But the point is you built a timing mechanic in a turn based RPG that is dependent on latency in a world where you are adding arbitrary amounts of latency in the display, the rendering, the controller polling and the platform itself.
That’s a bad fit between design and hardware. I’d argue that’s always the case and modern gaming SUCKS for timing-based mechanics compared to old ride-the-scanline CRT gaming. And yet they are extremely popular and people seem to assume timing challenges are the only way to make fun mechanics.
No, you were fishing for a bug to dismiss the point the guy was making, but the issue is deeper than that.
I play a bunch of fighting games and I can tell you I can feel combos not working going from PC to PlayStation or from a DS4 to a DS5 or from my PC gaming monitor to my TV.
That didn’t use to be the case. Timing could be different in consoles or arcades because those were entirely different games, but if you could do a thing on one TV with one controller you could do it on any TV with any controller on that game. That’s not the case anymore.
And yet “react to a visual cue in something the enemy does and press the button in a small frame window” is a much, much more frequent core mechanic now than it was then.
The design isn’t flawed, but the implementation definitely is. kB+m have huge input delay and dropped input issues (at least on gamepass PC version)
But the point is you built a timing mechanic in a turn based RPG that is dependent on latency in a world where you are adding arbitrary amounts of latency in the display, the rendering, the controller polling and the platform itself.
That’s a bad fit between design and hardware. I’d argue that’s always the case and modern gaming SUCKS for timing-based mechanics compared to old ride-the-scanline CRT gaming. And yet they are extremely popular and people seem to assume timing challenges are the only way to make fun mechanics.
It’s just a bug bro. There are performance mods that fix it by simply tweaking unreal settings.
No, you were fishing for a bug to dismiss the point the guy was making, but the issue is deeper than that.
I play a bunch of fighting games and I can tell you I can feel combos not working going from PC to PlayStation or from a DS4 to a DS5 or from my PC gaming monitor to my TV.
That didn’t use to be the case. Timing could be different in consoles or arcades because those were entirely different games, but if you could do a thing on one TV with one controller you could do it on any TV with any controller on that game. That’s not the case anymore.
And yet “react to a visual cue in something the enemy does and press the button in a small frame window” is a much, much more frequent core mechanic now than it was then.