Gladius

Gladius

Majior Issues
After playing Gladius was very disappinted with the game. First impressions are important and mine of the game game failed and i'll explain why.

1. Game would not ley me select anuthing when I was in the pits. I could move around and pick things up but to play the actual game, I couldn't do it. Other people were/are still having trouble with trying to play the game. I actually had to uninstall and reinstall the game to get it to let me play.

2. My left and right hands were switched from my contoller set. My left controller was for my right hand and right controller was for my left hand. Couldn't fix the issue. I even tried reasgining my contollers around and that didn't work.

3. Teleporting really killed the realistic of the game for me. To move around, you hold the sensor pad, aim at a spot and let go of the sensor pad and you teleprt there. I was hopping for a walking movment like puching the top of the sensor pad to move forward, puch the bottom for backwards ect ect.

4. The weapons go through the sheilds...do I need to say more about why that is wrong.

5. You can ragdoll eneimes into the stands or even out of the arena.

6. You glitch behind the arean, in a small corridor so you can take on multipler eneimes once at a time. To do this go throught the lion gate on you left and the left side of the wall isn't solid.

7. The only hitting you can do is the feet due to enemy will always have their sheild raised and wont move it. You can get head stabs but you be exposing to much to do it.

8. Enemies will keep a good distance from you, pretty much stay out of you reach. Gladiators in the day wanted to get close as possible to kill their enemies. Not be a distance and using the tip of their weapons.

9. Enemy A.I. is a joke as well. The A.I. felt lazy as if the movments were were record in 20 minutes and added in. The enemy will try jump attacks but do it in slow motion. They will manily walk like crabbes . They even will not even attack when you are centimeters from them. You could be kissing them and they wouldn't attack you.

These are the things I hvae experianced in the game. Hope these get fixed especally number one issue.
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Showing 1-6 of 6 comments
CaiusBonus Feb 7, 2017 @ 6:11am 
Originally posted by gamerhoofster-pony:
After playing Gladius was very disappinted with the game. First impressions are important and mine of the game game failed and i'll explain why.

1. Game would not ley me select anuthing when I was in the pits. I could move around and pick things up but to play the actual game, I couldn't do it. Other people were/are still having trouble with trying to play the game. I actually had to uninstall and reinstall the game to get it to let me play.

2. My left and right hands were switched from my contoller set. My left controller was for my right hand and right controller was for my left hand. Couldn't fix the issue. I even tried reasgining my contollers around and that didn't work.

3. Teleporting really killed the realistic of the game for me. To move around, you hold the sensor pad, aim at a spot and let go of the sensor pad and you teleprt there. I was hopping for a walking movment like puching the top of the sensor pad to move forward, puch the bottom for backwards ect ect.

4. The weapons go through the sheilds...do I need to say more about why that is wrong.

5. You can ragdoll eneimes into the stands or even out of the arena.

6. You glitch behind the arean, in a small corridor so you can take on multipler eneimes once at a time. To do this go throught the lion gate on you left and the left side of the wall isn't solid.

7. The only hitting you can do is the feet due to enemy will always have their sheild raised and wont move it. You can get head stabs but you be exposing to much to do it.

8. Enemies will keep a good distance from you, pretty much stay out of you reach. Gladiators in the day wanted to get close as possible to kill their enemies. Not be a distance and using the tip of their weapons.

9. Enemy A.I. is a joke as well. The A.I. felt lazy as if the movments were were record in 20 minutes and added in. The enemy will try jump attacks but do it in slow motion. They will manily walk like crabbes . They even will not even attack when you are centimeters from them. You could be kissing them and they wouldn't attack you.

