cRPG

Melee: Battlegrounds => General => Topic started by: tolonar on February 19, 2016, 07:01:06 pm

Title: Dev Blog #5 Combat
Post by: tolonar on February 19, 2016, 07:01:06 pm
Sorry for the delay folks, we wanted to show you the most recent version of how the combat looked so a few things had to be re-shot.
This week we will talk about how the combat works, particularly the stamina system and stances, and now we can finally show our latest in-game footage. Hope you enjoy! :D

Title: Re: Dev Blog #5 Combat
Post by: Gravoth_iii on February 19, 2016, 07:01:26 pm
first
Title: Re: Dev Blog #5 Combat
Post by: Guray on February 19, 2016, 07:01:48 pm
first
:| :|
Title: Re: Dev Blog #5 Combat
Post by: Utrakil on February 19, 2016, 07:05:40 pm
third


what a comforting narating voice.
Title: Re: Dev Blog #5 Combat
Post by: Kansuke on February 19, 2016, 07:11:06 pm
Noice !
Title: Re: Dev Blog #5 Combat
Post by: Golem on February 19, 2016, 07:13:02 pm
Fifth
Title: Re: Dev Blog #5 Combat
Post by: Drunken_sailor on February 19, 2016, 07:18:46 pm
6th
Title: Re: Dev Blog #5 Combat
Post by: Casul on February 19, 2016, 07:19:50 pm
4:45
crpg browser open in background, no fucks given
Title: Re: Dev Blog #5 Combat
Post by: Rebelyell on February 19, 2016, 07:20:03 pm
Looks really cool, I like the idea of stances and stamina. I also wonder how shield will work in that system.
Also find trolls even before alpha is released + still no kills for chadz.
Title: Re: Dev Blog #5 Combat
Post by: Kalp on February 19, 2016, 07:25:47 pm
Looks nice. How shields will influence on stamina ?
Title: Re: Dev Blog #5 Combat
Post by: Golem on February 19, 2016, 07:32:47 pm
Can you disarm opponents, by catching their weapon in a parry and quickly cycling through all the stances?
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on February 19, 2016, 07:33:26 pm
Actually I'm pretty impressed... I guess I have to rewatch it a couple of times to form an accurate opinion on it.
Title: Re: Dev Blog #5 Combat
Post by: Chasey on February 19, 2016, 07:36:34 pm
I really don't like the sound of this.

Stamina to me has always been a big no no as it just restricts gameplay. It may work in a one on one where you can manage it but fighting multiple opponents for multiple minutes in a battle situation just sounds horrible.

The new stances sound terribly restrictive as well, you cant perform an attack if you don't have the correct stance, once again may be fine if your in a one on one but in a battle situation where things are constantly changing and your fighting multiple opponents at once, it doesn't sound viable.

It sounds like this combat is geared towards duelling type gameplay and not the hectic situations of a battle environment.

The reason m and b combat is so good is that it has a basic 4 directions that you start with, every new player knows these directions and can use them from the start, its a very easy idea to grasp. To make the combat more intuitive they didn't add a bunch of  gimmicks, they added functions on top of the 4 directions like chambering hilt slashing etc, but didn't mess with the core mechanics. That's why it was still  accessible for newcomers and engaging for veterans.

However your approach seems to be just adding loads of things on top of each other to try and create something new and intuitive and yet still easy to play. But to me it sounds like it will be the opposite.

I'm maybe being a bit to harsh and of course I wont really know until I've tried it, but so far this wasn't the direction I thought the combat would be going.

Thanks for the video though, was very insightful.
Title: Re: Dev Blog #5 Combat
Post by: Krave on February 19, 2016, 07:37:10 pm
I bet these notes in kitchen are like: "Fin pls, stop throwing forks around"

On serious note, new combat might be really good. Notice lack of warband-like running around, you walk during fighting, sprint only using stamina. I like that.

Early access will be open to everyone or just for Kickstarter backers?
Title: Re: Dev Blog #5 Combat
Post by: [ptx] on February 19, 2016, 07:37:41 pm
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Undecided about the combat, but i guess we'll see.
Title: Re: Dev Blog #5 Combat
Post by: Molly on February 19, 2016, 07:50:09 pm
Gief secret scholar pre-alpha!

No way to form a proper opinion without actually play testing it ourselves.
I go with ptx on this: interdasting.


Oh... replace question marks on the ground with cabbages for next video, please.
Title: Re: Dev Blog #5 Combat
Post by: Leshma on February 19, 2016, 08:05:34 pm
If you're wondering what feels wrong about combat, it is goddamn gliding. Hopefully they'll give some attention to leg movement soon.
Title: Re: Dev Blog #5 Combat
Post by: pogosan on February 19, 2016, 08:13:11 pm
Title: Re: Dev Blog #5 Combat
Post by: Utrakil on February 19, 2016, 08:14:36 pm
she was talking about biweekly. so test maybe in 10 weeks plus the usual donkey delay.
Title: Re: Dev Blog #5 Combat
Post by: korppis on February 19, 2016, 08:20:41 pm
I really don't like the sound of this.

Stamina to me has always been a big no no as it just restricts gameplay. It may work in a one on one where you can manage it but fighting multiple opponents for multiple minutes in a battle situation just sounds horrible.

The new stances sound terribly restrictive as well, you cant perform an attack if you don't have the correct stance, once again may be fine if your in a one on one but in a battle situation where things are constantly changing and your fighting multiple opponents at once, it doesn't sound viable.

It sounds like this combat is geared towards duelling type gameplay and not the hectic situations of a battle environment.

The reason m and b combat is so good is that it has a basic 4 directions that you start with, every new player knows these directions and can use them from the start, its a very easy idea to grasp. To make the combat more intuitive they didn't add a bunch of  gimmicks, they added functions on top of the 4 directions like chambering hilt slashing etc, but didn't mess with the core mechanics. That's why it was still  accessible for newcomers and engaging for veterans.

However your approach seems to be just adding loads of things on top of each other to try and create something new and intuitive and yet still easy to play. But to me it sounds like it will be the opposite.


I got the same initial impression as well. Stamina usually makes things worse, I'd understand it if it was just used to prevent endless spamming, but there are better ways to do that. And I fear this stamina system may have a huge effect on one-vs-many or even many-vs-many battles since there's one more factor to watch out for. Especially if it takes too long to regain that stamina. It may just add too much for complexity imho.

Stances.. I've kind of conflicted feelings about that. If it's designed to make life easier for newbies.. then it kinda makes sense. On the other hand, the beef in these kind of games is learning all about the combat and the freedom of attacks. Teaching newbies to lean on some helper stances just feels like a step back in long run. I didn't quite get it how to assign/change a stance so I'm also worried about accidently fuck up and get locked into one.

It's hard to say if these ideas feel right or wrong without trying them out. I'm a bit worried since it's a lot more complex than the initial ideas. Still, what matters most is that the combat itself is fluid and feels responsive.. even if it didn't offer anything new to warband's combat system.
Title: Re: Dev Blog #5 Combat
Post by: Panos_ on February 19, 2016, 08:28:57 pm
More stances mean more ways to kill Turks.

I LIKE.
Title: Re: Dev Blog #5 Combat
Post by: pogosan on February 19, 2016, 08:51:11 pm
Title: Re: Dev Blog #5 Combat
Post by: Zeus_ on February 19, 2016, 08:51:23 pm
11:30 best part
Title: Re: Dev Blog #5 Combat
Post by: Jambi on February 19, 2016, 09:58:25 pm
lol stamina and stances, rip in pieces.
Melee: Battlegrounds on ice.


Title: Re: Dev Blog #5 Combat
Post by: MacX85 on February 19, 2016, 10:55:36 pm
I'm a bit turned off by the idea of switching into combat mode in epic. Why not simply draw your weapon like in Warband?
Title: Re: Dev Blog #5 Combat
Post by: Sultan Eren on February 19, 2016, 11:21:08 pm
That's "EPIC".

Edit
Suggestions for combat:
-Lots of blood
-Wounds
-Plate armor you cannot cut through etc

This is better than my expectations so good job guys.

Uh, wanna see horseback and shield combat too.

OMG 4:33 WATCH CLOSER
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on February 20, 2016, 12:05:26 am
Uh, wanna see horseback and shield combat too.

Yeah, I wonder how this stance system will translate into fighting with a shield. My guess is that it won't and it will just be the same as in Warband.
Title: Re: Dev Blog #5 Combat
Post by: Yeldur on February 20, 2016, 12:39:03 am
The game looks really nice, however, I am a bit worried about Stamina and Stances as I feel they may restrict the gameplay a bit too much. Other than that very impressed :D
Title: Re: Dev Blog #5 Combat
Post by: StonedSteel on February 20, 2016, 12:55:35 am
Stamina has been a game breaker for me in any Mount and Blade mod or medieval game, for various reasons, the most important being immersion. Having to constantly look over and see how much stamina you have left really breaks up the flow of combat, which is thee most important thing imo.

Mount and Blade offered players a semi realistic simulator for how medieval combat would have felt, and the adrenaline we get from playing is nothing compared to what the actual soldiers would have. There fore adding a stamina system completely defeats the purpose of what your game is trying to offer, a very niche experience to a very small player base worldwide.

We ( at least I ) didnt buy Warband for its rpg open world elements, and i certainly didnt buy it for its graphics, i bought it entirely for the combat system. Other games have tried, but Chiv and Wotr, dont even come close to that Warband feel. This may come as a terrible shock to some of you, but swords, shields, armor, etc, these are not nearly as heavy as games like Chiv and Wotr make them feel. And hopefully you arnt looking to attract those players. That would not be a good look.

You have a nice little player base already built up of people your game is perfect for, medieval enthusiasts!
Please dont turn us away with stamina systems and what not, we are talking about grown ass men, fit mutherfuckers well adjusted to the weight of their arms and armor.  YOU may not be able to swing a sword for 25 mins, i dont wanna play as you tbh, i wanna play as a knight, who totally could!
Title: Re: Dev Blog #5 Combat
Post by: MeevarTheMighty on February 20, 2016, 12:58:01 am
...
It sounds like this combat is geared towards duelling type gameplay and not the hectic situations of a battle environment.
...

I got the same initial impression as well.

Glad I'm not the only one immediately struck by how lame this sounds for any scenario with three or more players: both the stamina and the stance system.

Don't get me wrong, the system is impressive and I can see a lot of thought has gone into it, but I get the impression that the thought has been 100% looking at 1v1 situations. Maybe I've misunderstood, but if you have to change stance to parry every direction of attack and there's a delay to change stance, it only takes two people using different stances to easily destroy you with nothing you can do about it. In this light, it's easy to see how sprinting (to and from ganks), even if it restricts your viability in a 1v1, will be the main game here, not any sort of combat proficiency.

