A/D and W/S again

So, about 2 weeks ago there was an update that REALLY pissed off people who like fighting on ROBLOX - holding W and S or A and D at the same time no longer prioritized one of the keys, rather made you stop moving altogether. Many people whose sword fighting strategies relied on quickly switching between A and D were outraged by this.

After it was posted about on here, a member of ROBLOX Staff said that it was behaving as intended, yet it was reverted about a day later. A few days ago, it was re-implemented.

I’m not sure whether this should be a bug report or a feature request, but either way I am in agreement with the very vocal complaints that this update is unhelpful. Please put back the priority on movement.

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Personally I’m of the sentiment that pressing both keys should cancel each other out.
Because you’re trying to move both ways, which is impossible. Unless you were some kind of alien which could split into two.

Every game I’ve made off ROBLOX cancels movement when you press both keys.

It is just a way of doing things, and honestly it’s not that big of a deal.

[quote] Personally I’m of the sentiment that pressing both keys should cancel each other out.
Because you’re trying to move both ways, which is impossible. Unless you were some kind of alien which could split into two. [/quote]

I should have been more specific, the strategy wasn’t to hit them both at the same time but rather to go back and forth between them pretty rapidly, which is now very hard to do without completely stopping yourself, which costs you a lot of valuable time in the fight.

By prioritizing A over D and W over S instead of simply stopping the character, it’s much easier to do this.

I’d actually say the main issue is that the whole stopping thing continues when you take your finger off of one of the keys, so you have to remove your finger from all movement keys in order to move once more.

That’s from a logical standpoint – not an organic one. People don’t just pres the keys and release them when they’re done. They press W to move forward, and then in a split second they press S but haven’t lifted their finger from W yet, and then a split second later (or longer for people with slow hands) they release W, but in that second split second (or more) their character pauses for a bit. Not only is that behavior ugly, but in a fast-paced fighting game when you’re fighting someone as well as their 2-ft latency invisible sword, every split second counts, and this hinders that.

“Every game I’ve made off ROBLOX cancels movement when you press both keys.”
Your games can’t speak for the whole of ROBLOX, nor can you speak for outlets of the community which you have taken no part in and say that their concerns are insignificant.

[quote] That’s from a logical standpoint – not an organic one. People don’t just pres the keys and release them when they’re done. They press W to move forward, and then in a split second they press S but haven’t lifted their finger from W yet, and then a split second later (or longer for people with slow hands) they release W, but in that second split second (or more) their character pauses for a bit. Not only is that behavior ugly, but in a fast-paced fighting game when you’re fighting someone as well as their 2-ft latency invisible sword, every split second counts, and this hinders that.

“Every game I’ve made off ROBLOX cancels movement when you press both keys.”
Your games can’t speak for the whole of ROBLOX, nor can you speak for outlets of the community which you have taken no part in and say that their concerns are insignificant. [/quote]

Every game I’ve played outside of ROBLOX does something like this.

At the end of the day no company should cater toward the minority. I wouldn’t say this is a pointless change, it’s a move towards a more standardized platform. The people affected by this is simply too small of an amount to care about. It’s not that big of a deal, either way. People have adapted throughout the ages and they will keep doing so.

People shouldn’t have to adapt to their character completely stopping while they’re trying to change direction quickly.

Skyrim and Inquisition don’t cancel input (behave like ROBLOX pre-playerscripts)

I’d like to know which games you’re referencing, and if any at all require you to rapidly move in different directions as you need to do when swordfighting in ROBLOX.

“The people affected by this is simply too small of an amount to care about.”
No it is not. War groups are one of the largest, if not the largest, portion of organized users on ROBLOX. Every war group that uses swords (as in, the majority of them) are affected by this update. And no, this does not move it to a standardized platform. There are plenty of established games that don’t cancel input.

[quote] Skyrim and Inquisition don’t cancel input (behave like ROBLOX pre-playerscripts)

I’d like to know which games you’re referencing, and if any at all require you to rapidly move in different directions as you need to do when swordfighting in ROBLOX. [/quote]

All source games do this IIRC.

