sorcerykid wrote:I think the main issue here is that the punch action of tools is instantaneous, regardless of the specified punch interval. The damage system attempts to impose a "delay" afterward via an obtuse calculation. There is no visual feedback of the actual punch interval, hence the deceptive nature of the damage system.
So rather than refining the calculation, I think the overall game mechanic of "punching" needs to be re-evaluated so as to ensure the animation speed corresponds with the punch interval, hence the very slow swing of stone sword vs. the quick swing of a diamond sword. Until the animation ends, then spam-clicking will be ignored.
Astrobe wrote:I'm pretty sure that the time it takes for holding hand to come back to the "rest" position is a function of punch_interval. Or do I miss something?
sorcerykid wrote:Astrobe wrote:I'm pretty sure that the time it takes for holding hand to come back to the "rest" position is a function of punch_interval. Or do I miss something?
That's a good question. Has anybody tested to see if this is case? I thought the punching animation was the same for all wielded items (even non-tools) O_o
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