It took me a moment to realize what you might've been referring to. At first I thought you were referring to floaty combat (usually related to damage or collision), but I think I know what you're referring to.
A certain level of "drag" when climbing stairs for example, some clunkiness with character and terrain collision, and overly long animation-interaction events that "block" player input/movement until they're completed. There were also some quirks specific to the combat that had some "floaty" vibes (like the target switching sluggishness I mentioned in another comment).
Which reminds me, I really wish game developers would stop using the "press to hold and complete action" interaction for really unnecessary situations. Like in Hell Let Loose you have to do that just to redeploy after you die, and I seem to recall The Division 2 applying it in way too many menus.
That interactive mechanic CAN be fun in some instances, but I find it remarkably annoying in menus and NPC interaction.
It took me a moment to realize what you might've been referring to. At first I thought you were referring to floaty combat (usually related to damage or collision), but I think I know what you're referring to.
A certain level of "drag" when climbing stairs for example, some clunkiness with character and terrain collision, and overly long animation-interaction events that "block" player input/movement until they're completed.
Which reminds me, I really wish game developers would stop using the "press to hold and complete action" interaction for really unnecessary situations. Like in Hell Let Loose you have to do that just to redeploy after you die, and I seem to recall The Division 2 applying it in way too many menus.
That interactive mechanic CAN be fun in some instances, but I find it remarkably annoying in menus and NPC interaction.
It took me a moment to realize what you might've been referring to. At first I thought you were referring to floaty combat (usually related to damage or collision), but I think I know what you're referring to.
A certain level of "drag" when climbing stairs for example, some clunkiness with character and terrain collision, and overly long animation-interaction events that "block" player input/movement until they're completed.
Which reminds me, I really wish game developers would stop using the "press to hold and complete action" interaction for really unnecessary situations. Like in Hell Let Loose you have to do that just to redeploy after you die, and I seem to recall The Division 2 applying it in way too many menus.
That interactive mechanic CAN be fun in some instances, but I find it remarkably annoying in menus and dialogue-type events.
It took me a moment to realize what you might've been referring to. At first I thought you were referring to floaty combat (usually related to damage or collision), but I think I know what you're referring to.
A certain level of "drag" when climbing stairs for example, some clunkiness with character and terrain collision, and overly long animation-interaction events that "block" player input/movement until they're completed.
Which reminds me, I really wish game developers would stop using the "press to hold and complete action" interaction for really unnecessary situations. Like in Hell Let Loose you have to do that just to redeploy after you die, and I seem to recall The Division 2 applying it in way too many menus. That interactive mechanic CAN be fun in some instances, but I find it remarkably annoying in menus and dialogue-type events.
It took me a moment to realize what you might've been referring to. At first I thought you were referring to floaty combat (usually related to damage or collision), but I think I know what you're referring to.
A certain level of "drag" when climbing stairs for example, some clunkiness with character and terrain collision, and overly long animation-interaction events that "block" player input/movement until they're completed.
Which reminds me, I really wish game developers would stop using the "press to hold and complete action" interaction for really unnecessary situations. Like in Hell Let Loose you have to do that just to redeploy after you die, and I seem to recall The Division 2 applying it in way too many menus.