Exanima

Exanima

Toad Aug 1, 2016 @ 8:24pm
Attacking from the left. (Suggestion)
I think it'd be nice to have an option to attack from the left by default. (Like being left-handed)
Or atleast being able to bind a key to attack from the left. (I never use the RMB, and though it'd be useful to be able to be able to bind left-attack to it.)

Another (unrelated) suggestion: Kicking.
Being able to kick your opponent away when you both get all tangled up would be very nice.
This would have negatives to it aswell (Being able to be knocked over while kicking, less stability, ect.).
Or would adding a kicking feature not work because of the way the game is set up?
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Showing 1-15 of 39 comments
angrytrex Aug 1, 2016 @ 9:44pm 
You can do quite a bit of neat/mean/creative stuff in combat with the right mouse button. I was a little sad at first that I could not rebind this, but after figuring out its potential I would not rebind it ever.

The left to right swing is just a practice thing. It's a little awkard at first, but do it enough and you'll have near 100% success rate of doing it on demand. It's best to get the gist of it and slowly work it into your fighting flow.

Ideally you should arrive at the understanding of when and why to use L to R or R to L swings, and the default won't matter. There's a pretty significant difference between attacking R to L because it's the default attack, and attacking R to L because it's the best attack vector in a given situation.
Last edited by angrytrex; Aug 1, 2016 @ 9:49pm
Tony Aug 2, 2016 @ 2:47am 
Left-to-right attacks have become easier to perform in the upcoming patch (the cursor doesn't have to be quite so far left for it to trigger the attack).

As far as never using RMB that's a bit surprising since RMB is the default walk/run/sprint key (combined with shift) both in and out of combat; it's not possible to sprint using WASD keys. If you're using WASD all the time to move around then it's not as smooth as RMB and you'll tend to move more like a robot when doing so. By default tapping WASD keys in combat takes a single step, holding WASD keys performs a dash, yet both of these are combat steps and not regular movement (you pause after each step) unlike when using RMB for continuous movement. If you need to run or move more than a few steps in combat mode RMB is the intended way to do so.
Last edited by Tony; Aug 2, 2016 @ 2:51am
UwU Aug 2, 2016 @ 3:00am 
Originally posted by Tony:
Left-to-right attacks have become easier to perform in the upcoming patch (the cursor doesn't have to be quite so far left for it to trigger the attack).

As far as never using RMB that's a bit surprising since RMB is the default walk/run/sprint key (combined with shift) both in and out of combat; it's not possible to sprint using WASD keys. If you're using WASD all the time to move around then it's not as smooth as RMB and you'll tend to move more like a robot when doing so. By default tapping WASD keys in combat takes a single step, holding WASD keys performs a dash, yet both of these are combat steps and not regular movement (you pause after each step) unlike when using RMB for continuous movement. If you need to run or move more than a few steps in combat mode RMB is the intended way to do so.

patch when(days,weeks, months)? Cant wait to make those perfect swings!
Last edited by UwU; Aug 2, 2016 @ 3:00am
Tony Aug 2, 2016 @ 3:14am 
Originally posted by Donovan_Harcoreti:
Originally posted by Tony:
Left-to-right attacks have become easier to perform in the upcoming patch (the cursor doesn't have to be quite so far left for it to trigger the attack).

As far as never using RMB that's a bit surprising since RMB is the default walk/run/sprint key (combined with shift) both in and out of combat; it's not possible to sprint using WASD keys. If you're using WASD all the time to move around then it's not as smooth as RMB and you'll tend to move more like a robot when doing so. By default tapping WASD keys in combat takes a single step, holding WASD keys performs a dash, yet both of these are combat steps and not regular movement (you pause after each step) unlike when using RMB for continuous movement. If you need to run or move more than a few steps in combat mode RMB is the intended way to do so.

patch when(days,weeks, months)? Cant wait to make those perfect swings!
When it's ready, of course! If I were to give a time frame I'd say closer to days/weeks rather than months.
ΛƘ 420 Aug 2, 2016 @ 3:29am 
I didn't know they tweaked the left swing attack. I used to have some troubles landing it in the middle of the fight, most of the times it would just go for a "normal" swing. Now it's truly sensitive, it feels natural to swing from one or the other side.
The trick is to get the red sight to the left of your enemy, and move the cursor like you were actually swinging from the left.
FangusKlot Aug 2, 2016 @ 5:30am 
Yeah, almost 100 hours of playtime and still having little trouble performing left swings sometimes. But as difficult as it gets, it makes you better skilled. And considering that the next update will ease some mechanics, I personally think it's a good thing to start on a high difficulty and decrease it slowly. That's the way you harden your skill I believe.
zaratan4o Aug 2, 2016 @ 7:36am 
If you find it hard to do there is something wrong in how you do it. You need to have the cursor on the left side of your character and its very generous, doesn't require much precision at all. If you do it very slow that can be a problem since the character will turn and the cursor will no longer be to the left. But if you do it fast you can have the cursor all over the place and it will work fine, can even do it with the cursor behind your back.
Toad Aug 3, 2016 @ 5:21am 
Originally posted by Tony:
Left-to-right attacks have become easier to perform in the upcoming patch (the cursor doesn't have to be quite so far left for it to trigger the attack).

