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Patch 1.03 and 2in1 input errors (technical analysis)

The problem is that there is probably no simple solution to the issue.
I'm sure NRS is very much aware of the "timing issue" but what can they do?
  • Make an option to disable the 2in1 = Only for pad players, stick players need that feature.


  • Most stick players use one with 8 buttons. We have absolutely no use for 2in1 inputs. This feature is for 5 button sticks which are rare and...well..stupid.
    6 button sticks use some 2in1 commands but interactable is still 1 button
 

cpmd4

Slaughter is the Best Medicine
I assume this is the same for the 1 + 3 throw shortcut. If I'm not careful I'll cancel into a whiffed throw attempt in the corner.
 

webreg

Apprentice
Sure, what else should they do? They can't fix it because in order to fix it for one group of people they need to fuck it up for the other group of people. There is no way to fix it to satisfy all players. It is logically impossible. This is the middle of the road approach and the one that currently makes the most sense. If it were for me I obviously would prefer them removing the stupid 2in1 option because I don't care about stick players with bad sticks but that's just me.
 

Sasuga

Kombatant
Sure, what else should they do? They can't fix it because in order to fix it for one group of people they need to fuck it up for the other group of people. There is no way to fix it to satisfy all players. It is logically impossible. This is the middle of the road approach and the one that currently makes the most sense. If it were for me I obviously would prefer them removing the stupid 2in1 option because I don't care about stick players with bad sticks but that's just me.
Well.. they could fix it by making it a requirement to press both buttons at the same time. That would not break it for anyone, that is how it should be. I don't see how that would be logically impossible. I can understand it if the patching mechanism doesn't support these kind of fixes; I'm not familiar with the limitations of the patching mechanism. But that's something completely different from being logically impossible.
 

webreg

Apprentice
If you would have to press both buttons in the same frame then those 5 button stick players wouldn't be able to consistently pull off combos with interactibles. That's why the windows was increased to several frames. But they increased it a lot to the effect that people who dial their combos fast sometimes get the interactible even though they don't want it. So the problem is not logically solvable. If removing the 2in1 is not an option then all NRS has is a "slider" between hard to pull of interactable combos for 5 button stick players and accidentally using interactables. They now have moved the slider a bit back.

The only solution would be to add another option to the controller configuration where you could turn this 2in1 on and off but this would require quite a lot of effort and testing. They would need to change the engine to make this possible and that is dangerous.
 

Dizzy

False Information Police Officer
Elder God
NetherRealm Studios
I assume the patch notes mean Light + Medium. Either way, thats cool. Leniency on 1+2 is annoying.
 

webreg

Apprentice
I assume the patch notes mean Light + Medium. Either way, thats cool. Leniency on 1+2 is annoying.
We will see. If you read the patch notes by the letter it doesn't make sense. It sounds as if there is a problem when canceling a medium and hard attack with an interactable (in the case of a string that would continue with a light or medium attack). But this doesn't seem to make sense because no one every complained about that and I'm not aware of such a problem. Judging from the other errors in the notes and the mixed notations we can't know for sure until the patch is live.

I really hope they fix it right because I use an interactable unintentionally every third match or so. It is terribly annoying.
 

Sasuga

Kombatant
If you would have to press both buttons in the same frame then those 5 button stick players wouldn't be able to consistently pull off combos with interactibles. That's why the windows was increased to several frames.
Why should it be so hard to press two buttons within the same frame? We do it all the time. If they put in leniency on purpose they could have just turned it off.

The problem now is that you can press them sequentially during interactible-cancelable frames you get the interactible. You don't even need to press them at the same time! And that has not been solved, only coverred up. Probably because the original engine was not designed with the it. They patched it in really dirty causing it to not work like it should have. That can indeed not be solved by minimizing the window.
 

GGA HAN

Galloping Ghost Arcade
Sorry to resurrect an old thread but...I'm fairly certain that the input buffer for 2+3 (stance change) is also abnormally large, like the 1+2 interactable shortcut used to be. Is there any way to test/verify this? Trying to hit certain combos that involve 2 then 3 in succession are getting me stance change far too often.