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d2jsp Forums > Diablo II > Diablo 2: Resurrected > D2:R Discussion > Wsg Is Not Working: We Need To Speak Up
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Aug 17 2021 02:03am
Quote (DHA @ Aug 17 2021 02:05am)
You can't explain with words 10+ years of practice to ppl that barely played the game.


YEP
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Aug 17 2021 02:24am
All I see is sins being banned from any private duels if this isnt fixed.

Sucks for them, but theyll have fun in pubs which i wont play unless im using a sin.

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Aug 17 2021 02:38am
Quote (Fen0 @ Aug 17 2021 03:01am)
replied on your topic, hope they manage to fix... thanks for reporting and the videos, smooth!

Isn't the wsg fix due to the new servers being betters btw? What can they do to bring us back the wsg glitch / desynch's and such, they maybe don't even know how to?


There are two important outputs and one important condition to WSG:

  • Whenever you weapon switch, it should interrupt your current animation and leave you in an idle animation that you can immediately act out of on that same frame. So if you were in a hit recovery animation, no matter what frame of it, you instantly get put into idle animation and can act again
  • Whenever you weapon switch, the server displays you to other players as if you stopped moving briefly, regardless of your actual movement vector, which could remain completely uninterrupted
  • You can't weapon switch when in an attack or cast or skill animations.


From what I can tell, D2R has eliminated the first two outputs. You can no longer interrupt animations with weapon switching, most importantly hit recovery
You no longer desync yourself to other players by running while wsging rapidly, and instead it shows your movement uninterrupted.
At least it maintains the third aspect, you can't weapon switch during casts/attacks, but without the interrupting aspect that's not a gamebreaker anyway (If you could WSG while casting and it interrupted, you could cast far more rapidly than normal FCR frames allow. You can actually see this by having hit recovery interrupt cast animations, then WSG to interrupt the hit recovery. For example a trangs necro spamming WSG + cast while being namelock mind blast + trap; the necro normally casts at ~19 fpa but with animation canceling he can cast as fast as ~4 fpa)


Without the animation canceling or sync aspects, PvP is essentially ruined because of the obvious problem of mind blast / leap / smite / etc all locking people up with no counterplay possible. Even non-sin PvP suffers when you can't wsg out of high damage attacks. Just having a fireball sorc stomp you could lock you up where in LoD you might take a hit or two and lose a big chunk of life but be able to turn and counter with your own spells as you kite the sorc.
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Aug 17 2021 02:45am
And even on the desync aspect alone- the servers being improved shouldn't necessarily change that. The game uses a dead reckoning system that estimates where each actor will be, using their last known position and vector, between each time those positions are updated. WSG caused desync because it screwed with those vectors, just like charge and whirlwind (which use the wrong velocity parameters, something I WOULD like to see actually fixed, no reason they should auto-desync).

What could screw up WSG's desync, even if the animation canceling was preserved, is if VV altered the netcode to update player positions non-stop. The old D2 code was written with dial-up modems in mind so it was trying to use as little bandwidth as possible, while modern games can easily broadcast important actor locations every frame of a game. LoD only updates players every few seconds or when certain events occur, like taking damage- you can see this in duels if you spam a skill like frost nova, you'll always see a hammerdin syncing up to your with charge because his position gets updated as soon as he actually collides with the frost nova missiles, even if he wasn't on your minimap until he did. So even if they returned WSG to be 1:1 with its old functionality, if they made the netcode be more lockstep it wouldn't sync anymore

But no matter how they change the netcode, the impact of WSG animation canceling is purely functional. It straight up cancels your current animation. You're 6/17 frames into an animation, you press W, you're no longer in that animation. You can run around spamming 'w' while someone namelock mind blasts you and you don't lose more than a few pixels of movement because as soon as a hit recovery animation starts, it gets canceled.
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Aug 17 2021 02:55am
wsg spam is the cancer of pvp, hope they fix it so we can learn to play without
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Aug 17 2021 03:02am
Quote (Piwah @ 17 Aug 2021 08:46)
The people saying WsG iSnT nEeDeD or sToP cRyiNg aNd aDaPt really are clueless

I'd love to show you guys how much sin will be disgustingly overpowered in D2R w/o wsg

Quote (Piwah @ 17 Aug 2021 08:46)
The people saying WsG iSnT nEeDeD or sToP cRyiNg aNd aDaPt really are clueless

I'd love to show you guys how much sin will be disgustingly overpowered in D2R w/o wsg


id just equip tg and wisp, ADAPT! D2r wont be the same.
if mind blast is considered ”bm” then people will adapt and nk mb sins
Just like you dont see necs spamming bone prison, or ppl stacking slow. It will simply become an unwritten rule.
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Aug 17 2021 03:04am
Quote (freeuse @ Aug 17 2021 04:02am)
id just equip tg and wisp, ADAPT! D2r wont be the same.
if mind blast is considered ”bm” then people will adapt and nk mb sins
Just like you dont see necs spamming bone prison, or ppl stacking slow. It will simply become an unwritten rule.


thing you people aren't realizing is, its not just mindblast or swirlys.

have fun getting stomped one time in a duel, failing the fhr check and dying because you can't have a reactive playstyle and make a conscious choice to fight back.
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Aug 17 2021 03:08am
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Aug 17 2021 03:08am
tbh people dueled just fine for years before wsg was even a thing, now ppl use wsg macros and somehow think its a feature that must stay in the game. Wake up! If you want to pvp 1:1 as in legacy, stay in legacy.
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Aug 17 2021 03:13am
Quote (freeuse @ Aug 17 2021 04:08am)
tbh people dueled just fine for years before wsg was even a thing, now ppl use wsg macros and somehow think its a feature that must stay in the game. Wake up! If you want to pvp 1:1 as in legacy, stay in legacy.


and you by far are not a dueler, your some 2020 random posting about a game you know nothing about, how about you let the big dogs that have played this game consistantly for 15+ years dueling daily/weekly talk.


I can tell you what is going to happen to the pvp scene if this is not fixed and wsg is working the same as current on battle.net today.

the pvp/dueling scene will simply just die out very quickly.
Wsg allows you to have a Reactive/proactive playstyle on both fronts of the duel

you have to have wsg and fhr in order to deal with in coming damage because fhr isn't enough on it's own, being able to wsg and react to what is happening is very important.

i'll give a few examples of what will happen

Ex1.
Player A charges player B, player B gets put into fhr, player A continues to permantly charge him, while player B sits gets knocked backwards across the map without control of their character because they failed the fhr check.
Without a way to react or get out of this charge it will be literally 1 name lock -> to death.

ex2.
Player A mindblasts Player B and lays down trap then firebomb immediately
Player B is fhr'd by the mindblast, fhr'd by the firebomb and repeadly stuck in this combo until they die

there are many many game breaking scenarios that are too much to list but the main take away is you need to be able to break the fhr animation by swapping weapons to be able to duel fluidly other wise you are completely out of control and dead in a lot of situations.

i can say that a lot of people are posting that this was a bug and not intended for the game but i do not think you realize you won't be dueling, you will be watching your character die because you cannot get out of any incoming damage.

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