As far as never using RMB that's a bit surprising since RMB is the default walk/run/sprint key (combined with shift) both in and out of combat; it's not possible to sprint using WASD keys. If you're using WASD all the time to move around then it's not as smooth as RMB and you'll tend to move more like a robot when doing so. By default tapping WASD keys in combat takes a single step, holding WASD keys performs a dash, yet both of these are combat steps and not regular movement (you pause after each step) unlike when using RMB for continuous movement. If you need to run or move more than a few steps in combat mode RMB is the intended way to do so.
Ah ok, neat.

I find it easier to use WASD instead of the RMB for movement (In and out of combat)
And I've only used WASD so far, so I doubt I'd be able to relearn the movement for using RMB.
Cyryl Sep 5, 2016 @ 11:22am 
I have to agree with original poster - while I understand how to do it, I cannot get 100% success rate with it.

In its current state preforming the left-to-right attack does not match the whole "idea of full control" the game tries to accomplish. Doing the quick counter-clockwise move with the mouse breaks your focus and slightly changes the direction of your character. It is not a big problem, it is just unnecessary and easily fixable: by assinging a key to it.

I agree RMB is usefull in combat, especially for positioning your enemies and running away. What I can live without during combat is for example current function of MMB. Or, if one wants all attack to be performed with LMB, it could be solved with already existing Alt mechanic:
  • right-to-left: click
  • left-to-right: Alt + click
  • overhead: double click
  • stab: Alt + double click

Dear Devs: Plese, allow us to assign a key to this attack. It will not affect the depth of the game, it would just make controls more approachable.
Iron Prankster Sep 5, 2016 @ 12:34pm 
I would recommend the devs look at what the team at Brigador ended up doing with their control scheme as a lesson in game design. Those guys had their heads on right just like you. They wanted their game to have facing-dependent armor/damage and they implemented the correct controls for it, namely tank controls and relative-to-cursor-motion, just like Exanima's non-combat WASD movement and combat controls respectively. They stuck by this. Then several refunds later and lots of ♥♥♥♥♥♥♥♥ on the forums, they finally gave in and put in absolute controls relative-to-camera-on-screen in addition to the existing controls. Guess what? It worked. Suddenly all the noobs could play the game. Some people simply cannot do the spatial transforms inside their brain required to handle controls like this. That is okay. Why not allow them to have the controls they want to make up for that?

By the way, I cannot use the absolute controls in Brigador, because the controls they implemented based on their original vision were ones that I was already intimately familiar with from certain other games from long ago. So I cannot use the new noob controls for the life of me. However, I am happy to see that more people can play and enjoy the game at their own pace.

I always advised for top-down game design in the sense that, it really is all about the developer's vision and executing on that vision. Fans can often ruin your best work, so you must be judicious when listening to feedback. However, when it comes to letting people play your damn game, I think there are no excuses for not allowing people to control the game however they want.

On that note, I think I am going to make an AutoHotKey script for Exanima that lets me use my mouse's extra buttons for attack buttons. So the forward-click will be Alt+LMB and the back-click will become a double-click. This will take some time getting used to, since I am already used to the vanilla controls, but I think they will feel better in the long run. Too bad I cannot do this for the right-to-left-attack, though I must admit the new patch did make it snappy.

Also, at some point, this game could use a proper tutorial. If there are things hidden in the control scheme that the devs want players using, those things must be made clear in a tutorial instead of forcing everyone to use the one and only holy scheme of controls.

After this last update, I think I can finally buy a copy for all my friends though. It's definitely the right step forward.
angrytrex Sep 5, 2016 @ 1:06pm 
I have to rescind my earlier comment and agree somewhat with the OP now. It's very easy to pull the attack off once you get the hang of it... but...