These are the things I hvae experianced in the game. Hope these get fixed especally number one issue.
Hi,

I'm really sorry that the game let you down :( I'm working hard to improve it every week with new updates, and while I know that It's still not there, I'm confident that all these issues can be solved relatively soon :)

About your comments:

1. Game would not let me select anything: this bug is really nasty, I'm not able to reproduce it on my end. It seems the bug comes from the game engine (UE4). I will try again to troubleshoot it, and if not maybe I'll have to redo the menu completely.
2. Left/right hands switched: OK, will fix it.
3. Teleporting: You can change the locomotion method in the options menu :) Please, try the "trackpad" option, it will move like onward.
4. Weapons go through shields: Yes, this one i'm on it. I'm working on a physics update to solve this problem. It should be out in 2/3 weeks max.
5. Ragdolls: Same as point 4, should be fixed in the physics update
6. Glitch behind the arena: I already fixed this one, I will deploy it this weekend together with the new level. Also, I will make the crowd boo and throw stones at you if you get too far from the center of the arena.
7. Hitting locations: What I could do is make some enemies appear without the shield. This would add variety and make easier to hit them. What do you think?
8. Enemies distance: I agree with you that enemies stay maybe too far from you now. I will reduce it in this weekend's update. Let me know how it feels.
9. AI:
- Animation speed: I assume that you started the game in easy difficulty, because in this option enemies do move slower. If you try normal or hard they move faster. But after seeing your comment I agree with you that it does not feel natural... I'm changing this in the next update so all animations are like in the normal difficulty.
- They don't attack if too close: Yeah, I will fix this too :)

Finally, thank you very much for taking the time to post this in the forums. I really appreciate the fact that, in spite of being disappointed, you still came here to provide feedback and make sure the game gets better :)


CaiusBonus Feb 12, 2017 @ 6:58am 
Hi,

The last update fixes several issues that you mentioned. I'm now working on the physics update that should solve the rest of the problems about ragdolls and weapons through shields.

Please give it a try and let me know what you think.

Thanks!
Hoofster Pony Feb 12, 2017 @ 8:04pm 
Well not knowing what you patched/fixed so I just repeated everything last time.

1. The wall glitch is still there, actually its not a glitch no more. All a player has to do is litually walk to the wall and keep walking. The player will just go through it. I did this playing on hero difficulty and won everytime.

2. Enemies responding to getting hit by backing away doesn't work, mainily in the first level. Just keep swinging the sword and keep moving forward as the enemy moves backwards. They will never get a chance to swing at the player. You can do this until the fully armored Romes appear then it becomes usless.

3. The bow is pretty much broken for being a long range kill. I have tested and tried to kill at long range but the bow power and aim doesn't add up. Lets say me and the enemy are on the opposite sides and I was using the bow. I would have to aim using the arrow as the sights,aim about eh 2.5 maybe 3 inches above the enemys head with 3/4 power drawn and you should hit the enemy in the chest area. For the bow it is now, its more luck base at long distance but the bow works well at short range. Wait till the enemy is 3-4inches away, draw the bow and aim for the magic head of one hit kill while the enemy is wearing a helmit.

4. Weapon unlocks don't unlock. For me I have done the Katana unlock which was to play level 2 on hero, wich I did (using the glitch) I beat level 2 on hero but the Katana was still locked. I think this might be a bug in the game.

5. Walking with the touchpad while trying to unlock a weapon from the hand is a pain since you move while doing it. Example, I had used my last arrow and was trying to unlock the bow from my right hand and since I use the touchpad to moce. I pushed the grip buttons + up button on the touchpad and I moved forwards. Maybe have the trigger that house the bow act as the un-lock and locked buttons?

That's all I can think of at the moment.
CaiusBonus Feb 13, 2017 @ 8:53am 
Originally posted by gamerhoofster-pony:
Well not knowing what you patched/fixed so I just repeated everything last time.

1. The wall glitch is still there, actually its not a glitch no more. All a player has to do is litually walk to the wall and keep walking. The player will just go through it. I did this playing on hero difficulty and won everytime.

2. Enemies responding to getting hit by backing away doesn't work, mainily in the first level. Just keep swinging the sword and keep moving forward as the enemy moves backwards. They will never get a chance to swing at the player. You can do this until the fully armored Romes appear then it becomes usless.