The stamina system also just generally rewards and excuses players for hanging back and cherry-picking (read: leeching, delaying) instead of participating, even if that's mitigated by basic combat not being slowed by low stamina. I have a similar concern about equipment breakage, which was mentioned in the video. It sounds like doing the right thing in combat still punishes you by slowly draining your stamina; will the same thing be true of equipment damage or will only incorrect actions damage equipment?

When you add ranged combat into the equation, if you get to a nest of archers, they will immediately disperse with sprint and shoot you from all directions. There's a good reason sprinting isn't in M&B. It just isn't a good feature for this sort of game.
Title: Re: Dev Blog #5 Combat
Post by: Turkhammer on February 20, 2016, 01:08:44 am
Don't listen to the naysayers.  I say you're on the right track.  I've wanted a stamina system ever since seeing someone endlessly flailing with the old rock on a stick like he was waving a feather.  It won't be distracting at all.  I think players will very quickly get a feel for what they can do with each weapon and only occasionally refer to the meter after awhile.
Title: Re: Dev Blog #5 Combat
Post by: Vibe on February 20, 2016, 01:33:33 am
Hm, not a big fan of stamina, but I guess I'd have to test it myself to see how it feels.

One thing I can't imagine is these stances though, maybe I understood wrong but do you have to press RMB twice to change from example right stance to left stance and then block in left (1xRMB to switch stance from right to left, 1xRMB to block when you're in left stance)?
Title: Re: Dev Blog #5 Combat
Post by: Micah on February 20, 2016, 01:43:24 am
Hey! Good to see things are progressing and some things start crystalizing and also some new faces :D

Eventhough I still cant really well imagine how the combat will work or feel ... If stances will support or brake the combat flow or not.

Regarding the "combat system for everyone" question; I really cant remember when this ever was the big question tbh, while it was mostly more of a question of: who will the combat cater to the most. To the realism faction with historic accurate moves focus, the slashy action and speed faction with lots of effects and ninja feel, the immersive cinematic faction with most sceenic and epic appeareance, or nerdy complex and feature-packed style ... or what specific, balanced mix.

And i believe that this is one pretty important question to solve and to vocalize to the community for the benefit of the development and the whole pitch and the community evolution. Imo a clear vision of the goal is necessary at some point, so it becomes easier to decide whats the right or wrong path to go down; and for the community to have a better feel for where we are going and what to expect and what it is we are supporting - and what to possibly tell others about the game - or for some people to possibly bail out if its not their thing.

I have a little objection to another statement from chadz, which was, that combat should be "fair". I know it was not meant in this way, but still: combat has not to be fair and shouldnt be even ... it has to be challenging ... and balanced unfairness is an important component for an exciting game experiance imo. Reality isnt fair, cRPG isnt fair ... and thats what makes it fun and interresting imo.

In conjunction with the prior question of "who will the game cater to most", where different expectations can be assumed from the players - like lower expected  learning courves and alot of action for slashy game but high expected learning curve with less explosive effects for nerdy style game etc.; I like to add, that also the expected "fairness level" aka. "challenge level" certainly varies between the different styles and that this should be included into the calculation for the gameplay and combat system.

Anbyhow, thanks alot for the nice update ... alot of interesting details and good look at the current state of the project, keep up the good work :)
Title: Re: Dev Blog #5 Combat
Post by: Golem on February 20, 2016, 01:48:20 am
You still have to work on the parry mechanism. Having to change your stance, with one click, and perform a parry, with another one, might be okay for duels, but will be too complex to do in large battles or ganks.
Also the stamina system, should be more about risk, imo.
(click to show/hide)
Title: Re: Dev Blog #5 Combat
Post by: Yeldur on February 20, 2016, 02:08:06 am
Don't listen to the naysayers.  I say you're on the right track.  I've wanted a stamina system ever since seeing someone endlessly flailing with the old rock on a stick like he was waving a feather.  It won't be distracting at all.  I think players will very quickly get a feel for what they can do with each weapon and only occasionally refer to the meter after awhile.

In that aspect, I would agree, you're definitely right, you shouldn't be able to swing a long maul overhead constantly for the rest of eternity without some sort of backlash, but I still don't think stamina as a whole would add to the game in a positive way. Meh, I'd have to try the game out to know for sure, hopefully there's some sort of free test for everyone so we can get a feel for what the game is going to be like before it comes out for real (Similar to what the Battlefield series does)
Title: Re: Dev Blog #5 Combat
Post by: pogosan on February 20, 2016, 02:16:02 am
Title: Re: Dev Blog #5 Combat
Post by: Golem on February 20, 2016, 04:37:23 am
Don't worry about blocking a group of enemies people, just download the first autoblock that comes out.
Or just macro a double right click, yeah.
Title: Re: Dev Blog #5 Combat
Post by: kwhy on February 20, 2016, 06:10:44 am
so each stance has a set number of attacks looking at the pic for example

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each stance has a set number of attacks which can only be done while in that one stance.  So if your for example in the upper stance you can attack with what looks like three directions (left overheard, overhead, and right overhead) correct?  While in this upper stance you will *auto block* not holding any keys any attacks from the upper stance correct?   So that means you no longer hold right mouse button for blocks, but just have to be in the correct 1-4 different stances?

So does that mean there are still just 4 block directions then relating to 4 different stances or are there actual 8?

On attacking in order to change attack direction from lets say the upper stance and I want to swing low left I then have to change stance to left stance with the block key then attack or is it now setup so any attack just changes to that correct stance?

that is where I'm a bit confused.  I don't see very much mouse action from the video. 

as excited I am about trying this I'm a little worried it will be so much different than warband that not having to hold blocks will really make things difficult to transition between warband/bannerlord and m:bg (or whatever new title this is now).

otherwise the game is really coming along great and I can't wait to one day try it.
Title: Re: Dev Blog #5 Combat
Post by: chadz on February 20, 2016, 06:55:52 am
each stance has a set number of attacks which can only be done while in that one stance. 
yes
So if your for example in the upper stance you can attack with what looks like three directions (left overheard, overhead, and right overhead) correct? 
yes

While in this upper stance you will *auto block* not holding any keys any attacks from the upper stance correct?   
yes

So that means you no longer hold right mouse button for blocks, but just have to be in the correct 1-4 different stances?
yes

So does that mean there are still just 4 block directions then relating to 4 different stances or are there actual 8?
right now 7 (the blue dots), we removed the straight down parry as it looked bad and didn't make much sense

On attacking in order to change attack direction from lets say the upper stance and I want to swing low left I then have to change stance to left stance with the block key then attack or is it now setup so any attack just changes to that correct stance?
first, although it's a very fluid movement by holding RMB and then holding/tapping LMB. it's not any more difficult than straight attacking, and it's an intentional decision

that is where I'm a bit confused.  I don't see very much mouse action from the video. 

as excited I am about trying this I'm a little worried it will be so much different than warband that not having to hold blocks will really make things difficult to transition between warband/bannerlord and m:bg (or whatever new title this is now).
we're not trying to make a different warband. it's a different game. with different combat that is, for me at least, way more fun. having said that, it's rather easy to get into it with a warband background


Title: Re: Dev Blog #5 Combat
Post by: Soulreaver on February 20, 2016, 08:13:27 am
that was so much better  :cry:, tbh i 'd like to see this type of combat with stamina
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Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on February 20, 2016, 08:36:46 am
In reality, 360 swing isn't very different from 7 or 8 attack directions, you've still got plenty of control, also, stances will make it more interesting. Tbh I honestly think the combat system looks amazing, and I'm definitely going to enjoy it. It looks very fluid, and fun. Great job guys. :D
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on February 20, 2016, 08:44:30 am
You still have to work on the parry mechanism. Having to change your stance, with one click, and perform a parry, with another one, might be okay for duels, but will be too complex to do in large battles or ganks.
Also the stamina system, should be more about risk, imo.
(click to show/hide)

Sorry for the double post, but I really wanted to mention something. In medieval warfare, it's impossible to take on more than 3 or so people by yourself, they would easily overpower you. It's not Hollywood where someone singlehandedly defeats an army. Of course having teammates to help you out is the main idea. I think this new combat system is much more realistic than some other medieval games.
Title: Re: Dev Blog #5 Combat
Post by: Golem on February 20, 2016, 08:57:38 am
IMO you should have all the attack directions in any stance accesible by just one click, but make the animation a bit longer if the character has to switch.
When you first introduced stances I thought we would have 8 directions for EACH and EVERY stance, making a total of 24 possible attacks, some with more reach, others faster. That would be way cooler.
Also replace heavy attacks with lounges, that cover distance quickly. Strong attacks are lame and don't make sense. If I wanna hit hard, I will put everything into it and it will overall be faster.
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on February 20, 2016, 09:12:07 am
IMO you should have all the attack directions in any stance accesible by just one click, but make the animation a bit longer if the character has to switch.
When you first introduced stances I thought we would have 8 directions for EACH and EVERY stance, making a total of 24 possible attacks, some with more reach, others faster. That would be way cooler.

Yeah, I thought the same thing. Maybe it should be this way:
When you're in the upper stance but want to stab you could either change your stance manually or directly try to launch a stab attack which makes your character go into lower stance but might come at a slight time loss because two things are done at the same time.

Quote
Also replace heavy attacks with lounges, that cover distance quickly. Strong attacks are lame and don't make sense. If I wanna hit hard, I will put everything into it and it will overall be faster.
I'm also not sold on light vs heavy attacks... Like in Skyrim? I'm not sure if I like that.

About Stamina:
I like it but someone rightly mentioned that having to watch a bar isn't that immersive.
You could indicate you stamina loss in another way... I think in Red Orchestra 2 your sight got blurry and your char got out of breath. Maybe there was a bar as well... I don't remember.
But it could only appear when your stamina is dropping. There's no need to see that bar all the time.
Title: Re: Dev Blog #5 Combat
Post by: Son Of Odin on February 20, 2016, 10:37:52 am
Aww yes. Cool stuff. Those stances make my historical accuracy dick hard. Fior di Battaglia much? This is every bit as great as I imagined it could be and then some.

Still, one important question remains unanswered!

Will there be horse poop? (For authenticity)

(click to show/hide)
Title: Re: Dev Blog #5 Combat
Post by: Krave on February 20, 2016, 11:04:30 am
How combat will look with other weapon types? We see only 2hs in devblog. I guess 1h will be similiar, but I can't really imagine polearms with stances. Do stances apply to 1h/shield too?

Title: Re: Dev Blog #5 Combat
Post by: chadz on February 20, 2016, 11:22:03 am
IMO you should have all the attack directions in any stance accesible by just one click, but make the animation a bit longer if the character has to switch.

