Author Topic: HACKED  (Read 1424 times)

0 Members and 1 Guest are viewing this topic.

Kulin_ban

  • Guest
HACKED
« on: January 13, 2012, 06:57:45 pm »
+1
HACKED
« Last Edit: June 08, 2013, 03:20:25 pm by Kulin_ban »

Offline XyNox

  • Marshall
  • ********
  • Renown: 801
  • Infamy: 219
  • cRPG Player
    • View Profile
  • Faction: Quincy Clan
  • Game nicks: Quincy_XyNox
Re: Increasing depth of the melee aspect in cRPG
« Reply #1 on: January 14, 2012, 03:03:48 pm »
+1
This sure is somewhat realistic, but gameplaywise I have 2 thoughts:

1. I think there already is enough depth in melee fights. Right now it includes e.g. blocking, feinting, chambering, timing, range control, footwork, kicking and even that applies different for different weapons. Even without the implementation of your suggestion, meaning with even less aspects of melee to be familiar with, I dont know anyone yet winning 100% of all 1v1 duels due to the melee system being to easy to master. If 50% of all duels took more than 3 minutes you'd know providing melees with some new techniques is in need. But thats not the case I guess.

2. How would you counter it ? Right now you cant really controll the armmovement or elevation of a sideblock, so your charged high blows would stun enemies to a 100% basicly letting the player with more weapon range win.
visitors can't see pics , please register or login

Offline Paul

  • Developer
  • ******
  • Renown: 1879
  • Infamy: 442
  • cRPG Player A Gentleman and a Scholar
  • ball bounce boss
    • View Profile
  • IRC nick: Urist
Re: Increasing depth of the melee aspect in cRPG
« Reply #2 on: January 14, 2012, 03:25:03 pm »
0
The problem is that we dont have an "on_parry"-trigger that allows to figure out when a block or chamberblock happens. As far as I understood there is a problem with crafting such a trigger with WSE which cmp can't solve without too much effort or hacky solutions. So we won't have something like that in the near future.

Offline Ninja_Khorin

  • King
  • **********
  • Renown: 1067
  • Infamy: 90
  • cRPG Player A Gentleman and a Scholar
  • Zen
    • View Profile
  • Faction: Clan Ninja
  • Game nicks: Khorin/Keyoke/Lujan
  • IRC nick: Khorin
Re: Increasing depth of the melee aspect in cRPG
« Reply #3 on: January 14, 2012, 04:18:34 pm »
+2
The animation is meant to represent an entire variety of ways to block. No one blocks like that in real life.

Offline Dezilagel

  • Marshall
  • ********
  • Renown: 722
  • Infamy: 209
  • cRPG Player
  • (X) probably goes well with Nutella
    • View Profile
  • Faction: Guards, Guards!
  • Game nicks: Dezi_the_Bagel
  • IRC nick: Dezilagel
Re: Increasing depth of the melee aspect in cRPG
« Reply #4 on: January 14, 2012, 09:16:47 pm »
+1
It would only work if you made blocking as flexible as well, and then even I (who is all for faster/deeper melee combat) would probably say that it has become too complicated.
visitors can't see pics , please register or login

Quote from: Rumblood
You fuck, or you get fucked.
Valour Multghulis - All Krems Must Die

Offline Leshma

  • Kickstarter Addict
  • King
  • **********
  • Renown: 1323
  • Infamy: 2251
  • cRPG Player Sir White Rook A Gentleman and a Scholar
  • VOTE 2024
    • View Profile
Re: Increasing depth of the melee aspect in cRPG
« Reply #5 on: January 14, 2012, 10:15:44 pm »
+1
It would only work if you made blocking as flexible as well, and then even I (who is all for faster/deeper melee combat) would probably say that it has become too complicated.


No such thing, especially not in c-rpg/warband. Like OP, I as well want to see more complex fighting model.

Right now, there is way too many people who know almost everything about melee combat.

Duels can last for ages, it's just that most duelists avoid that and play risky and very aggressive most of the time.

Offline B3RS3RK

  • Earl
  • ******
  • Renown: 377
  • Infamy: 103
  • cRPG Player
  • Sexy and I know it.
    • View Profile
  • Game nicks: Saracen_Berserkaziz_Amir
Re: Increasing depth of the melee aspect in cRPG
« Reply #6 on: January 15, 2012, 01:36:46 am »
0


Duels can last for ages, it's just that most duelists avoid that and play risky and very aggressive most of the time.

So just like Real life then, huh?
Maybe it woud be better for me to find out where you life and kill you when you are satch a Soziopath. You have enough now.
"I don´t believe in anything, I´m just here for the violence."

Offline FRANK_THE_TANK

  • King
  • **********
  • Renown: 1312
  • Infamy: 339
  • cRPG Player Sir White Knight
  • FluckCucker
    • View Profile
  • Faction: A Free and proud Peasant of Fisdnar!!!
  • Game nicks: FRANK_THE_TANK
  • IRC nick: Sippy sip
Re: Increasing depth of the melee aspect in cRPG
« Reply #7 on: January 16, 2012, 02:14:58 am »
+1
I think it is something for a more advanced engine. What we have right now is amazingly good given what it is working with. The tales world guys really did make something pretty special out of some super basic components.
Fammi un pompino!

I think I have ball cancer in my right nut :(
Good news everybody! It's not nut cancer :)
Bad news everybody, I got dumped :(

Offline Christo

  • Dramaturge
  • King
  • **********
  • Renown: 1844
  • Infamy: 371
  • cRPG Player
    • View Profile
  • Faction: No faction, methinks.
  • Game nicks: Sir_Christo, Christo, Cristo.
  • IRC nick: Christo
Re: Increasing depth of the melee aspect in cRPG
« Reply #8 on: January 16, 2012, 03:38:17 am »
+2
I think it is something for a more advanced engine. What we have right now is amazingly good given what it is working with. The tales world guys really did make something pretty special out of some super basic components.

Couldn't agree more, they did a great job with the combat.

However, I hope we'll get a total overhaul in M&B 2, so it'll be more complex than the 4 direction block tennis we have now.

But still, this is quite the achievement, way more ahead of any, ANY fighting game, or MMO.
visitors can't see pics , please register or login

                                                                                            Thanks to cmpxchg8b for the picture!

Offline Polobow

  • Count
  • *****
  • Renown: 267
  • Infamy: 30
  • cRPG Player Sir White Knight A Gentleman and a Scholar
    • View Profile
  • Faction: SoA
Re: Increasing depth of the melee aspect in cRPG
« Reply #9 on: January 21, 2012, 09:51:30 pm »
0
Couldn't agree more, they did a great job with the combat.

However, I hope we'll get a total overhaul in M&B 2, so it'll be more complex than the 4 direction block tennis we have now.

But still, this is quite the achievement, way more ahead of any, ANY fighting game, or MMO.

I can't agree more with you, the game actually has an awesome gameplay, instead of "crutching" on graphics, like most games do.

Offline Lysander

  • Baron
  • ****
  • Renown: 87
  • Infamy: 99
  • cRPG Player
  • Some people walk in the rain, others just get wet.
    • View Profile
  • Faction: JOKER
  • Game nicks: JOKER_Lysander; CotgS_lysander; Lys;
Re: Increasing depth of the melee aspect in cRPG
« Reply #10 on: January 21, 2012, 10:24:10 pm »
0
I like your idea!
+1
visitors can't see pics , please register or login