Author Topic: Bannerlord - Multiplayer Combat Mechanics  (Read 49748 times)

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Offline njames89

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Re: Bannerlord - Multiplayer Combat Mechanics
« Reply #15 on: August 27, 2019, 06:50:25 pm »
0
Don't worry guys

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Offline Golem

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Re: Bannerlord - Multiplayer Combat Mechanics
« Reply #16 on: August 27, 2019, 06:52:52 pm »
+1
L O L
This is about being straight out retarded. Children see in slow motion like owls.

Offline Vibe

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Re: Bannerlord - Multiplayer Combat Mechanics
« Reply #17 on: August 27, 2019, 06:55:13 pm »
0
Looks like the exact same mechanics but with bad animations. Cool

It's worse than Warband and not just animation wise

Offline The_Bloody_Nine

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Re: Bannerlord - Multiplayer Combat Mechanics
« Reply #18 on: August 27, 2019, 09:27:46 pm »
+4
There is a delay before block becomes active now, so sometimes when you get feinted and adjust your block, you get hit in situations where you would've blocked in Warband.

yeah this is such bullshit. Also if I remember correctly there was a time in warband beta where they fiddled around with instant block. Dunno what they did exactly but it was hugely unpopular and everyone relieved when they finally changed it back to instant blocking. Now, almost exactly 10 years later... lol

Offline The_Bloody_Nine

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Re: Bannerlord - Multiplayer Combat Mechanics
« Reply #19 on: August 27, 2019, 09:33:42 pm »
+3
haha, I actually found the email with the changelog (i never delete any emails, in case your wondering):

Quote
Version 0.710 changes:
------------------------
Blocking is no longer instant but takes a short period to become effective. This period is reduced by player's ping. Therefore players with very low ping will notice the period the most while players with over 50 ping shouldn't be affected at all.
Fixed bug where arrows could go through characters and be stuck on the terrain behind.
Fxed bug where melee attacks could go through characters.
Couched lances can no longer kill horse and rider at the same instant.
Shield defense area beyond pysical size has been reduced.
First person camera no longer turns with the horse while on horseback.
Improvements to picking up slot selection.
Horses are now less likely to stop when they bump into enemies.
It is now possible to select the same faction for the two in multiplayer matches.
AI is now better at swithcing between weapons and putting distance between itself and opponents.
while switching teams automatically, all weapon money is given back to the player.
Many other improvements and bugfixes.

maybe I should post this over on taleworlds forum xD

Offline Ikarus

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Re: Bannerlord - Multiplayer Combat Mechanics
« Reply #20 on: August 27, 2019, 10:00:33 pm »
0
haha, I actually found the email with the changelog (i never delete any emails, in case your wondering):

maybe I should post this over on taleworlds forum xD

please post it on taleworlds, this block delay is something that REALLY bothers me aswell, often when the enemy faints I cant do nothing but watch how my character gets hit, its really really frustrating

EDIT: are you Glustroid? :D
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Offline Xant

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Re: Bannerlord - Multiplayer Combat Mechanics
« Reply #21 on: August 27, 2019, 10:02:45 pm »
+1
The game looks so god damn bad it's seriously disappointing. I was really looking forward to Bannerlord, but somehow they've managed to make this total mess after 9 years of development with a rather big development team. I guess some big names leaving the company and all these reviews are for a reason: https://www.glassdoor.com/Overview/Working-at-TaleWorlds-EI_IE443487.11,21.htm https://i.redd.it/541nzqgfcr921.jpg
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Offline kwhy

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Re: Bannerlord - Multiplayer Combat Mechanics
« Reply #22 on: August 28, 2019, 03:17:41 am »
+2
Is it weird that it reminds me of OKAM?

I thought the same thing too.   hard to believe that was 3 years ago already
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Offline The_Bloody_Nine

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Re: Bannerlord - Multiplayer Combat Mechanics
« Reply #23 on: August 28, 2019, 11:22:03 pm »
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Offline Nickleback

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Re: Bannerlord - Multiplayer Combat Mechanics
« Reply #24 on: August 28, 2019, 11:35:49 pm »
-1
Can't you guyz just let go dammit,its very sad to read this thread...

Offline Leshma

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Re: Bannerlord - Multiplayer Combat Mechanics
« Reply #25 on: August 29, 2019, 03:01:24 am »
0
Is it weird that it reminds me of OKAM?

hahaha

playin vidiya above and wuz liek, iz thiz okam or some shit

nice of them never addressing mouse rotation issue, may retarded feinting never die lulz

Offline The_Bloody_Nine

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Re: Bannerlord - Multiplayer Combat Mechanics
« Reply #26 on: August 29, 2019, 07:46:10 am »
+3
Can't you guyz just let go dammit,its very sad to read this thread...

I still have hope, can't help it  :|

Offline kwhy

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Re: Bannerlord - Multiplayer Combat Mechanics
« Reply #27 on: August 29, 2019, 10:33:19 pm »
0
don't be sad...

character creator looks pretty good. it aint no Black Desert tho.

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Offline Jona

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Re: Bannerlord - Multiplayer Combat Mechanics
« Reply #28 on: August 29, 2019, 10:39:50 pm »
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don't be sad...

character creator looks pretty good. it aint no Black Desert tho.


I better be able to wear the HoC banner on my face in crpg 2.
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Offline Asheram

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Re: Bannerlord - Multiplayer Combat Mechanics
« Reply #29 on: August 29, 2019, 11:06:48 pm »
+3
There needs to be a weight slider and also height slider doesnt make you short enough. I want to make a short fat dwarf with curly hair and clown make up.
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actually probably would be able to make that jester one, Bombur is a better example.
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« Last Edit: August 29, 2019, 11:12:36 pm by Asheram »
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