Had that exact system before, we changed it because it didn't work. The game is pretty fast, and having slightly slower attacks gets you killed, and happened very often unintentionally. Maybe you will be able to make it work like that with a skill if you really want, we'll see once we implement them.
Title: Re: Dev Blog #5 Combat
Post by: BeastSVK on February 20, 2016, 11:26:16 am
Implementing stamina may have advantages and disadvantages.. first of all u need to look at fact that simple peasant guys back then was not siting behind computer all day ..they were either working on fields, cuting down trees or haveing other physical demanding labor.. thus have a lot of stamina not just for three or four swings .. or on the other side there were guys with weapon training trained in art of swordsmanship etc. they trained not only skill but also stamina .. so all in all few swings for medieval guy was not that exhaustive, so if u guys want implement stamina u should take this things into account...nice idea could be implementing wound fatigue once hit u become slower and your attacks are weaker..its someting logical.. and it could balance heavy and light armor...heavy armor will protect you from being hurt that much so it will also protect your stamina..on other hand having light armor u will have less stamina consumption but once hit your are weaker u move slower..all this things depend on what kind of game u want deliver ..if u want game for casual gamers or historical enthusiasts..and sorry but dumbing down combat for sake of being more accesible for new players is bullshit  :( . Is should be like u sad in kickstarter trailer ..u will dies a lot but it will keep u playing so u can become better and rape veterans and become one of them ...not the other way around.. this post is just some loud thinking of me .. :oops:
Title: Re: Dev Blog #5 Combat
Post by: Golem on February 20, 2016, 11:56:17 am
Had that exact system before, we changed it because it didn't work. The game is pretty fast, and having slightly slower attacks gets you killed, and happened very often unintentionally. Maybe you will be able to make it work like that with a skill if you really want, we'll see once we implement them.

Watched the vid a few times, again. It does look very fluid. Can't wait for the alpha.

Implementing stamina may have advantages and disadvantages.. first of all u need to look at fact that simple peasant guys back then was not siting behind computer all day ..they were either working on fields, cuting down trees or haveing other physical demanding labor.. thus have a lot of stamina not just for three or four swings .. or on the other side there were guys with weapon training trained in art of swordsmanship etc. they trained not only skill but also stamina .. so all in all few swings for medieval guy was not that exhaustive, so if u guys want implement stamina u should take this things into account...nice idea could be implementing wound fatigue once hit u become slower and your attacks are weaker..its someting logical.. and it could balance heavy and light armor...heavy armor will protect you from being hurt that much so it will also protect your stamina..on other hand having light armor u will have less stamina consumption but once hit your are weaker u move slower..all this things depend on what kind of game u want deliver ..if u want game for casual gamers or historical enthusiasts..and sorry but dumbing down combat for sake of being more accesible for new players is bullshit  :( . Is should be like u sad in kickstarter trailer ..u will dies a lot but it will keep u playing so u can become better and rape veterans and become one of them ...not the other way around.. this post is just some loud thinking of me .. :oops:

Keep in mind, that this is as much a simulator as it is an RPG. Actually, it's a more on the RPG side, so I imagine the amount of and drain of stamina will be quite customizable, depending on your build.
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on February 20, 2016, 12:09:48 pm
One question I'm still unclear about:

You were saying you change your stance by holding rmb plus mouse movement. But also active parry will be initiated by rmb plus mouse movement. Will this not get into conflict?
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on February 20, 2016, 12:11:43 pm
Glad I'm not the only one immediately struck by how lame this sounds for any scenario with three or more players: both the stamina and the stance system.

Don't get me wrong, the system is impressive and I can see a lot of thought has gone into it, but I get the impression that the thought has been 100% looking at 1v1 situations. Maybe I've misunderstood, but if you have to change stance to parry every direction of attack and there's a delay to change stance, it only takes two people using different stances to easily destroy you with nothing you can do about it. In this light, it's easy to see how sprinting (to and from ganks), even if it restricts your viability in a 1v1, will be the main game here, not any sort of combat proficiency.

The stamina system also just generally rewards and excuses players for hanging back and cherry-picking (read: leeching, delaying) instead of participating, even if that's mitigated by basic combat not being slowed by low stamina. I have a similar concern about equipment breakage, which was mentioned in the video. It sounds like doing the right thing in combat still punishes you by slowly draining your stamina; will the same thing be true of equipment damage or will only incorrect actions damage equipment?

When you add ranged combat into the equation, if you get to a nest of archers, they will immediately disperse with sprint and shoot you from all directions. There's a good reason sprinting isn't in M&B. It just isn't a good feature for this sort of game.

If you watched any of the bannerlord devblogs, you would notice that they too have added sprinting. Can you sprint in real life? I'm sure you could if someone was trying to kill you.

For stamina- maybe stamina could only be drained by bad blocks, sprinting, and heavy attacks, so that players can use normal attacks without too much penalty. Also since it's a RPGish game, will you be able to increase a characters stamina?
Title: Re: Dev Blog #5 Combat
Post by: Varadin on February 20, 2016, 12:57:13 pm
Don't like it, but wont judge too much until i try it.
Title: Re: Dev Blog #5 Combat
Post by: Teeth on February 20, 2016, 01:02:11 pm
What is great about this system is that you have addressed most of the things that make Warband look absolutely ridiculous. With some animation polishing and collision detection improvements, this will look way more sensible. First of all, movement-wise. I really like the slow deliberate default movement, but with the option to speed up if you choose to sprint. That is a bit of extra control that Warband could have used, but it has to be restricted by stamina. No more abusing jump if you need a slight speed boost in combat, or pressing W for 3 seconds before you start running fast (lol). Second of all blocking. No more stopping a swing dead by holding a weapon to the side, that is not how physics work. Some collision detection issues aside, every block here looks much more sensible. Also the stances forming the starting point of both attacking and blocking makes the combat look much more fluid.

What I potentially like is that doing the correct parries will force your opponent in the opposite stance, making it more difficult for him to do anything but a basic parry, and thus draining his stamina. I hope that inside that mechanic can potentially lie the solution to never-ending fights which has become noticable in Warband. People take way too long to kill at the current average skill level, and two good and careful players can duel for minutes on end. However, this should all be balanced correctly, with keeping both teamfights and duels in mind, and hopefully allowing for a very proficient and smart player to have a chance in nearly any situation against worse players. I really like the idea that consistent perfect play in a duel will eventually force your opponent to lose because you create openings with your parries, much like real fencing, unless he of course plays as perfectly.

Now I just hope you will pay a lot of attention to making this work for fighting multiple opponents, can't judge that now. I hope you will never forget that fighting when outnumbered should never be a sure death for the skillful and clever, otherwise the game becomes a steamroll contest like cRPG has become more and more over the years with increasing average skill.

Some questions and confusions I have, if anyone cares:
Title: Re: Dev Blog #5 Combat
Post by: Uther Pendragon on February 20, 2016, 01:56:12 pm
I like what I am seeing, I am a bit worried about how stamina will work out but it doesn't seem too limiting. Stances and they way they seem to work are fluid and very satisfying to watch, but I will judge that when I can test it myself.
Title: Re: Dev Blog #5 Combat
Post by: Sandersson Jankins on February 20, 2016, 02:12:37 pm
Boy, Teeth posted a concise and cogent piece of nerd analysis as he tends to do above me. I +1'd that shit.

Anyway, I've got plenty of things floating around my head as a result of watching that video. I'll share one of them that seems to be relevant with the discussion on stamina.

I'm wary (maybe not as many as some of the FUCK STAMINA crowd) of stamina as a mechanic, mostly for reasons that others have outlined. I'm concerned about the effects on group combat (although having to cycle fresh troops because someone just got beat to shit and cant breathe is interesting for MUH IMMERSION purposes which I fucking love), the effects on duels, and the effect on general feel or plausibility of what your character is doing. As others have said, my fellow in-game presumably has a fair set of muscles and sturdy bones, owed to his total lack of internet exposure. And shit like running water or electricity. Anywho, I am in no way keen on the idea of taking 3 or 4 large swings with a reasonably-sized weapon, only to be paralyzed for period of time by the severe buildup of lactic acid in my calf muscles or something.

Here's something I think may be interesting.

Keep a stamina system, but make it rather forgiving at high or especially perfect health. Some dude without a scratch on his body nor an ounce of effort exerted should be able to be nice and fit for combat. Besides that, someone that has exerted a fair amount of effort but has sustained no combat injuries (or, uh...falling off a cliff and busting an ankle or something) should be fairly responsive and ept as well.

Now, someone with a gnarly prod to the guts with a spear ain't gonna be moving so fast. Of course, this is a video game and we shouldn't (nor will you) attempt to portray some poor motherfucker taking one hit to the stomach, becoming disembowled and falling into the grime where he dies over a period of hours in agony. Realism is a nice guideline, and it makes shit look real cool, but naturally we can't go overboard here.

Even so, the concept of battle damage being tied to stamina regen and/or capacity is interesting. Even more interesting is battle damage being tied to a wholly new classification of stat, significantly hindering some facet of combat when high. It always sat with me just fine that in cRPG a fellow could survive a couple axe whacks and some arrows (or more, of course). I never did appreciate the fact that this severely injured character can perform just as well as a pristine one.

I'm obviously not so good at laying out concise points or formats, but TLDR: I recommend weakening the effect of stamina on combat ability and adding effects based upon battle damage/wounding (perhaps even in certain areas; a wound to the arm hitbox makes you swing slower but one to the footsies will make you hobble)

Title: Re: Dev Blog #5 Combat
Post by: chadz on February 20, 2016, 05:03:29 pm
Teetholosophy

That covers nearly exactly our thought process.
Title: Re: Dev Blog #5 Combat
Post by: matt2507 on February 20, 2016, 05:07:33 pm
Nice update on the sounds too, the echo on fighting yells make them really cool and immersive.

About the voip, did you plan to make it with a 3d position ? Like some plugins for arma or the system they use in the game "Squad" ?
Like in this video:

(click to show/hide)
Title: Re: Dev Blog #5 Combat
Post by: Maestro on February 20, 2016, 05:55:33 pm
I would like to see in next update some maps or big map for the big game mode.
I want to know aproximatelly how will look maps in this game.
Title: Re: Dev Blog #5 Combat
Post by: Doppel on February 20, 2016, 06:25:22 pm
I just want to say that I like the addition of Stamina. It gives the gameplay more depth and make you consider different weapons for different situations.

I guess some people are people are bummed about the fact that they can't choose a great sword and fight like someone with a short sword anymore.
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on February 20, 2016, 07:04:57 pm
Was it just me, or was there am animation where a character would hold his hand on his body when he got hit? That animation looked very short, although I'm unsure till I've tested, but combining that with a realsitic staggering back, it would look awesome. Although to keep it from being a huge disadvantage, you should still be able to block while you stagger back.

Some people mentioned that a stamina bar ruins immersion, and I must say, I agree. Maybe to show stamina, the character could start breathing rapidly, and get worse to show stamina drain. Another thought I had about stamina, is that maybe there could be a sort of 'soft' stamina drain, and when that runs out, it begins to damage 'hard' stamina drain. This idea came 100% from H&H's hitpoint system. Combined with the heavy breathing, maybe a character could say something to indicate the loss of stamina. This worked well in 'The Long Dark' where there where no health bars, or stamina, only what the character said to help you know their status.

