Exanima

Exanima

ThePendulum Sep 12, 2019 @ 1:26pm
Flail Physics Issues
So, I've been having, what I was quite certain, was an issue with my weapon (flail) phasing through an opponent's body mass. And, viewing angles be damned, Im 99% certain that I can confirm there is something funky going on with flails. Please, observe, and pardon the horrible skill. ;)

There are two attacks that I initiated that, as best I can tell, fail to register in my opponent's torso: the first at 21 seconds in, and the second at 33 seconds in. Do watch at 25% speed. (Also, be advised, there a number of attacks that are within a second of eachother, and you might not be watching the specific attacks Im talking about. Please, extend your watch times to a few seconds before and after.)

https://www.youtube.com/watch?v=kY_7VbaPGUI

Also, I know the game isn't absolutely perfect, and Im not trying to bash anyone's developmental skill. God knows this ♥♥♥♥ is groundbreakingly awesome (the game, i mean). Just looking to help refine what I think is an absolute gem of a game.

Thank you.
Last edited by ThePendulum; Sep 12, 2019 @ 2:13pm
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Showing 1-11 of 11 comments
White ⁧⁧Wolf Sep 12, 2019 @ 1:36pm 
For the first 'phase' it's likely because you didn't make your swing arc large enough and pulling back at the last moment. Notice where your cursor briefly ends up. For the second one it seems to have come into contact with and parried by the sword. Don't know for sure though(physics-based combat seems really difficult to perfectly implement).
Last edited by White ⁧⁧Wolf; Sep 12, 2019 @ 1:38pm
tomasoltis Sep 12, 2019 @ 1:48pm 
at 21 the ball passes through like through thin air.

also, that head cut in the face ... :D stands up like nothing. IRL if bleeding was stopped, brain contusion/concussion would prevent any backing to a fight lol.

26 head split open really. Such a big hit on unarmored head with such a blade.

30 ball/chain is seen through the shield
33 seconds, this was a miss, but the ball should hve come back around the torso of the opponent.
37 the ball bounces in a rather strange way, almost weightless.
Last edited by tomasoltis; Sep 12, 2019 @ 1:50pm
ThePendulum Sep 12, 2019 @ 2:06pm 
Originally posted by Faragequit:
For the first 'phase' it's likely because you didn't make your swing arc large enough and pulling back at the last moment. Notice where your cursor briefly ends up. For the second one it seems to have come into contact with and parried by the sword. Don't know for sure though(physics-based combat seems really difficult to perfectly implement).

My apologies, I was actually talking about the swing at 34.5. Not 33. There were quite a few attacks there, it seems. I see the one you are talking about. The very next attack appears to be what Ive been describing. xD

Originally posted by tomasoltis:
at 21 the ball passes through like through thin air.

also, that head cut in the face ... :D stands up like nothing. IRL if bleeding was stopped, brain contusion/concussion would prevent any backing to a fight lol.

26 head split open really. Such a big hit on unarmored head with such a blade.

30 ball/chain is seen through the shield
33 seconds, this was a miss, but the ball should hve come back around the torso of the opponent.
37 the ball bounces in a rather strange way, almost weightless.

Heh, and yeah, I thought for sure that character was dead after that slash. :D

Though, I got a good hit of my own in at the end there @ 50-51; even did my own little fancy twirl of the flail by accident. ;D
Last edited by ThePendulum; Sep 12, 2019 @ 2:16pm
Tygar Sep 12, 2019 @ 2:18pm 
I believe the swing at 21 goes completely around the opponent extremely close to her body, but never touching with the ball. The chain does phase through, but only the ball can touch her. The chain seems to usually phase through objects like it's going through water. I think this is so we don't end up with a tangled mess. But in this case it certainly goes right through without resistance.

At 34 the ball goes around the body most of the way then the handle of the flail gets touched by the butt of the opponents sword handle. This counts as a parry turning off the flails ability to damage right before the ball hits her arm.

Nice ending btw
ThePendulum Sep 12, 2019 @ 2:31pm 
That doesnt entirely make sense to me, because I've "parried" attacks (even hearing the weapons clash, in the case of two handed swords) but still take minor damage, presumably from a slash to the hand or something.
Would the sheer inertia of the attack not carry with it force?

I understand what your saying, but it just doesnt entirely make sense. Even if that were meant to be the case, what point would there be of the flail if all you had to do was block the handle or chain, rendering the ball useless?
Tygar Sep 12, 2019 @ 3:25pm 
There may be some other mechanics in play, but I've watched quite a few of my own flail videos frame by frame for the same reason as you. These are just the conclusions I came up with.

The most likely reason for the way the damage turns off if the handle hits first is because if it were not the case the flail would be many times more op than it already is as a weapon. Other things would have to change to balance it against other weapons.

It may get a rework down the road, but works pretty well at the moment. Here's a video of dual wielding flails when they were first added. They really had problems connecting https://www.youtube.com/watch?v=4TB-S61X-Qw
tomasoltis Sep 13, 2019 @ 2:16am 
I didnt think that balance would be the reason for phasing, or being blocked when the ball on the chain still hits or gets around the weapon. You cant really grapple your opponents weapon after they miss or force it out in your direction from their grip to disarm them either.

you already have weapons that have some overhangs that even if you block the shaft, will reult in a hit, like with axes and hooks attached.
MindSliver Sep 13, 2019 @ 8:07am 
I've never noticed any issue with the ball being deactivated when the handle is touched but I've certainly noticed the chain phasing through people entirely when I swing the ball around their back.
ThePendulum Sep 13, 2019 @ 12:06pm 
I'm just wondering if it's an unintentional byproduct of an intentional mechanic used to avoid getting tangled up in something, such as a flail head wrapping around a sword multiple times and getting stuck, and occasionally results in the chain being a non-physical entity, type scenario.
angrytrex Sep 13, 2019 @ 4:21pm 
yeah I've had the chain pass through people when spaced perfectly the ball goes behind them. I don't think it's bad enough or often enough to be annoying, and the flail seems to do a lot of cool stuff so I'm ok with it.
Tygar Sep 13, 2019 @ 11:22pm 
Originally posted by tomasoltis:
I didnt think that balance would be the reason for phasing, or being blocked when the ball on the chain still hits or gets around the weapon. You cant really grapple your opponents weapon after they miss or force it out in your direction from their grip to disarm them either.

you already have weapons that have some overhangs that even if you block the shaft, will reult in a hit, like with axes and hooks attached.

I never said that the phasing had anything to do with balance only so that everything doesn't get tangled up. Also the weapons with protrusions only count as a hit if the extended bit touches the opponents body before their weapon, unless the opponent is attacking. I've watched heads bounce off the tip of my pole hammer unscathed because a spear grazed it just before landing. Although I've noticed this isn't always the case, but for me it usually is.


Originally posted by MindSliver:
I've never noticed any issue with the ball being deactivated when the handle is touched but I've certainly noticed the chain phasing through people entirely when I swing the ball around their back.

Here's a couple clips of why I think this, but they could be because of something else. It happens to me a lot on overheads trying to go over someones shield.
https://www.youtube.com/watch?v=D2szFxle7Sg&feature=youtu.be
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Date Posted: Sep 12, 2019 @ 1:26pm
Posts: 11