AI Limit

AI Limit

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Can you tweak a dodge and run button key on release ?
Why you make dodge and run a separate button to begin with ? Just make it use the same key like hold A button to run and tap it to dodge roll. It would be much better than have it as a separate buttons.

Because your game have no button to make a character jump freely like in recent FromSoft games so you shouldn't just complicate thing like this and it will make the gameplay experience more smoother.
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Showing 1-10 of 10 comments
Some Random Guy Oct 20, 2024 @ 3:11pm 
I think it's a lot better this way. I really hate how most games of this style have dodge bound to button release instead of press just because the devs insist on binding running to the same button for some reason. It makes no sense to bind running and dodging to the same button and giving dodging second priority when it needs to be timed well.
AI Limit doesn't have this problem and I noticed immediately when I played the demo.
Last edited by Some Random Guy; Oct 20, 2024 @ 8:32pm
kucingkampung Oct 20, 2024 @ 6:36pm 
No. I disagree. Making them two separate button gives you tactical option to run-dodge-run when fighting multiple enemies without suffering from tapping delay.
lackesis Oct 20, 2024 @ 7:28pm 
Originally posted by kucingkampung:
No. I disagree. Making them two separate button gives you tactical option to run-dodge-run when fighting multiple enemies without suffering from tapping delay.
This.
It's much better to do this separately. the roll button lag in Elden Ring is painful to deal with.
Let NOT Cook !!! Oct 20, 2024 @ 10:25pm 
Hmmm I see. Maybe it because of my old habit of used to Dark Souls format button. But again it's depend on each other personal preference. At least I hope they let us mapping controller on our own or select a format that we comfortable with.

And one last thing. I think it really was a bad idea to still use the old jump button format from early Soul-like games (running and then press L3 to jump) the animation seem kinda off too. Very hard to precisely land in the otherside without falling into the abyss.
Sleazy_Fbryzy Oct 20, 2024 @ 10:36pm 
Originally posted by Let NOT Cook !!!:
Hmmm I see. Maybe it because of my old habit of used to Dark Souls format button. But again it's depend on each other personal preference. At least I hope they let us mapping controller on our own or select a format that we comfortable with.

And one last thing. I think it really was a bad idea to still use the old jump button format from early Soul-like games (running and then press L3 to jump) the animation seem kinda off too. Very hard to precisely land in the otherside without falling into the abyss.
Can't you already map buttons the way you wish though? Atleast that's how I see it as I already switched a few buttons around for a more comfortable playstyle
Hastur Oct 21, 2024 @ 2:02am 
yeah it's very weird for them to be on separate buttons. The placement is so strange that I always forget that i can run
Tim Oct 21, 2024 @ 7:02am 
I'd like the option to have them both on one button just for the muscle memory. Normally, I'd be all for splitting these inputs! But it sucks they're both face buttons. I want my finger to always be on dodge for split reactions, and switching between the two is weirdly annoying. You can rebind it, of course, but the shoulder buttons are already packed with contextual, related actions, so it'd be weird to break them up.

Actually, now that I think about it... if sprinting doesn't cost stamina, why is it even a separate action from running normally? Shouldn't you just run at full speed by default?
Last edited by Tim; Oct 21, 2024 @ 7:03am
Indrick Boreale Oct 21, 2024 @ 11:21am 
Really it's the sprint and interact buttons that should be merged. Having interact on X rather than A is very strange and situations where having those actions on the same button would interfere with each other are basically nonexistent.
amisianer Oct 22, 2024 @ 9:31pm 
Originally posted by Let NOT Cook !!!:
Why you make dodge and run a separate button to begin with ? Just make it use the same key like hold A button to run and tap it to dodge roll. It would be much better than have it as a separate buttons.

Because your game have no button to make a character jump freely like in recent FromSoft games so you shouldn't just complicate thing like this and it will make the gameplay experience more smoother.

I disagree. Having it on the same button is much more cumbersome and at times annoying. I've lost count on the amount of times I accidentially rolled instead of running or vice versa and the ramp up time to start running is just a pain. I much prefer it being on different buttons.

Fromsoft is not the perfect standard for everything people are making it out to be, their games have plenty of flaws.

I do agree that if it doesn't cost stamina and there's no plans to make it cost stamina in the full release, there is no reason not to make running the default.
Last edited by amisianer; Oct 22, 2024 @ 9:32pm
fella_guy Oct 23, 2024 @ 10:03am 
I try to think of the game as sifferent from the FromSoft titles so the controls don't confuse me, plus I don't use the standard controls in those games either. I never liked running with B and jumping with A, I put my sprint on RT, and adjusted other things to suit.

But the reason they have it separate is because I see there's like run dodges, strafe dashes, and the normal roll dodges so it's good to have the separate binds in this game.
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Date Posted: Oct 19, 2024 @ 6:19pm
Posts: 10