[quote] Skyrim and Inquisition don’t cancel input (behave like ROBLOX pre-playerscripts)

I’d like to know which games you’re referencing, and if any at all require you to rapidly move in different directions as you need to do when swordfighting in ROBLOX. [/quote]

All source games do this IIRC.[/quote]

But do they resume movement when you release one of the conflicting keys?

I hate to be that guy, but now that PlayerScripts are out - it’s scriptable.

-1x is left, -1z is forward.

Bind it with something like Documentation - Roblox Creator Hub, then use booleans and make the forward and left movements take priority over the backward and right movements.

In fact, have my script. I had to hack together this mess because their movement system wouldn’t work with my camera for who knows why. It works like the old movement system.

http://hastebin.com/ifobewucuk.lua

Key prioritization I personally think is a better implementation than key cancellation. I feels more natural to me as a player. While I never usually have this issue because when I change keys I naturally let go of the initial key and change in a swift movement, but I would to be suddenly paused in a tense situation if my natural reactions were to fail me.

[quote] I hate to be that guy, but now that PlayerScripts are out - it’s scriptable.

-1x is left, -1z is forward.

Bind it with something like Documentation - Roblox Creator Hub, then use booleans and make the forward and left movements take priority over the backward and right movements.

In fact, have my script. I had to hack together this mess because their movement system wouldn’t work with my camera for who knows why. It works like the old movement system.

http://hastebin.com/ifobewucuk.lua [/quote]

It isn’t that simple because 1) the player scripts are insanely massive and 2) the keyboard input gathering code is a massive script and hard to find. When you do eventually find it (it took me several hours), you’ll notice they bind contextactionservice to these enums in order to get player movement: Enum.PlayerActions.CharacterForward, Enum.PlayerActions.CharacterLeft, Enum.PlayerActions.CharacterJump, etc. The reason characters stop moving when you switch keys is because, when you let go of a key, it fires the End input state, which makes the character stop, and doesn’t do a check to see if any other keys are being held down. I need to learn how to use github so I can do a pull request on an improvement to fix this problem.

[quote] I hate to be that guy, but now that PlayerScripts are out - it’s scriptable.

-1x is left, -1z is forward.

Bind it with something like Documentation - Roblox Creator Hub, then use booleans and make the forward and left movements take priority over the backward and right movements.

In fact, have my script. I had to hack together this mess because their movement system wouldn’t work with my camera for who knows why. It works like the old movement system.

http://hastebin.com/ifobewucuk.lua [/quote]

Afraid it does not work as the old movement system when I implement it as a LocalScript in StarterPlayerScripts.

Here Lilly (Works exactly as it did before – no change noticeable)

I fixed the ControlScript for player scripts. I assume you’d already know how to insert it but it goes in StarterPlayer>StarterPlayerScripts. I guess we can use that until if/when ROBLOX fixes the issue.

@Below: No gameplay broken when keys aren’t canceled. Gameplay broken when keys are canceled. It makes sense to use the gameplay-breaking control method when there weren’t even any downsides to the non-cancelling method?

[quote] I hate to be that guy, but now that PlayerScripts are out - it’s scriptable.

-1x is left, -1z is forward.

Bind it with something like Documentation - Roblox Creator Hub, then use booleans and make the forward and left movements take priority over the backward and right movements.

In fact, have my script. I had to hack together this mess because their movement system wouldn’t work with my camera for who knows why. It works like the old movement system.

http://hastebin.com/ifobewucuk.lua [/quote]

Afraid it does not work as the old movement system when I implement it as a LocalScript in StarterPlayerScripts.[/quote]You have to disable ROBLOX’s ControlScript yourself.

I guess I good question is: Are there any advantages to cancelling movement?

I can’t think of any, if I want to stop I’d let go of the key. Personally I think in the case of conflicting directions the character should move in the direction of the last pressed key. I’m not a sword fighter or anything, so this isn’t that big of a deal to me, but it seems the previous behavior was smoother.

Here you peeps go:

If I am pressing A and D to strafe left, right, left, right, the latest key to be pressed should overwrite the earlier conflicting movement key. Not cancel the whole movement until my old finger lets go of the other key - because that leaves a noticeable amount of time where no movement occurs when you clearly are ordering movement.