Also is a health bar really necessary? It seems to ruin immersion and makes the game very arcade looking (I do realise that almost every game has a health bar). Project Reality, and some other games, made the screen slightly blurry with blood around the edges to indicate health, and to be honest, this feels much better.

About heaving attacks- I must say, the idea of them being slower than a normal attack seems dumb. Maybe the delay in getting back to the neutral position should be affected, but if more power = more speed.

Something else I noticed, is that the exact same animation is used for every block, or weapon collision etc. maybe there could be 3 or more slightly different animations, that can be played at random. I'm sure you've already thought of all these things.

In the video, I saw on the Whiteboard you guys had some things listed. I saw REMOVE next to stamina.  :D


edit: wow -3 for a double post... Never again shall I do that....
Title: Re: Dev Blog #5 Combat
Post by: The_Bloody_Nine on February 20, 2016, 10:30:21 pm
I'm glad you answered one of my questions, though I didn't understand a word from your new Irish devmember  :D

Will rewatch and try to decipher...
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on February 20, 2016, 10:34:09 pm
Also is a health bar really necessary? It seems to ruin immersion and makes the game very arcade looking (I do realise that almost every game has a health bar). Project Reality, and some other games, made the screen slightly blurry with blood around the edges to indicate health, and to be honest, this feels much better.

I think we could start by hiding the bars when they're not needed. There is a mod for Skyrim... "more immersive hud" or something like that where you'll see nothing but the environment unless you get hit, or sprint or freeze. Then the according bar is shown, first subtly and then more opaque the more the values drain. I find this to be perfect both for immersion and visibility.
Title: Re: Dev Blog #5 Combat
Post by: The_Bloody_Nine on February 20, 2016, 10:35:32 pm
Stamina to me has always been a big no no as it just restricts gameplay. It may work in a one on one where you can manage it but fighting multiple opponents for multiple minutes in a battle situation just sounds horrible.

The way I understood it you should do fine fighting multiple opponents if you act smart and don't waste energy with unnecessary sprints and heavy attacks. Really hard to judge though like said if you haven't actually played it.
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on February 20, 2016, 10:44:30 pm
The way I understood it you should do fine fighting multiple opponents if you act smart and don't waste energy with unnecessary sprints and heavy attacks. Really hard to judge though like said if you haven't actually played it.

I can say that for Chivalry. At least in earlier versions... I haven't played it in ages. Noobs would be swinging mindlessly until they eventually ran out of stamina whereas I ducked or dodged their swings until there was the right time to swiftly attack. I always welcomed stamina in this game.
Title: Re: Dev Blog #5 Combat
Post by: Yeldur on February 20, 2016, 10:51:45 pm
That raises a question actually, will you still be able to chamber? I don't think I could go without my ability to chamber couched lances. It's the one fun thing I made out of fighting cavalry, if it's gone then I have nothing but sadness when I fight cav ;-;


EDIT: I just thought of something FAR more important, will there be an animation? I'm not sure I could live without our Krems spamfests, I MUST BE ABLE TO SCREAM "THE ENEMY IS INSIDE OUR BASE THE ENEMY IS INSIDE OUR BASE THE ENEMY IS INSIDE OUR BASE THE ENEMY IS INSIDE OUR BASE THE ENEMY IS INSIDE OUR BASE THE ENEMY IS INSIDE OUR BASE" repeatedly or I officially denounce this game   :evil:
Title: Re: Dev Blog #5 Combat
Post by: Utrakil on February 20, 2016, 11:03:48 pm
If there is VOIP there is no need for voicecommands anymore (i Guess).
Title: Re: Dev Blog #5 Combat
Post by: Rebelyell on February 20, 2016, 11:14:52 pm
I agree with Teeth, There is way too much weird and really stupid mechanics in warband engine when someone looks in to it. He pointed out some of them but I find way more silly things in game mechanics.

For me duel meta in crpg nowadays is about some animation breaking feints and spamming/hiltslasches. Chambers are close to useless against good players and it is really easy to counter them. I really hope system that you work on will be more about fight and less about breaking the game animations of whatever else to score a hit. Best example of that is famous mcro(?) feint of Spamwhore(Jako or Fin probably can you tell more about that).

I like idea of stance in theory but I wonder how that will work in big fights.
It also rise one more question in my head, how stabs will work, I can see that in 1v1 fights but I am more intrested in larger scale.
I really hope there will be no way to turn and conect them like we can now in warband/crpg.

So far I really happy with your progres guys.



Title: Re: Dev Blog #5 Combat
Post by: Sagar on February 21, 2016, 12:16:50 am
Looks really good. Especially like implementing stamina in combat system  :D
Some players are worried about combat with stamina, but I think they just "scared" to try something new.
Even older games have stamina, for example - Blade of Darkness (from 2001.)
For me, one of the greatest handicap in Warband is lack of stamina.
I think that stamina does not restricting gameplay, but make it more immersive and makes you play smarter.

Keep up the good work!
Title: Re: Dev Blog #5 Combat
Post by: MeevarTheMighty on February 21, 2016, 12:25:20 am
If you watched any of the bannerlord devblogs, you would notice that they too have added sprinting. Can you sprint in real life? I'm sure you could if someone was trying to kill you.

For stamina- maybe stamina could only be drained by bad blocks, sprinting, and heavy attacks, so that players can use normal attacks without too much penalty. Also since it's a RPGish game, will you be able to increase a characters stamina?

If Bannerlord has sprinting, that's its problem.

A medical specialist recently told me that nobody understands what really causes exhaustion irl. It can't be measured and is pretty much a complete mystery. A doctor can not tell if a person feels tired. It seems like tiredness can be sort of crudely bypassed with adrenaline etc, but even those parts of the system that are somewhat understood work very organically and can't be properly simulated by people who actually know what they're doing. For that reason, when a character breaks down from "low stamina" in-game, the player can't relate to it, because the player would not behave in a remotely similar way in the same situation. Now, the player would also not behave in the same way as someone with endless energy and vigour, but that difference is quiet whereas being affected by "low stamina" will certainly draw your attention to the disconnect. Long story short: stamina in games does not approach realism and is unimmersive.

Maybe if you're a robot that wants to know what it feels like to be a human, it's a different story, but as a human, it feels robotic and forced.

That's realism out of the way, but realism isn't my gripe with it, gameplay is. In a game where player A and player B are to shoot each other from any range, sprinting is a good feature. In a game where player A must be at the same position as player B to prevail, it is not a good feature. Imo it's a feature that could turn out to be a defining feature of the game and not in a good way.

Remember that irl, most of the losers escaped most battles completely unscathed. A lot of front line soldiers didn't see combat. That's not the game we want to play.

Warband has a lot of things wrong with it, but the approach in making it was first and foremost, to have a competitive multiplayer game and in that, it was successful. I want to know if that is a goal here. If it is, I don't know how the team thinks that goal will be achieved around the problems that we've pointed out.
Title: Re: Dev Blog #5 Combat
Post by: Byrdi on February 21, 2016, 12:54:07 am
That covers nearly exactly our thought process.

What do you mean exactly by this in regards to the interplay between individual skill and teamplay?
Obviously, you have thought about it but what are your actual plans for balancing those two aspects?

As Teeth kind of hinted it seems from the video that you are skewing more in the direction of teamplay compared to M&B/cRPG.
This is of course your choice to make. Though I would say from my subjective view having a game that allows you to play by yourself and not be completely reliant on your team (good or bad) is the most enjoyable.
The helpless feeling of dying to a gank round after round because your team isn't playing well or more often because the teams are unbalanced is quite unbearable.
This even happens a lot in present cRPG despite the fact that you can run away from most fights, swing endlessly when being ganked, block every hit (if good/fast enough) and a few other things that favour individual skill.

The other aspects of combat seem quite interesting. Especially the idea of forcing your opponent into certain stances and so forth.
Though I guess we will have to try it ourselves to fully understand it.

A few random questions:

Title: Re: Dev Blog #5 Combat
Post by: Leshma on February 21, 2016, 01:01:17 am
I agree with Teeth, There is way too much weird and really stupid mechanics in warband engine when someone looks in to it. He pointed out some of them but I find way more silly things in game mechanics.

Warband is truly great and fun game to play but combat looks strange, even though it is more realistic than in similar games. If you're still actively playing Warband on daily basis you won't be able to notice that because you're used to it. But fights look odd, mainly because of the way players react when hit. Also because of possible arm/torso movements you can pull of in a game which are impossible in reality.

Games need to ignore "feedback" when hit because if it were done in realistic manner one hit would be very debilitating. Still would like to see game designer brave enough to pick that route in medieval combat simulator. Trading blows should be possible only if armor is capable of negating impact of a weapon. Taking hits or being parried in such a way that energy of your strike is traded back to you should drain your stamina faster than attacking like a madman or sprinting in full armor, and should also be slower to recover. Of course this is theory crafting and maybe they tried to implement it but didn't work out.

Chase obviously wants more of good old Warband/cRPG 2H style, whirlwind through masses who can't block and stuff like that. Many people wants that. But think that number of those who like something more realistic isn't small either.
Title: Re: Dev Blog #5 Combat
Post by: Micah on February 21, 2016, 01:08:23 am
Oh well ... Looks like, only now after rewatching the vid, I think i really comprehended the idea behind changing stances on stronger strikes  :oops: which sounds like it should feel pretty cool and natural ... and i kinda really like it!... cant wait to try it out  :)
Title: Re: Dev Blog #5 Combat
Post by: Teeth on February 21, 2016, 01:40:25 am
(click to show/hide)
I don't understand your problem with sprinting. It is not like ranged kiting was never a problem in cRPG. With sprinting added it would be exactly the same, only both sides can choose when to speed up. Stop pretending like Warband has a well thought-out movement system when it comes to kiting. Putting up your shield to block a single missile slows you down to a crawl, and then it takes 3 seconds before you reach full speed again, it is terrible. The only way they fixed it in Warband multiplayer is by giving the archer classes 0 athlethics. Even if this game would just allow fast movement while holding your shield up it would already be miles ahead in kiting prevention mechanics relative to Warband. Additionally you could make drawing a bow or reloading a crossbow cost a significant amount of stamina, so that you can never load your weapon and run away with a full bar.

Don't get your "low stamina isn't realistic" point at all either. I am pretty sure everybody who has done any physical activity is entirely familiar with muscle fatigue or being out of breath, making it difficult to control your movements, run or do any heavy lifting.

About heaving attacks
This sounded awesome on my first read, but what I imagined is probably not what you meant.
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on February 21, 2016, 03:17:21 am
I don't understand your problem with sprinting. It is not like ranged kiting was never a problem in cRPG. With sprinting added it would be exactly the same, only both sides can choose when to speed up. Stop pretending like Warband has a well thought-out movement system when it comes to kiting. Putting up your shield to block a single missile slows you down to a crawl, and then it takes 3 seconds before you reach full speed again, it is terrible. The only way they fixed it in Warband multiplayer is by giving the archer classes 0 athlethics. Even if this game would just allow fast movement while holding your shield up it would already be miles ahead in kiting prevention mechanics relative to Warband. Additionally you could make drawing a bow or reloading a crossbow cost a significant amount of stamina, so that you can never load your weapon and run away with a full bar.