It would be nice if we had an in game toggle key to toggle the default direction. The use cases are as follows:

1) Double or more left feinting requires a lot more mouse work than doing the same on the right side. Also, since you are constantly moving the mouse to the left makes its very cumbersome to do so while trying to twist right. These two problems do not exist with R to L attacks. A toggle switch would prevent this, without forcing the player to choose a handedness. Instead of move mouse + click + move mouse + click + move mouse + click, you would have toggle click click click

2) This extends to dual wielding where you can individually control your weapons. Since the right hand is always the default, You have to do a bunch of extra mouse labor to perform what seem like very sensible actions such as using your left hand to attack after executing an overhead with your right hand. It basically takes much more mouse work in general dual wielding if you want to lead or feint with the left hand vs the right hand that could be equalized / alleviated with a toggle.

It's not the end of the day if one doesn't get added, but it would be a great QoL improvement.
Slayer Seraph Sep 5, 2016 @ 9:37pm 
Originally posted by Cyryl:
I have to agree with original poster - while I understand how to do it, I cannot get 100% success rate with it.

In its current state preforming the left-to-right attack does not match the whole "idea of full control" the game tries to accomplish. Doing the quick counter-clockwise move with the mouse breaks your focus and slightly changes the direction of your character. It is not a big problem, it is just unnecessary and easily fixable: by assinging a key to it.

I agree RMB is usefull in combat, especially for positioning your enemies and running away. What I can live without during combat is for example current function of MMB. Or, if one wants all attack to be performed with LMB, it could be solved with already existing Alt mechanic:
  • right-to-left: click
  • left-to-right: Alt + click
  • overhead: double click
  • stab: Alt + double click

Dear Devs: Plese, allow us to assign a key to this attack. It will not affect the depth of the game, it would just make controls more approachable.

I agree with this post and the OP as well.
Left Swing shouldn't get your character out of sync/focus. Shouldn't make you change were you look even for a split second.

Thus could be easily remedied by assigning a command.
The idea with ALT is pretty good, as is assigning the Mouse 4 or 5 button if available.

Simple is better in my eyes. "Skill" does not equal doing unintuitive actions.
I'd also like an option to have a cmand for upward vertical swings (low stance - the opposite of overhead) - and diagonal swings both overhead and upward.

I have also made a post here asking the developers BM to include an option for left handed characters and enemies in the mix. Meaning primary hand is left, default swing is Left to Right, and RtL is the alternative etc..
If you support the idea, please post there, it will possibly help implement the idea in the future. Imo it is a must and a game changer.
Cyryl Sep 6, 2016 @ 8:50am 
What is very important, any of the options for alternative controls for left-to-right attack presented in this thread are easily implentable (or at least - easier to implement than the current solution). And I would really preffer any of those rather than current mechanic (though I think dedicated button or "keep alt pressed" allow faster reaction than "toggle default attack" button). Especially now, when we have dual wielding available.

Therefore, I really hope the Devs would comply to our humble request.
Last edited by Cyryl; Sep 6, 2016 @ 8:54am
Toad Sep 6, 2016 @ 9:11am 
Originally posted by Cyryl:
What is very important, any of the options for alternative controls for left-to-right attack presented in this thread are easily implentable (or at least - easier to implement than the current solution). And I would really preffer any of those rather than current mechanic (though I think dedicated button or "keep alt pressed" allow faster reaction than "toggle default attack" button). Especially now, when we have dual wielding available.

Therefore, I really hope the Devs would comply to our humble request.
Yeah, I find it too distracting to perform the left-to-right swing.
The suggestion you had earlier in this thread would be a fantastic implementation.


It's great to see how involved the community is in this game :P
Hopefully a dev reads through this thread.
burdfishdemon Oct 5, 2016 @ 3:32am 
Originally posted by Cyryl:
I have to agree with original poster - while I understand how to do it, I cannot get 100% success rate with it.

In its current state preforming the left-to-right attack does not match the whole "idea of full control" the game tries to accomplish. Doing the quick counter-clockwise move with the mouse breaks your focus and slightly changes the direction of your character. It is not a big problem, it is just unnecessary and easily fixable: by assinging a key to it.

I agree RMB is usefull in combat, especially for positioning your enemies and running away. What I can live without during combat is for example current function of MMB. Or, if one wants all attack to be performed with LMB, it could be solved with already existing Alt mechanic:
  • right-to-left: click
  • left-to-right: Alt + click
  • overhead: double click
  • stab: Alt + double click

Dear Devs: Plese, allow us to assign a key to this attack. It will not affect the depth of the game, it would just make controls more approachable.

Wait, when I hold alt and swing, I thrust. Am I double clicking by accident or something? Just got the game an hour ago btw.
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Date Posted: Aug 1, 2016 @ 8:24pm
Posts: 39