not sure what you mean when you complain about "inputs being slow." I rarely have times in this game where I hit a button and nothing happens, outside of ping abuse when i'm trying to counter and the occasional parkour section just saying "No."
Last edited by Flip_Light; Oct 1, 2021 @ 3:44pm
Desert Leaf Oct 1, 2021 @ 4:19pm 
The delay is an eye sore if you come recently from games that do not have it.

Id say the best way to reproduce it is by sliding and rapidly pressing any attack during your slide. It will attack at least twice even when you stopped pressing buttons. Another consequence of bad code is when you attack once and press the counter key. It will perform another attack instead of a counter.

If you press any attack, then try to counter with the dual key combination, it will not counter and it will perform an attack instead. If you attack hold then press the alternate attack, it counters.

As a person who codes in unity professionally, all these symptoms are from bad code designs trying to jam synchronous code on an overused main thread. A good fix would be to avoid using the main update loop, and utilizes multiple threads that detect inputs. This will speed up input commands and they will no longer need to wait for the current command to finish. In other words, within a single frame it does not queue up inputs and spread them out within multiple frames trying to finish method orders.

The ugliest function is the counter key. Whoever coded that function had no critical logic to test it extensively. I understand the majority of far eastern hemisphere games like to rely heavily on a single button to speed up the transitions between actions, but its lazy and inferior coding.

The only reason that crouch key has the quickest response is because its probably the first command on the top of the lines of script.


Last edited by Desert Leaf; Oct 1, 2021 @ 4:24pm
Flip_Light Oct 1, 2021 @ 4:54pm 
Originally posted by Desert Leaf:
The delay is an eye sore if you come recently from games that do not have it.

Id say the best way to reproduce it is by sliding and rapidly pressing any attack during your slide. It will attack at least twice even when you stopped pressing buttons. Another consequence of bad code is when you attack once and press the counter key. It will perform another attack instead of a counter.

If you press any attack, then try to counter with the dual key combination, it will not counter and it will perform an attack instead. If you attack hold then press the alternate attack, it counters.

As a person who codes in unity professionally, all these symptoms are from bad code designs trying to jam synchronous code on an overused main thread. A good fix would be to avoid using the main update loop, and utilizes multiple threads that detect inputs. This will speed up input commands and they will no longer need to wait for the current command to finish. In other words, within a single frame it does not queue up inputs and spread them out within multiple frames trying to finish method orders.

The ugliest function is the counter key. Whoever coded that function had no critical logic to test it extensively. I understand the majority of far eastern hemisphere games like to rely heavily on a single button to speed up the transitions between actions, but its lazy and inferior coding.

The only reason that crouch key has the quickest response is because its probably the first command on the top of the lines of script.

Okay for starters, the sliding thing outright isn't true. I just tested it because I was wondering what the ♥♥♥♥ you're talking about. I tried replicating it in both bloodbath and free training and just it doesn't happen, so this means either A) your mouse is bad or B) you just don't understand how the game works. If you keep hitting m1, it's going to lock you into a combo. That's how the game works. If you're playing with high latency, yes, inputs will be slower. This is the case in EVERY game.

I really have no idea what you're talking about because your complaints here are literally just untrue. Unless you're playing with high ping, hitting m1 once means...one attack. The second combo with a lot of weapons has two strikes? Is that what's confusing you? I have no idea what you're talking about and it's making understanding the complaint extremely frustrating.

The only thing I DO understand is the counter complaint. Yes, counter requires a crouch FIRST. Then a counter. It's not a higher priority mid-combo then normal attacks are - this is in part due to after the first hit, your second hit is ALWAYS GUARANTEED. There is NO reason to parry after the first hit unless an enemy is focusing through your first hit. In which case...dodge?

That's part of the game, it's completely intentional - the devs have some out and said so. Do I necessarily like it, no, but it's part of this whole fighting game genre where additional inputs are oftentimes required for simple tasks.
Last edited by Flip_Light; Oct 1, 2021 @ 5:31pm
Desert Leaf Oct 1, 2021 @ 9:11pm 
“it's going to lock you into a combo. “ Flip_Light

You know, people make up excuses just so they dont have to admit to their flaws. You can literally take any game failure and call it intentional — it happens all the time.

Designer : let’s make a game that locks you up into attacking!
dev : that’s a great idea!

Yeah…intentional design, uh huh.