Don't get your "low stamina isn't realistic" point at all either. I am pretty sure everybody who has done any physical activity is entirely familiar with muscle fatigue or being out of breath, making it difficult to control your movements, run or do any heavy lifting.
This sounded awesome on my first read, but what I imagined is probably not what you meant.

I meant heavy, and what I meant is that the swing is faster, and does more damage, but the time it takes to get the weapon back into a neutral position should be longer, so that its about trade offs, and won't be OP
Title: Re: Dev Blog #5 Combat
Post by: Golem on February 21, 2016, 03:43:39 am
I would like to see in next update some maps or big map for the big game mode.
I want to know aproximatelly how will look maps in this game.
Don't know how up-to-date this still is, but it should give you some idea of the scale.
Title: Re: Dev Blog #5 Combat
Post by: Xant on February 21, 2016, 03:50:59 am
Some potentially good things, some potentially bad things. Some of the concerning ones:

- Stamina tends to lower the skill ceiling. Sprinting is good, however, and having a stamina system tied only to sprinting wouldn't be a very contentious decision.

- Auto-blocking if you have the right stance selected. If it takes more time to switch to a stance and attack than it does to attack in Warband, then it's going to make anything that isn't a duel very annoying. It might even make duels annoying, prolonging them needlessly by making the first attacks very easy to block until you've depleted your opponent's stamina.

- Stances. Sounds like they're going to lower the skill ceiling when it comes to anything but duels, again. One of the best things about M&B is that you can fight multiple opponents if you're good enough -- there is a definite advantage to having the numbers on your side, but numbers don't equal victory by default.

So it sounds pretty good for one-on-one fights, but extremely limiting when it comes to fighting more than one guy, alone or not. Having melee combat be very lethal where it's possible to die in two, maybe even one in some circumstances, blow(s) makes it more exciting and rewarding. I've heard the argument before that it may not be thought of as fun for people new to the game, but I'd disagree.

One, high lethality combat makes it possible for newbs to kill experienced players without adding any lame gimmicks or artificial limiting factors, everyone makes a mistake eventually. Two, it's just more exciting when you know you might be one hit away from death, if you know you can take 2-3 more you're not as concerned. Being concerned when in reach of sharp, pointy objects is good. Three, makes it more rewarding not just for the skilled player who managed to pull off a flashy instant kill, but for the newer player, who goes from dying instantly to the experienced guy to surviving three exchanges, then four, then five, then six, and so on. I don't think anything should be given away for free, least of all blocks. Although there's a chance it's the equivalent of someone holding RMB in a random direction in cRPG, then that's fine, but it kind of sounded like something else. Many skill-based games have been ruined precisely because of the "let's give the newbs a helping hand against the good players" school of thought. And the most successful skill-based games are those where such gimmicks don't exist.

Sorry for the double post, but I really wanted to mention something. In medieval warfare, it's impossible to take on more than 3 or so people by yourself, they would easily overpower you. It's not Hollywood where someone singlehandedly defeats an army. Of course having teammates to help you out is the main idea. I think this new combat system is much more realistic than some other medieval games.
And this is simply not true. Not only does it defy common sense, but there are tons of accounts of people taking on "more than 3 or so people" by themselves.
Title: Re: Dev Blog #5 Combat
Post by: MeevarTheMighty on February 21, 2016, 04:15:38 am
I don't understand your problem with sprinting. It is not like ranged kiting was never a problem in cRPG. With sprinting added it would be exactly the same, only both sides can choose when to speed up. Stop pretending like Warband has a well thought-out movement system when it comes to kiting. Putting up your shield to block a single missile slows you down to a crawl, and then it takes 3 seconds before you reach full speed again, it is terrible. The only way they fixed it in Warband multiplayer is by giving the archer classes 0 athlethics. Even if this game would just allow fast movement while holding your shield up it would already be miles ahead in kiting prevention mechanics relative to Warband. Additionally you could make drawing a bow or reloading a crossbow cost a significant amount of stamina, so that you can never load your weapon and run away with a full bar.

Don't get your "low stamina isn't realistic" point at all either. I am pretty sure everybody who has done any physical activity is entirely familiar with muscle fatigue or being out of breath, making it difficult to control your movements, run or do any heavy lifting.

I'm quite sure that some people who've had to fight for their life wouldn't equate the experience with going for a run or lifting weights in any way. That said, everybody is different. That's the heart of why this kind of stamina system can never cater to everyone even if it could miraculously emulate how one person would react, which it can't.

You don't have to hold your shield up when the archer is running away and actively blocking with a shield isn't the only defense available to you in M&B. Your logic isn't. That said, group kiting in M&B is quite possible in some situations and can be very tedious. If you can imagine that amplified by the facts that by a. the enemy can achieve an extremely safe and unassailable distance to resume their attack within a few seconds and b. by giving chase, you are draining all of your stamina and you'll have to rest for some time at a disadvantage before you can think about chasing a second kiting archer.

That's not even the main problem with sprinting though. It's the fact that managing your stamina and sprinting around to gank people will be a more important skill than anything you do when you get there. If you've played WotR you might have a picture of what that looks like in a melee combat game and the type of play that it encourages.
Title: Re: Dev Blog #5 Combat
Post by: Golem on February 21, 2016, 04:26:28 am
Maybe separate stamina like this?
legs.....arms
Y
whole body

So at first you would drain stamina selectively and then after a certain point, it would start affecting other areas.
Title: Re: Dev Blog #5 Combat
Post by: Jacko on February 21, 2016, 12:31:03 pm
Some good discussions going on here.

A couple of notes.

Something we've been talking about for a long time when it comes to the combat, is the concept of commitment. Once you've decided your action, you cannot retract, you are by designed forced to complete it. This goes through the entire spectrum of combat. A decision matters, and has consequences.

The reason we have stamina is to govern the combat mechanics we have. We did not introduce it for realism, but as a way for the player to control the gameplay. What we have now is a framework, the exact values will come from a lot more game testing.

In retrospect it is unfortunate that we started with 2 handers, they are by nature very duel centric.

Currently, a stance allow a player to strike from 3-4 different angles, usually all within the same 30 degree angle. This is by design. We can have more attack angles from a particular stance, if it makes bio-mechanical sense, so you could end up with a weapon that has 6 attack directions in a particular stance. It's a very modular system. There are even deeper mechanics that can "attack switch" a stance (think mastercuts), but that's another blog entirely.

Should mention that each class of weapon will have it's own take on stances, even within classes there will be a lot of differences (spears and poleaxes will behave very differently). This would simply not be possibly if we've stuck with the old 360 system, which was flawed in many ways.

Alright, enough rambling, carry on.
 
Title: Re: Dev Blog #5 Combat
Post by: Mr.K. on February 21, 2016, 12:39:17 pm
Nice update on the sounds too, the echo on fighting yells make them really cool and immersive.

About the voip, did you plan to make it with a 3d position ? Like some plugins for arma or the system they use in the game "Squad" ?
Like in this video:

(click to show/hide)

This is what I wanted to know as well. It was possible in Warband as well with Mumble, but for whatever reason was really never implemented into cRPG. It can be used for either realism purposes where you could actually trash talk your opponent while fighting, or more teamwork orientated system where you can talk to people close to you, but only if they are on your team which is the option they chose in Project Reality mod for BF2 and now Squad. It adds a huge amount of immersion to be able to talk directly to the people next to you and it's something I've always missed in cRPG.
Title: Re: Dev Blog #5 Combat
Post by: Teeth on February 21, 2016, 12:40:12 pm
- Auto-blocking if you have the right stance selected. If it takes more time to switch to a stance and attack than it does to attack in Warband, then it's going to make anything that isn't a duel very annoying. It might even make duels annoying, prolonging them needlessly by making the first attacks very easy to block until you've depleted your opponent's stamina.

Although there's a chance it's the equivalent of someone holding RMB in a random direction in cRPG, then that's fine, but it kind of sounded like something else.
As far as I got it, it is exactly like holding a random block in Warband. You can see which stance someone has and force a stance switch by doing a different attack.

I'm quite sure that some people who've had to fight for their life wouldn't equate the experience with going for a run or lifting weights in any way. That said, everybody is different. That's the heart of why this kind of stamina system can never cater to everyone even if it could miraculously emulate how one person would react, which it can't.
I don't see why stamina has to refer to the experience of fighting for your life, it should simply represent that doing certain physically demanding actions cannot be done endlessly, in a way that is experienced when you run or lift weights. Perhaps the timescale is a little smaller when it comes to recovery and loss of stamina, but otherwise it is exactly the same, experienced universally by real humans. Stamina bars have been around since sliced bread, and nobody complains about how they cannot relate to a video game character not being able to sprint endlessly or jump endlessly.

That's not even the main problem with sprinting though. It's the fact that managing your stamina and sprinting around to gank people will be a more important skill than anything you do when you get there. If you've played WotR you might have a picture of what that looks like in a melee combat game and the type of play that it encourages.
Now that gets to the heart of it. When you are outnumbered you should be able to not get rekt by your own stamina if you play well, but you are very right that your opponents will have always have an easier time managing theirs stamina and this could possibly allow them to always get at your back. Still, there are ways to mechanically limit sprinting to alleviate this problem, perhaps by seperating combat sprinting from out of combat sprinting. This point does require some careful thought.
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on February 21, 2016, 01:06:25 pm
If there is VOIP there is no need for voicecommands anymore (i Guess).

Hopefully not... Not everybody uses VOIP or even has a mic plugged in when playing.
Also real people don't shout in an immersive way. It always sounds like teenage boys sitting on a computer emotionlessly talking about what they're gonna do next.

I want to have real manly shouts in the game that build up atmosphere.

Stamina bars have been around since sliced bread, and nobody complains about how they cannot relate to a video game character not being able to sprint endlessly or jump endlessly.

Whenever I watch footage from combat in Life is Feudal I get this feeling... it feels like the war of the elder people. Swing your weapon, run for two seconds, stop and take a deep breath. It looks ridiculous.
But Chivalry for instance did a good job with it imho.
Title: Re: Dev Blog #5 Combat
Post by: Golem on February 21, 2016, 02:44:25 pm
Something we've been talking about for a long time when it comes to the combat, is the concept of commitment. Once you've decided your action, you cannot retract, you are by designed forced to complete it. This goes through the entire spectrum of combat. A decision matters, and has consequences.
Okay, you just sound stupid now. How will we feint? And don't tell me, it's going to be bound to a button.
Title: Re: Dev Blog #5 Combat
Post by: Mr_Sativa on February 21, 2016, 04:48:56 pm
Veeeery interesting, great work! Thanks for you replies in the thread as well, the dream is coming true  :mrgreen:
Title: Re: Dev Blog #5 Combat
Post by: korppis on February 21, 2016, 07:10:05 pm

Something we've been talking about for a long time when it comes to the combat, is the concept of commitment. Once you've decided your action, you cannot retract, you are by designed forced to complete it. This goes through the entire spectrum of combat. A decision matters, and has consequences.