3. The bow is pretty much broken for being a long range kill. I have tested and tried to kill at long range but the bow power and aim doesn't add up. Lets say me and the enemy are on the opposite sides and I was using the bow. I would have to aim using the arrow as the sights,aim about eh 2.5 maybe 3 inches above the enemys head with 3/4 power drawn and you should hit the enemy in the chest area. For the bow it is now, its more luck base at long distance but the bow works well at short range. Wait till the enemy is 3-4inches away, draw the bow and aim for the magic head of one hit kill while the enemy is wearing a helmit.

4. Weapon unlocks don't unlock. For me I have done the Katana unlock which was to play level 2 on hero, wich I did (using the glitch) I beat level 2 on hero but the Katana was still locked. I think this might be a bug in the game.

5. Walking with the touchpad while trying to unlock a weapon from the hand is a pain since you move while doing it. Example, I had used my last arrow and was trying to unlock the bow from my right hand and since I use the touchpad to moce. I pushed the grip buttons + up button on the touchpad and I moved forwards. Maybe have the trigger that house the bow act as the un-lock and locked buttons?

That's all I can think of at the moment.
Hi,

Thank you for finding bugs #1 and #2, to be honest I usually play with “Sprint” locomotion, so I didn’t find these two bugs… :/ The #1 is fixed with teleport and sprint locomotion, I will fix it for Trackpad too. The #2 I could fix it making the enemy adjust the distance to the player, or counter attacking after retreating some distance.

About the Bow, if I understand correctly you would like it to be more powerful? That is, the arrow should fire at a greater speed and therefore you would have to do less of a parabolic shot to hit the enemies and aim more like a gun (straight line)? Have you tried Quivr? (they have a free demo) Do you like the how the bow works there? I tried to replicate the functionality in Gladius, but maybe I should power the bow a bit more.

Will review the weapon unlock too, it must be a bug with the Katana. I tried yesterday and the long sword for instance is correctly unlocked.

About walking and unlocking, you are absolutely right, the current scheme is not very intuitive… :/ and it works specially badly with Trackpad movement. I’m going to change the grip controls in the next update so they are simpler and also give you guys some options too. I’m thinking in doing the following:
1) Option 1: No sticky hands (like Gorn) you press the trigger to attach and
implementing something like one grip attaches the weapon, second time
2) Option 2: Sticky hands (like raw data) you press the grip one time, and the weapon is attached, and the second time is detached but only falls to the ground when you release the button (this will allow you to throw the weapon)

What do you think?

Thanks! :)
Hoofster Pony Feb 13, 2017 @ 12:32pm 
No the bow seems to be random hit chance when trying to do long rang shots. No matter how much I line my shot and how much I draw the bow back, the arrow never goes to the spot I aim at. I have played QuiVr and I am awesome at it. QuiVr uses bow logic and implemets it perfect. I need to use crunch the numbers, the distance, power, angle ect ect. With Gladius bow, a long distance shot seems to be luck base. I don't want the bow to work like a gun, no I want it to be very realistic to real life bow logic.

As for the hand thing maybe ask the players who use the touchpad what they would like. Option 1 seems more better since option 2 of throwong you weapons would leave the player open to being attacked with no defense.
CaiusBonus Feb 14, 2017 @ 7:58am 
Originally posted by gamerhoofster-pony:
No the bow seems to be random hit chance when trying to do long rang shots. No matter how much I line my shot and how much I draw the bow back, the arrow never goes to the spot I aim at. I have played QuiVr and I am awesome at it. QuiVr uses bow logic and implemets it perfect. I need to use crunch the numbers, the distance, power, angle ect ect. With Gladius bow, a long distance shot seems to be luck base. I don't want the bow to work like a gun, no I want it to be very realistic to real life bow logic.

As for the hand thing maybe ask the players who use the touchpad what they would like. Option 1 seems more better since option 2 of throwong you weapons would leave the player open to being attacked with no defense.
Ok, let me check again and compare again with Quivr mechanics.

As for the grip options, ok, I will ask the rest of the players and see what they prefer. In any case I plan to give different options so everybody can choose what works best for them.

Thanks!
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