## you’re just sheep following what they say lol, come on now.
Last edited by Desert Leaf; Oct 1, 2021 @ 9:14pm
Flip_Light Oct 1, 2021 @ 9:27pm 
Originally posted by Desert Leaf:
“it's going to lock you into a combo. “ Flip_Light

You know, people make up excuses just so they dont have to admit to their flaws. You can literally take any game failure and call it intentional — it happens all the time.

Designer : let’s make a game that locks you up into attacking!
dev : that’s a great idea!

Yeah…intentional design, uh huh.

## you’re just sheep following what they say lol, come on now.

LITERALLY EVERY GAME WITH ANIMATION LAG DOES THIS. WHAT ARE YOU TALKING ABOUT? Once you COMMIT TO AN ATTACK you're COMMITTED TO THE ATTACK.

Monster hunter? Hood? Most souls-like games?

If you actually hit m1 per each attack you want to do at the right time, you'll be able to crouch cancel, parry and focus attack easier. Instead of mindlessly spamming and expecting the game to correct FOR YOU when you want to parry, learn how to actually use the melee system properly.
Last edited by Flip_Light; Oct 1, 2021 @ 9:31pm
Desert Leaf Oct 1, 2021 @ 10:16pm 
Originally posted by Flip_Light:
Originally posted by Desert Leaf:
“it's going to lock you into a combo. “ Flip_Light

You know, people make up excuses just so they dont have to admit to their flaws. You can literally take any game failure and call it intentional — it happens all the time.

Designer : let’s make a game that locks you up into attacking!
dev : that’s a great idea!

Yeah…intentional design, uh huh.

## you’re just sheep following what they say lol, come on now.

LITERALLY EVERY GAME WITH ANIMATION LAG DOES THIS. WHAT ARE YOU TALKING ABOUT? Once you COMMIT TO AN ATTACK you're COMMITTED TO THE ATTACK.

Monster hunter? Hood? Most souls-like games?

If you actually hit m1 per each attack you want to do at the right time, you'll be able to crouch cancel, parry and focus attack easier. Instead of mindlessly spamming and expecting the game to correct FOR YOU when you want to parry, learn how to actually use the melee system properly.

Souls, yes.

Monster hunter and hood - not at all.

I could try to explain it again, but is it worth the effort?

1. Input A attacks, during input A, if incoming is input A+B, it should not output B.

2. Input A attacks, during input A, if incoming was AAAAAAABAAB then stop before A finishes, it should not output A nor B. It should output nothing. What happens in game is it outputs an attack.

3. Input A attacks, during input A, if incoming is AAAABAABABBBBA, crouch key. Crouch key takes priority and out puts crouch key.

Can you see the coding error? To claim this was intended is like saying you dont smoke when you do.

You dont find this a problem because you owned the game longer than i have.
Flip_Light Oct 1, 2021 @ 10:20pm 
Originally posted by Desert Leaf:
Originally posted by Flip_Light:

LITERALLY EVERY GAME WITH ANIMATION LAG DOES THIS. WHAT ARE YOU TALKING ABOUT? Once you COMMIT TO AN ATTACK you're COMMITTED TO THE ATTACK.

Monster hunter? Hood? Most souls-like games?

If you actually hit m1 per each attack you want to do at the right time, you'll be able to crouch cancel, parry and focus attack easier. Instead of mindlessly spamming and expecting the game to correct FOR YOU when you want to parry, learn how to actually use the melee system properly.

Souls, yes.

Monster hunter and hood - not at all.

I could try to explain it again, but is it worth the effort?

1. Input A attacks, during input A, if incoming is input A+B, it should not output B.

2. Input A attacks, during input A, if incoming was AAAAAAABAAB then stop before A finishes, it should not output A nor B. It should output nothing. What happens in game is it outputs an attack.

3. Input A attacks, during input A, if incoming is AAAABAABABBBBA, crouch key. Crouch key takes priority and out puts crouch key.

Can you see the coding error? To claim this was intended is like saying you dont smoke when you do.

You dont find this a problem because you owned the game longer than i have.

They have literally said that crouch canceling is intentional, yes. It is 100% intentional. That is also NOT how the game works, I have been trying to replicate what you're talking about all night and it literally does not happen. You just tried to claim when you slide and then attack you almost always attack twice. I literally have video of me recording my hands while i'm playing hitting the key once and attacking once.

There is no "input lag" in this game. The game will do what you tell it to, it doesn't magically make decisions and play itself. You also can't crouch during non-focus attacks, so you're completely wrong with your remark about inputting normal attacks being cancelled by crouch key. You can crouch INBETWEEN THEM, not DURING them.