The reason we have stamina is to govern the combat mechanics we have. We did not introduce it for realism, but as a way for the player to control the gameplay. What we have now is a framework, the exact values will come from a lot more game testing.


Hmm, but won't you already make a huge commitment by just choosing your armor and weapon. Picking up heavy plate and maul quarantees that you will be vulnerable to ganks and unable to flee. Light armor sort of makes it more risky to join a group fight, but allows (and should allow) more control on 1vs1's and allows choosing your fights. I don't quite get it what stamina adds to gameplay that these gear&weapon stats don't already give? If it was just used for sprinting cooldown, that'd be fine imo.

I can imagine that it will slow down battles a lot, since after a moment of fighting people will just have to stand still and wait for stamina to build back up. Another concern if you consider a battle where one team is holding a hill: They already have a huge advantage to begin with and sure won't go anywhere. How does it affect on balance if the team attacking that hill have to run up, take hits from arrows and end up being unable to fight properly because they got drained of stamina? Also, does it treat light armored players fair if every small cut or so will drain them?
Title: Re: Dev Blog #5 Combat
Post by: BeastSVK on February 21, 2016, 07:29:21 pm

Once you've decided your action, you cannot retract, you are by designed forced to complete it. This goes through the entire spectrum of combat.
consequences.


This sound like locking into target and not being able to unlock it feels like playing witcher on xbox  :cry:
Title: Re: Dev Blog #5 Combat
Post by: Sultan Eren on February 21, 2016, 10:40:11 pm
Don't know how up-to-date this still is, but it should give you some idea of the scale.

I also wonder the updates to the older videos such as stronghold.

You know the game is polished and updated now even the game mode is no more valid.
Title: Re: Dev Blog #5 Combat
Post by: MeevarTheMighty on February 21, 2016, 11:10:02 pm
Something we've been talking about for a long time when it comes to the combat, is the concept of commitment. Once you've decided your action, you cannot retract, you are by designed forced to complete it. This goes through the entire spectrum of combat. A decision matters, and has consequences.

This is spooky. Are you saying feinting could be out?

The reason we have stamina is to govern the combat mechanics we have. We did not introduce it for realism, but as a way for the player to control the gameplay. What we have now is a framework, the exact values will come from a lot more game testing.

Want to elaborate? It seems like stamina will almost by definition restrict gameplay decisions, since less is possible when under its effect.
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on February 21, 2016, 11:17:33 pm
I also wonder the updates to the older videos such as stronghold.

You know the game is polished and updated now even the game mode is no more valid.

Pretty sure the old game modes are gone with the announcement of "epic". Wouldn't make much sense to spend energy towards other minor game modes, I guess.
Title: Re: Dev Blog #5 Combat
Post by: Golem on February 21, 2016, 11:43:10 pm
Pretty sure the old game modes are gone with the announcement of "epic". Wouldn't make much sense to spend energy towards other minor game modes, I guess.
You haven't been paying much attention, were you?
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on February 21, 2016, 11:59:38 pm
You haven't been paying much attention, were you?

Maybe... what did I miss? They were talking about instanced sieges and battle modes in the main game, and that conquest mode for alpha. What else?
Title: Re: Dev Blog #5 Combat
Post by: Golem on February 22, 2016, 12:04:20 am
Classic battle mode, aswell. They said they would have Epic for all the Strategus kinda stuff and then a smaller portion of the game will be just dedicated servers, running all sorts of gamemodes.
Unless that changed again, I can't be bothered to check.
Title: Re: Dev Blog #5 Combat
Post by: Krave on February 22, 2016, 12:09:17 am
As far as I know Stronghold is now inside Epic. You build your stuff on open world map interacting with another players.
Title: Re: Dev Blog #5 Combat
Post by: Nebun on February 22, 2016, 02:06:57 am
Will there be magic force fields for the shield like in warband?
if u do overhead and your targets shield is lower then his head, will u be able to hit him? Or if u try to stab someone with a pike in the foot under the shield?
would be nice to have proper realistic/shield mechanics.
Don't need this buckler bullshit thats covering u head to toe.
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on February 22, 2016, 05:29:32 am
Okay, you just sound stupid now. How will we feint? And don't tell me, it's going to be bound to a button.
maybe one of the attack directions within a stance could be a fient, and added with a severe loss of stamina, it could be balanced and still effective for certain situations
Title: Re: Dev Blog #5 Combat
Post by: Turkhammer on February 22, 2016, 05:48:44 am
Will there be magic force fields for the shield like in warband?
if u do overhead and your targets shield is lower then his head, will u be able to hit him? Or if u try to stab someone with a pike in the foot under the shield?
would be nice to have proper realistic/shield mechanics.
Don't need this buckler bullshit thats covering u head to toe.

How about we compensate for your request by being allowed to stab under the shield without a delay and without dropping the shield?
Title: Re: Dev Blog #5 Combat
Post by: Drunken_sailor on February 22, 2016, 06:01:57 am
How about we compensate for your request by being allowed to stab under the shield without a delay and without dropping the shield?

that would be sweet, just have it with a short range to compensate.
Title: Re: Dev Blog #5 Combat
Post by: Gnjus on February 22, 2016, 09:00:02 am
Quote from: chadz
...It must be Fear....you must know when you are defeated you must know why you were defeated and If you defeat someone it must be because you did something right.....and probably the most important thing - it has to feel right...which means.....heh, it means so many things.......


(click to show/hide)
Title: Re: Dev Blog #5 Combat
Post by: Jacko on February 22, 2016, 12:28:21 pm
Golem,

The combat in the video is based on those ideas I wrote. Don't be so quick do dismiss things you haven't seen or necessarily understand.

Currently, feinting works by clicking twice on the left mouse button in the same or different angles.

Hmm, but won't you already make a huge commitment by just choosing your armor and weapon. Picking up heavy plate and maul quarantees that you will be vulnerable to ganks and unable to flee. Light armor sort of makes it more risky to join a group fight, but allows (and should allow) more control on 1vs1's and allows choosing your fights. I don't quite get it what stamina adds to gameplay that these gear&weapon stats don't already give? If it was just used for sprinting cooldown, that'd be fine imo.

I can imagine that it will slow down battles a lot, since after a moment of fighting people will just have to stand still and wait for stamina to build back up. Another concern if you consider a battle where one team is holding a hill: They already have a huge advantage to begin with and sure won't go anywhere. How does it affect on balance if the team attacking that hill have to run up, take hits from arrows and end up being unable to fight properly because they got drained of stamina? Also, does it treat light armored players fair if every small cut or so will drain them?

Think you got a bit confused here. Gear weight affect stamina, stamina effect how much you can do fancier locomotion actions. That's it.

This sound like locking into target and not being able to unlock it feels like playing witcher on xbox  :cry:

You watched the video? : ) Witcher is great in many ways, combat is not one of them.

Want to elaborate? It seems like stamina will almost by definition restrict gameplay decisions, since less is possible when under its effect.

Having no stamina will indeed restrict your gameplay options, just as having it will give you more options. We want it to be a factor in combat. How important? Too early to tell.
Title: Re: Dev Blog #5 Combat
Post by: Hellsing on February 22, 2016, 05:01:16 pm
Now I'm hungry :cry:
Title: Re: Dev Blog #5 Combat
Post by: Byrdi on February 22, 2016, 06:08:11 pm
Having no stamina will indeed restrict your gameplay options, just as having it will give you more options. We want it to be a factor in combat. How important? Too early to tell.

It makes sense that you restrict gameplay from the stamina system. Though I hope you also leave room for skill/perks to shape gameplay options.
I remember during the alphabeta test way back chadz said that you planned to restrict feinting by a certain number, so you could only feint once by default and then you could level up skills/perks that allowed you to feint more.

I really liked the idea of having skills that give you extra options and I hope you will stick to this idea as well and not have everything limited by stamina.
Of course you can also combine the two e.g. a perk that lowers the stamina cost of feinting instead of giving additional feints.
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on February 22, 2016, 07:09:54 pm
Golem,

The combat in the video is based on those ideas I wrote. Don't be so quick do dismiss things you haven't seen or necessarily understand.

Currently, feinting works by clicking twice on the left mouse button in the same or different angles.

Think you got a bit confused here. Gear weight affect stamina, stamina effect how much you can do fancier locomotion actions. That's it.

You watched the video? : ) Witcher is great in many ways, combat is not one of them.

Having no stamina will indeed restrict your gameplay options, just as having it will give you more options. We want it to be a factor in combat. How important? Too early to tell.

I'm not sure I understood right. So only heavy attacks and bad blocks will use stamina, with normal attacks and good parrys using very little or none at all. Did I get that right?
Title: Re: Dev Blog #5 Combat
Post by: Falka on February 23, 2016, 12:55:36 am
 :wink:
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on February 23, 2016, 09:44:46 am
I noticed that when not in a swing, swords go through characters and through other weapons. That was a contributing factor in terms of Warbands bad looking combat. I really hope you guys will address this. For now it's not a big deal, but in the future it should be looked at.
Title: Re: Dev Blog #5 Combat
Post by: F i n on February 23, 2016, 10:28:29 am
I'm not sure I understood right. So only heavy attacks and bad blocks will use stamina, with normal attacks and good parrys using very little or none at all. Did I get that right?

For now, pretty much yes -

Stamina has proven to add that certain awareness to combat - other than warband.

The balancing however is on a different page and can only be made with proper playtesting.
Title: Re: Dev Blog #5 Combat
Post by: Turkhammer on February 23, 2016, 06:02:12 pm
that would be sweet, just have it with a short range to compensate.

Of course it would be based on the length of the weapon you were using to stab past your shield.
Title: Re: Dev Blog #5 Combat
Post by: Ikarus on February 23, 2016, 06:14:50 pm
ooh, the combat system sounds really interesting! It´s as chadz said: not entirely there, but definetly on the right way.

When you guys (and girls) got the feeling that the combat system is ready, give us a small alpha so we can do a stress test on it :D I´m especially curious how this stamina/stance system is going to work out for longer/bigger battles

I wouldn´t make a huge difference between running with a weapon in your hand and running with a sheathed weapon, a sliiiightly stronger drain in stamina for unsheathed weapons would be fine. If it´s just a slight difference between these two, people would only sheath their weapon when there´s a fight in the distance. Otherwise, if the stamina drain difference between sheathed/unsheathed is too big, people will most likely sheath/unsheath their weapons very often even for short moments of running, which could get annoying after a while.

Rock on!
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on February 23, 2016, 08:40:57 pm
Otherwise, if the stamina drain difference between sheathed/unsheathed is too big, people will most likely sheath/unsheath their weapons very often even for short moments of running, which could get annoying after a while.

