Allow me to correct you. For one that old video is of Age of Chivalry and the beta came out is 2004 I believe. A long time ago and was one of the first of it’s kind also in a different game engine. Chivalry is the direct decedent and the swings turn speed was reduced to avoid 360+ helicopter attacks that plagued AOC early on. What makes some weapon drags seem muddy has more to do with the length of the weapon as well as the animations. Some weapons like the messer can almost stop in mid swing for what seems way too long. I could agree that many times my drag stab is stopped and it frustrates the shit out of me. The bug that they claimed was fixed really isnt.
I’m not entirely sure what you’re correcting. The “restricted dragging” or whatever it’s called isn’t due to an engine limitation, but rather a design choice, as you say. I personally don’t agree with that design choice, since I feel it makes the game feel clunky to me. I get that it restricts the 360 degree strikes and whatnot, but I see two problems with that.
One is that restricting your viewpoint movement isn’t the only, or necessarily the best, way to deal with the issue. Look at M&B, for instance, where it’s regulated by weapon speed instead. Now, M&B feels clunky to me for a whole different set of reasons - but this isn’t one of them.
The other problem is that I personally don’t necessarily think the possibility to make 360 degree strikes is a “plague”. If you want to disorient yourself in order to make a panic-move, then go ahead. Odds are it’ll just get you killed anyway. I’ve seen it work well in games before - Rune, that I mentioned earlier, is an example of that. 360 degree swings were entirely possible (and an accepted game mechanic) there, but it didn’t harm the gameplay. Here is a player-perspective video showcasing Rune combat. There are a couple of random 360 degree swings made every now and then, but it’s hardly the norm, and the random panic-swings often tend to get you killed.
What the unrestricted viewpoint does is that it allows players to adjust their direction in relation to their weapon swings, so that you always have the edge pointed at the enemy (and therefore also always have your range maximized). If you’re looking for a mechanic that supports the “easy to learn, hard to master” ideal, then that’s a great one. You can quickly become passable by roughly learning when your weapon is at its apex and managing your range with your timing, but you can keep on working forever on perfecting your direction adjustments without ever getting all the way there, but rather a little better each time.
That, and your game won’t feel like quicksand.
I get that not everyone will agree with me, and that’s fine - it is entirely legitimate to dislike the twitchy gameplay that “unrestricted dragging” generates, but I don’t. And since I dislike the quicksand-view so much, but also like the rest of Chivalry, the current state just makes me personally a little disappointed.