Also yes, hood does the same. So does mh. When you hit "attack" your character will attack. It's the same thing here. It's the same thing in any other ARPG.
Last edited by Flip_Light; Oct 2, 2021 @ 2:55am
Glorious Comrade Oct 2, 2021 @ 12:34am 
The counter is two part issue.

Part 1,
parry can only be triggered while your character is in none combat animation, this could be (standing still, walking, crouching or mid jump or mid dodge), this is by design. and I think it is a good one, Because if parry can animation cancel any current animation, then focus attack would be useless. because you will just get parried 100% of the time.

We need to remember this is a pvp fighting game. If we compare this to a single player game such as sekiro, where you can press block at anytime and your character will immediately block. It feels very responsive but this type system is not fair for a pvp games.

Part 2.
The one button parry key bind is just sending left and right mouse key input instead of a specific parry input. I also think this is a bad design, This option should either not exist or it should just do nothing when you press it if your character is in an state that cant perform parry.
Last edited by Glorious Comrade; Oct 2, 2021 @ 12:35am
Desert Leaf Oct 2, 2021 @ 1:36pm 
I tried it again last night and the problem exists heavily on daggers. I use only daggers. I tried to get the delay with other weapons, but didnt happen. There is however a delay on every weapon except for greatsword when reacting to a clash.
MACIN Oct 2, 2021 @ 11:27pm 
Peple cant see the difference from Poor Animation States Limite, and say oh everything is the Gameplay.

Like oh u dont understand the Game yet, but the truth is the only learning light exploits of the Animation State System and think its skill or an Fight System.
MoarCliXIIV Oct 27, 2021 @ 8:11pm 
maybe your training is poor
but if you chain spam your attacks and you not understand casting animations then please stop to play. Maybe i do a bad example now: but if you play Lux midlane and use your Ultimate, why it takes time to cast and not beams instant into an enemy?

It was intention - just interupt or break/cancel your movement/skill(attack casting) with jump/crouch -> then parry(new decision, need to cancel old inputs). If you could click parry on any time in fighting/moving/light attack/focus it would not cover the game mechanic's - scissors, stone, paper -> it would break the rules -> if you choose paper and enemy formed his hand clearly to an stone but change it in the last secound to scissors like in a bad theatre -> that would make it unfair behaviour -> but if you want to change your decision you need to decline your laststep with cancel/stopcast and put another decision - that the opponent get a chance and can react.

If i play scissors, stone, paper -> i cannot choose/push all 3
You should just go play Tetris

People just get tilted because some region had one month early access/beta, just think twice - if you could start a game 1 month before everyone else, you not think 1 month is enough to be ahead of learning when other people just start the game and learn and practise?

Im proud that i can be a part of a nonhyped game yet, community grows everyday -> i do a lot of work with new people who join and wanna learn before they start get tilted or crying, enough people put effort and time into the game.

But i seen alot of trashtalkers too, i did this, i do that, i clicked parry, the game lag or bad coded. You just need more practise or try another game:)

I love how much the Developers care and do regular updates to fixx or adjust/change, they take community serious
Last edited by MoarCliXIIV; Oct 27, 2021 @ 8:15pm
KleinGulo Oct 28, 2021 @ 7:35am 
So this game is a fighting game. Fighting games are all about managing your inputs. If you fail your inputs it should be punishable. It would be cometely hilarious if you could perform a block while attacking.
ShooKriyy Aug 28, 2023 @ 9:55am 
Originally posted by Flip_Light:
Originally posted by Desert Leaf:
The delay is an eye sore if you come recently from games that do not have it.

Id say the best way to reproduce it is by sliding and rapidly pressing any attack during your slide. It will attack at least twice even when you stopped pressing buttons. Another consequence of bad code is when you attack once and press the counter key. It will perform another attack instead of a counter.

If you press any attack, then try to counter with the dual key combination, it will not counter and it will perform an attack instead. If you attack hold then press the alternate attack, it counters.

As a person who codes in unity professionally, all these symptoms are from bad code designs trying to jam synchronous code on an overused main thread. A good fix would be to avoid using the main update loop, and utilizes multiple threads that detect inputs. This will speed up input commands and they will no longer need to wait for the current command to finish. In other words, within a single frame it does not queue up inputs and spread them out within multiple frames trying to finish method orders.

The ugliest function is the counter key. Whoever coded that function had no critical logic to test it extensively. I understand the majority of far eastern hemisphere games like to rely heavily on a single button to speed up the transitions between actions, but its lazy and inferior coding.