Like in Life is Feudal...  :twisted:
Title: Re: Dev Blog #5 Combat
Post by: Yeldur on February 23, 2016, 09:26:06 pm
If there is VOIP there is no need for voicecommands anymore (i Guess).
Not everyone has a mic, nor does everyone want to use it, some people may have medical conditions such as anxiety or even just don't want to talk to people over comms lol, removing Voice Commands over that would be a bit silly.
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on February 23, 2016, 10:05:55 pm
Not everyone has a mic, nor does everyone want to use it, some people may have medical conditions such as anxiety or even just don't want to talk to people over comms lol, removing Voice Commands over that would be a bit silly.

Or their wives are in the same room and want you to be quiet cause they're reading...  :oops:
Title: Re: Dev Blog #5 Combat
Post by: Sandersson Jankins on February 23, 2016, 11:27:06 pm
Not everyone has a mic, nor does everyone want to use it, some people may have medical conditions such as anxiety or even just don't want to talk to people over comms lol, removing Voice Commands over that would be a bit silly.

Even aside from all that, sometimes I'll have an urge to holler with my real voice as a battle cry. Sometimes I'll have an urge to be a huge nerd and coordinate/nerd-herd all my mates together with my real voice.

And sometimes I'll want to spam voice-commands. Occasionally in a tacticool way.

And sometimes I'll want to do all these things at once!

Anyway, it does seem very needless to remove voice commands in favor of VOIP, unless the presence of both requires far too many resources (either man-hours or bloat or whatever the fuck you people that know how2computer call it).
Title: Re: Dev Blog #5 Combat
Post by: Kafein on February 24, 2016, 03:12:34 am
So what do the devs plan to do about turning the camera into attacks?

How easy it is to get circle around and get behind someone? How will the netcode handle two players getting too close from one another? Those two things are quite broken in Warband.

How important do you want block timing to be? How does it relate to feinting, holding and canceling attacks? Warband combat works very well as it is all about matching action to reaction, the core of skill being the ability to obfuscate what you do and see through what the other is doing. But without proper and effective feints/holds it would be rather trivial as their would be no way to fool your opponent. One of the nice things about blocks that you can freely hold and that activate instantly is that it makes the blocking system so easy and responsive, a lot of complexity can be added to the attack patterns without making the whole thing unplayable.

The stamina system as it currently is seems to be about long-term sustainability, rather than actual short-term management. Doesn't that mean that it will be a limiting factor for good players? The fact that as long as both players do the right thing, a fight can be long even if both players die in one hit is exactly what I like about high level play.
Title: Re: Dev Blog #5 Combat
Post by: Jezbelle on February 24, 2016, 04:31:39 am
n
Title: Re: Dev Blog #5 Combat
Post by: Golem on February 24, 2016, 10:43:18 am
spinning...high-fantasy
Title: Re: Dev Blog #5 Combat
Post by: Jona on February 24, 2016, 05:33:23 pm
(click to show/hide)

Fairly certain that feinting is quite realistic, and should be present in the new game (which it supposedly will be) to add another layer of complexity. Super fast 360 spinning however shouldn't be, so long as there is still some effective way to quickly target-switch to throw off your opponents when outnumbered (in before heskey makes a tab-targetting joke).
Title: Re: Dev Blog #5 Combat
Post by: Golem on February 24, 2016, 05:47:37 pm
Fairly certain that feinting is quite realistic, and should be present in the new game (which it supposedly will be) to add another layer of complexity. Super fast 360 spinning however shouldn't be, so long as there is still some effective way to quickly target-switch to throw off your opponents when outnumbered (in before heskey makes a tab-targetting joke).
Spinning is a basic human movement and as such is performed even by little kids. Shit, if you need more convincing, this guy can even do it on his hands!
http://youtu.be/Ovtfld_ZyCs?t=195 (http://youtu.be/Ovtfld_ZyCs?t=195)
Title: Re: Dev Blog #5 Combat
Post by: The_Bloody_Nine on February 24, 2016, 06:17:51 pm
The thing is that Warband provides a 100% weapon-proof invincible 'wall' at a certain degree in your looking direction, if you 100% block correct. So implemented feats like feinting, chambering or kicking as well as player tricks like dragging stabs, roflcopter, hiltslash, 360 turns etc. have the function to break through that wall.
Melee tries a whole new approach which the system of stances, timed blocks, passive blocks and stamina. For example only 1 timed block will force a stance change on the opponent so he can at max. achieve a passive block in response to your following attack. At this point the whole block-slash-block-slash rhythm we have in Warband is already broken. How that will work out or feel to play I have no idea but we have to disregard taking basic mechanisms from warband to be granted.
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on February 24, 2016, 06:18:41 pm
Spinning is a basic human movement and as such is performed even by little kids. Shit, if you need more convincing, this guy can even do it on his hands!
http://youtu.be/Ovtfld_ZyCs?t=195 (http://youtu.be/Ovtfld_ZyCs?t=195)

It's not a valid tactic irl though, as is feint spamming like you do in Warband.
Title: Re: Dev Blog #5 Combat
Post by: Leshma on February 24, 2016, 07:23:55 pm
Warband Warband Warband... its like chasing ghost of the past. Bannerlord comes out, infinitely improved over silly Warband combat and every Warband "chaser" ends being left in the dust. But that's fine, this is indiest of indie games after all. Delivering a game will be a success at this point, everything else is bonus on top.
Title: Re: Dev Blog #5 Combat
Post by: Drunken_sailor on February 24, 2016, 07:54:24 pm
What about stances for the classes other than swordsmen?  Are hoplites going to have different stances or even archers?

Of course it would be based on the length of the weapon you were using to stab past your shield.

and the shield type, some could have no penalty since they are designed for this.
(click to show/hide)
Title: Re: Dev Blog #5 Combat
Post by: Golem on February 24, 2016, 08:14:59 pm
What about stances for the classes other than swordsmen?  Are hoplites going to have different stances or even archers?

and the shield type, some could have no penalty since they are designed for this.
(click to show/hide)
They said, there will be different attacks for every weapon type, not neccessarily different stances, but having stances for archers seems taking it a bit too far.
Title: Re: Dev Blog #5 Combat
Post by: Drunken_sailor on February 24, 2016, 08:20:10 pm
They said, there will be different attacks for every weapon type, not neccessarily different stances, but having stances for archers seems taking it a bit too far.

why not? you could have a kneeling stance for accuracy like in most fps.
Title: Re: Dev Blog #5 Combat
Post by: Golem on February 24, 2016, 08:20:42 pm
why not? you could have a kneeling stance for accuracy like in most fps.
How would kneeling with a bow make you more stable? Maybe with a crossbow...
Still it's not really a stance for the weapon, but rather the whole body.

The thing is that Warband provides a 100% weapon-proof invincible 'wall' at a certain degree in your looking direction, if you 100% block correct. So implemented feats like feinting, chambering or kicking as well as player tricks like dragging stabs, roflcopter, hiltslash, 360 turns etc. have the function to break through that wall.
Melee tries a whole new approach which the system of stances, timed blocks, passive blocks and stamina. For example only 1 timed block will force a stance change on the opponent so he can at max. achieve a passive block in response to your following attack. At this point the whole block-slash-block-slash rhythm we have in Warband is already broken. How that will work out or feel to play I have no idea but we have to disregard taking basic mechanisms from warband to be granted.

That would imply being locked into animation once you attack, not being able to move or rotate at all. I don't like that, it would completely ruin the fluid feel we had in the first alpha testing.

It's not a valid tactic irl though, as is feint spamming like you do in Warband.

Both of those are valid tactics. Any tactic is valid, if it can suprise or give any kind of advantage, over your opponenent.
What isn't valid, is your assumption, that just because you don't know how to pull something off, nobody can.
Title: Re: Dev Blog #5 Combat
Post by: Golem on February 24, 2016, 08:29:16 pm
Bannerlord...improved combat
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on February 24, 2016, 09:30:17 pm
Both of those are valid tactics. Any tactic is valid, if it can suprise or give any kind of advantage, over your opponenent.
What isn't valid, is your assumption, that just because you don't know how to pull something off, nobody can.

Well, I'm arguing historically. It was not a valid tactic according to medieval Fechtbücher and it's not seen to be done by HEMA fighters.
The goal of the game should be to make combat look realistic while being fun and challenging.

There are enough games with unrealistic looking combat mechanics around. That's not why I'm here.
Title: Re: Dev Blog #5 Combat
Post by: Drunken_sailor on February 24, 2016, 09:48:23 pm
How would kneeling with a bow make you more stable? Maybe with a crossbow...
Still it's not really a stance for the weapon, but rather the whole body.

ok, well kneeling with a bow is nearly the same thing just as it is with guns, even the smallest difference in stability provided from kneeling when expanded upon the distance of trajectory and relative straight line motion of a projectile (msX * distance * 10^9000+cos{straight line}) would result in greater long range accuracy.  and couldn't any stance be considered a stance of the body?  If all your moving is your arms it is still the body.

Rephrasing my question, I guess I was just curious about the depth of stances in the game, how are you planning for stances to be effected by shield wielding?

also with the implementation of stances will there also be combo attacks?

stance reference game
https://en.wikipedia.org/wiki/Bushido_Blade_%28video_game%29 (https://en.wikipedia.org/wiki/Bushido_Blade_%28video_game%29)
Title: Re: Dev Blog #5 Combat
Post by: The_Bloody_Nine on February 24, 2016, 10:01:00 pm
That would imply being locked into animation once you attack, not being able to move or rotate at all.

eh, why would that imply that?
Title: Re: Dev Blog #5 Combat
Post by: Golem on February 24, 2016, 10:16:14 pm
Well, I'm arguing historically. It was not a valid tactic according to medieval Fechtbücher and it's not seen to be done by HEMA fighters.
The goal of the game should be to make combat look realistic while being fun and challenging.

There are enough games with unrealistic looking combat mechanics around. That's not why I'm here.

Mabe look at some kung fu movies for a change.  :wink:

eh, why would that imply that?
The thing is that Warband provides a 100% weapon-proof invincible 'wall' at a certain degree in your looking direction, if you 100% block correct. So implemented feats like feinting, chambering or kicking as well as player tricks like dragging stabs, roflcopter, hiltslash, 360 turns etc. have the function to break through that wall.
Melee tries a whole new approach which the system of stances, timed blocks, passive blocks and stamina. For example only 1 timed block will force a stance change on the opponent so he can at max. achieve a passive block in response to your following attack. At this point the whole block-slash-block-slash rhythm we have in Warband is already broken. How that will work out or feel to play I have no idea but we have to disregard taking basic mechanisms from warband to be granted.

dunno. no idea why I wrote that lol

ok, well kneeling with a bow is nearly the same thing just as it is with guns, even the smallest difference in stability provided from kneeling when expanded upon the distance of trajectory and relative straight line motion of a projectile (msX * distance * 10^9000+cos{straight line}) would result in greater long range accuracy.  and couldn't any stance be considered a stance of the body?  If all your moving is your arms it is still the body.

