Input Registration improvements

So, I've played Absolver for a very long time now, and I have to say there is one thing that has seemingly degraded over the course of the various updates: Input registration. Now, I'm not sure if this is latency related or a general concern where inputs will overwrite other inputs or cancel inputs altogether... but long story short is it's frustrating being in a string and being unable to do anything other than block because the game can't register an input to save your life, or otherwise be able to attack after certain inputs because the game just doesn't feel like registering your attack input.

Now, don't get me wrong, I understand block frames and frame advantage, and I understand getting stuck in a block loop on certain high speed combos. That's fine, that's basic fighting game mechanics. What I'm talking about is the game failing to throw out a dodge, absorb, parry, or stagger attack because it just didn't understand that you flicked the stick. I'm talking about getting the defense and then trying to turn it into offense only for your character to stand there and derp around for a solid 3 seconds. I'm talking about a combo dropping for no legitimate reason despite you having gold linked it literally every time you threw it out for the majority of the match, except when critical.

Absolver is a great game, but the input registration needs to be much tighter. That's just my two cents.

Comments

  • Hi ErraticSeven,

    Thank you for raising your concerns about game’s controls responsiveness. We understand that it is a vital part of the game and continue to work on improving various gameplay mechanics, including this. It would be nice to get more details about the cases where you've noticed such behavior. For each case it would be helpful to get following information:

    1. With as much detail as possible, please describe which inputs were not registered. If that influenced on what happened during the fight and it can be illustrated by video, it would be nice to have a link to the video.
    2. Tell us about date and time (including your timezone) when you've experienced this issue?
    3. What were you doing before this issue occurred? Please provide any steps taken that you think led up to the issue, so we can try to reproduce it.
    4. Maybe it would be better to email us all the info you have, including your Steam username, World Region, Internet provider, and any other essential information you may be able to provide.

    We apologize for any frustration this issue may have caused and thanks for your support and patience!
  • edited April 2018
    From my experience the terrain and input buffering combined with latency tend to cause this issue. Certain spots in arenas consistently drop inputs by registering a fallstate for a split second, which voids all new inputs and inputs buffered. Buffering inputs previous to hitstun/blokcstun, and defensives activating afterwards. Causing you to get hit again, despite actually timing the defensive properly (relative to when the hit registers on your end). The former is consistent without latency, while the latter is more so caused by latency. However, both can happen around the same time.
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