The only reason that crouch key has the quickest response is because its probably the first command on the top of the lines of script.

Okay for starters, the sliding thing outright isn't true. I just tested it because I was wondering what the ♥♥♥♥ you're talking about. I tried replicating it in both bloodbath and free training and just it doesn't happen, so this means either A) your mouse is bad or B) you just don't understand how the game works. If you keep hitting m1, it's going to lock you into a combo. That's how the game works. If you're playing with high latency, yes, inputs will be slower. This is the case in EVERY game.

I really have no idea what you're talking about because your complaints here are literally just untrue. Unless you're playing with high ping, hitting m1 once means...one attack. The second combo with a lot of weapons has two strikes? Is that what's confusing you? I have no idea what you're talking about and it's making understanding the complaint extremely frustrating.

The only thing I DO understand is the counter complaint. Yes, counter requires a crouch FIRST. Then a counter. It's not a higher priority mid-combo then normal attacks are - this is in part due to after the first hit, your second hit is ALWAYS GUARANTEED. There is NO reason to parry after the first hit unless an enemy is focusing through your first hit. In which case...dodge?

That's part of the game, it's completely intentional - the devs have some out and said so. Do I necessarily like it, no, but it's part of this whole fighting game genre where additional inputs are oftentimes required for simple tasks.

i understand what he try to say i play this game for 16 days now, my level already 71. I play alot of others game that have a fast respond when you press any button like counter attack, attack jump. you dont have to wait for first command to finish. for example, if you attack you cant QUICK counter immediately while you attack because the command of "attack" need to finish first before it receive another command which is "quick counter".

So there's delay between command. and after you were put on the ground and you rolling for some reason it takes time for you to take action after that. action like attack, or quick counter. The only respond he can do with fast respond is jump and dash forward.
giaonguyen1992 Apr 14, 2024 @ 6:38pm 
Originally posted by Desert Leaf:
The delay is an eye sore if you come recently from games that do not have it.

Id say the best way to reproduce it is by sliding and rapidly pressing any attack during your slide. It will attack at least twice even when you stopped pressing buttons. Another consequence of bad code is when you attack once and press the counter key. It will perform another attack instead of a counter.

If you press any attack, then try to counter with the dual key combination, it will not counter and it will perform an attack instead. If you attack hold then press the alternate attack, it counters.

As a person who codes in unity professionally, all these symptoms are from bad code designs trying to jam synchronous code on an overused main thread. A good fix would be to avoid using the main update loop, and utilizes multiple threads that detect inputs. This will speed up input commands and they will no longer need to wait for the current command to finish. In other words, within a single frame it does not queue up inputs and spread them out within multiple frames trying to finish method orders.

The ugliest function is the counter key. Whoever coded that function had no critical logic to test it extensively. I understand the majority of far eastern hemisphere games like to rely heavily on a single button to speed up the transitions between actions, but its lazy and inferior coding.

The only reason that crouch key has the quickest response is because its probably the first command on the top of the lines of script.


I love the fact that you are trying to explaining to everyone how the game input is due to " bad and lazy coding" and they are using the basic of game mechanic to explain it back to you on how the game was made LOL I plays other BR and Fighting games for a very very long time and I have to said this game input lag is terrible, when I first pick up this game it mess with my head because my 20 plus years gaming reflex is train to react to fast movement "with no input lag or waiting for an action to be done before you can do another one" which BTW that is so stupid to have a fighting game that perform like that. This game concept are very good, but due to bad or lack of understanding when it come to coding they are turn the game into an infuriating mess that piss a lot of people specially in NA because our gaming market are so big and we have other games with similar format that don't have the same input lag issue. So players are just gonna quit and leave slowly until the game die out, because they know if they don't belong to the majority market, which is not NA, SA, or EU then their opinion take a back sit. I have to admit I still play this game sometime when I'm bore, but if there a similar game in NA that made with better Coding and no input lag I will switch IMMEDIATELY and uninstall this game on the same day.
A009BT Apr 15, 2024 @ 4:12am 
Originally posted by Desert Leaf:
The synchronous code to register inputs is very slow.
The output is usually 1 to 2 inputs behind.

The counter also needs to be revisioned for input detection. Even when mapped to a single key, it attacks instead of countering. The most responsive input is the crouch command.

Spamming crouch in between attacks allows immediate and correct responses to counter command.
The game code is poorly written, and the delay in action response is very large
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Date Posted: Oct 1, 2021 @ 9:39am
Posts: 15