Rephrasing my question, I guess I was just curious about the depth of stances in the game, how are you planning for stances to be effected by shield wielding?

also with the implementation of stances will there also be combo attacks?

stance reference game
https://en.wikipedia.org/wiki/Bushido_Blade_%28video_game%29 (https://en.wikipedia.org/wiki/Bushido_Blade_%28video_game%29)

I  still can't imagine someone kneeling with a longbow, unless he's pointing at the sky.
Guns have recoil, crossbow do too, that's why it's profitable to put your centre of mass as low as possible for best accuracy. But I've shot a bow at multiple occasions and none of them had any recoil, infact the very design of a bow makes it fly forward, as it were, upon the release of the string.
I won't even go into automated combos.
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on February 25, 2016, 05:17:39 am
The thing with a bow, is that you have a huge tension force between your two hands, which are pulling away from each other. A bows accuracy depends on your strength, and being able to hold the bow still and steady.

A gun and crossbow both need to just be held, and therefore going into a kneeling position means less of you body can move around, thus increasing accuracy.
Title: Re: Dev Blog #5 Combat
Post by: Drunken_sailor on February 25, 2016, 06:22:41 am
The thing with a bow, is that you have a huge tension force between your two hands, which are pulling away from each other. A bows accuracy depends on your strength, and being able to hold the bow still and steady.
I can see how a larger bows would require standing but smaller ones not so much
 for examples

(click to show/hide)
Title: Re: Dev Blog #5 Combat
Post by: Jacko on February 25, 2016, 10:40:56 am
Each weapon class will have it's own stances.
Title: Re: Dev Blog #5 Combat
Post by: Maestro on February 25, 2016, 10:56:49 am
Each weapon class will have it's own stances.

Will you use motion capture?
Title: Re: Dev Blog #5 Combat
Post by: The_Bloody_Nine on February 25, 2016, 12:36:55 pm
Bannerlord comes out, infinitely improved over silly Warband combat and every Warband "chaser" ends being left in the dust.

Where did you get that impression? I'm hugely positive that Bannerlord will be a shitton of fun, but from what I've seen basic combat mechanics like I described above will be hugely the same.
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on February 25, 2016, 01:14:22 pm
Yeah, the footage from last year's games com looked pretty much identical to Warband. I mean, I wouldn't change a thing as well if I were them... the mechanics they had made a plain ugly game hugely popular.
Title: Re: Dev Blog #5 Combat
Post by: Meow on February 25, 2016, 05:03:07 pm
Will you use motion capture?

Meowtion Cature
Title: Re: Dev Blog #5 Combat
Post by: Falka on February 25, 2016, 05:49:38 pm
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Title: Re: Dev Blog #5 Combat
Post by: chadz on February 25, 2016, 06:58:30 pm
Title: Re: Dev Blog #5 Combat
Post by: karasu on February 25, 2016, 08:38:32 pm
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Title: Re: Dev Blog #5 Combat
Post by: Hellsing on February 25, 2016, 08:43:31 pm
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Title: Re: Dev Blog #5 Combat
Post by: enigmatic_stranger on February 25, 2016, 08:54:03 pm
Can I continue to post cat gifs already? :mad:
Title: Re: Dev Blog #5 Combat
Post by: Ikarus on February 25, 2016, 09:06:25 pm
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there, fixed it for you

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Title: Re: Dev Blog #5 Combat
Post by: Golem on February 26, 2016, 06:39:54 am
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there, fixed it for you

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Heard you like to fix things..
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Title: Re: Dev Blog #5 Combat
Post by: The_Bloody_Nine on February 26, 2016, 09:18:16 am

Heard you like to fix things..
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Title: Re: Dev Blog #5 Combat
Post by: Son Of Odin on February 26, 2016, 12:23:42 pm
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Title: Re: Dev Blog #5 Combat
Post by: McKli_PL on February 26, 2016, 12:46:20 pm
Wow nice work DCrew :D (Fin learn2block :lol:)

wow this stamina system can be double edged sword, seriously with a good and nice fluent implement stamina can make your game even more skillbased and epic than crpg but :!: :!: :!: if u will fuck it it will ends up with some full retard abuse even more than some broken mechanics in crpg or native, please please do it freaking Right.

-stances- like other ppl here got the same strange feeling, it looks very nice .....but in duel scenario so in team fight it will be just a hardcore (thats why so many ppl love crpg even if ur fighting 1v6 u can win this fight with awesome play) but with those stances 1vs3 its just a no go(3 random nubs trying to spam in 3random stances how to defend in this scenario?)so my another BIG PLEASE :mrgreen: in next video show us  TEAM FIGHTS WITH STANCES and some SCENARIO 1vs3 or something like that (like normal public battle scenario) not only dueling :!:

-hit reg- Like Nebun said can u show us in next video, hit reg in slow motion because if im right(correct me if im wrong) collision on hits are just strange for me (checked it couple of times pausing on hits) and it looks like it will be very easy to bypass blocking mechanic with something like huggin or trying to run straight into opponent collision and slashing like in crpg/native

well awesome work lads, keep it up can't kurwa wait for new videos :mrgreen:
Title: Re: Dev Blog #5 Combat
Post by: Jezbelle on February 27, 2016, 03:48:43 am
n
Title: Re: Dev Blog #5 Combat
Post by: Golem on February 27, 2016, 05:04:31 am
Yeah, I'm also concerned about stance management when fighting in a crowded battle. With attacks coming from all sides, a person's split-second reaction time is his only defense.

It appears that changing stances will be one action, and THEN parrying an attack from that new side will be another separate action. So even if a player has good enough reflexes, the mechanic may restrict him from successfully performing the parry he deserved to make.

MY HOPE is that simply changing stances to the new side of a incoming attack for a PASSIVE BLOCK will be good enough to reward a player's perfect reflexes.

Still, I'm afraid, because in the video it appears that a passive block will drain so much stamina that it will greatly disadvantage that person. Maybe if a passive block did NOT drain AS MUCH stamina, or knock a person off balance, everyone would be happy.
You are right, though they also say in the video that you don't have to wait for the character to finish chanig stances and can start the parry right after the initial input, which is quite nice.
Title: Re: Dev Blog #5 Combat
Post by: Jezbelle on February 27, 2016, 05:46:05 am
N
Title: Re: Dev Blog #5 Combat
Post by: Golem on February 27, 2016, 10:02:17 am
Right, but I assumed that just meant you don't have to wait for the "stance-change ANIMATION" to finish before you begin your parry. But my understanding is that you still have to make 2 separate, consecutive swipes with your mouse. At the very least, 2 separate RMB clicks.

To me, that still sounds like a slower parry response.

Would there be any way to change stances and parry within the SAME action? I don't think this is possible.
It's possible, if they changed it like this.

Quote
Stances(leftStance, rightStance, upStance, downStance)
       
      leftStance(1, 2, 3)
      rightStance(4, 5, 6)
      upStance(7, 8, 9)
      downStance(10, 11, 12)

current.stance leftStance
{
                                     IF
                                     LMBcontrolSwipeX = leftStance
                                     THEN
                                     attack.direction = LMBcontrolSwipeX
//initiates an attack animation in one of the 3 directions of leftStance
                                     ELSE
                                     parry.direction = LMBcontrolSwipeX
                                     change.stance = LMBcontrolSwipeX

//initiates a parry in one of the irections that isn't 1, 2 or 3 and changes stance, so if I choose direction 5, it will do a parry there and then return me to rightSTANCE
}
{
                                     IF
                                     RMBcontrolSwipeX != leftStance
                                     THEN
                                     change.stance = RMBcontrolSwipeX
//changes my stance depending on swipe direction as referenced above
                                    ELSE
                                     parry.direction = RMBcontrolSwipeX
//initiates a parry just like it would in the current game
                                   
}

PS: hope CMP sees this and realizes the genious, then persuades the others to do it like this
                                     
Title: Re: Dev Blog #5 Combat
Post by: Golem on February 27, 2016, 01:47:50 pm
Feedback?
Title: Re: Dev Blog #5 Combat
Post by: Maestro on February 27, 2016, 02:26:54 pm
Feedback

































































































 8-)
Title: Re: Dev Blog #5 Combat
Post by: Golem on February 27, 2016, 02:33:35 pm
Feedback

































































































 8-)



























































































































:?







Title: Re: Dev Blog #5 Combat
Post by: Jacko on February 28, 2016, 01:39:54 pm
MY HOPE is that simply changing stances to the new side of a incoming attack for a PASSIVE BLOCK will be good enough to reward a player's perfect reflexes.

We came to the same realization after watching the last video update. Currently a stance switch is a parry, and has passive block in that stance direction (upped stances to 7 again).
Title: Re: Dev Blog #5 Combat
Post by: Gmnotutoo on February 29, 2016, 05:19:41 am
I'm not to keen on being able to understand the building of the mechanics so I'm sorry if what I suggest isn't doable.

Is it possible with this system to make dual weapon stances that can only passively block/parry? With left mouse button controlling one hand the right mouse button controlling the other hand for attacks? Obviously it isn't a must have at the moment, yet further down the line if it is doable I'd love to see it implemented.
Title: Re: Dev Blog #5 Combat
Post by: Golem on February 29, 2016, 08:04:48 am
I'm not to keen on being able to understand the building of the mechanics so I'm sorry if what I suggest isn't doable.

Is it possible with this system to make dual weapon stances that can only passively block/parry? With left mouse button controlling one hand the right mouse button controlling the other hand for attacks? Obviously it isn't a must have at the moment, yet further down the line if it is doable I'd love to see it implemented.
Wowser. Need to make mod of this, after release, where you have control each hand independatly, no matter your weapon.
Title: Re: Dev Blog #5 Combat
Post by: Soulreaver on February 29, 2016, 02:51:32 pm
add jump kicks pls both to crpg and mbg, effect= 50% knockdown
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Title: Re: Dev Blog #5 Combat
Post by: Ikarus on February 29, 2016, 04:23:26 pm
add jump kicks pls both to crpg and mbg, effect= 50% knockdown
(click to show/hide)
only if we reduce kick duration, kick reach and add a 50% chance that you get knock downed yourself because you jump with a complete medieval armor+weapons+shield and land on one foot

kicks are already op, the last thing we need now is a server full of people doing jump kicks as their main choice of attack
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on February 29, 2016, 04:45:59 pm
Kicks are OP? They barely do anything and you're far more likely to miss and put yourself at risk.
Title: Re: Dev Blog #5 Combat
Post by: Ikarus on February 29, 2016, 05:18:11 pm
Kicks are OP? They barely do anything and you're far more likely to miss and put yourself at risk.

maybe in usual battles against multiple foes, but when it comes to 1 on 1 fights, they´re pretty nasty
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on February 29, 2016, 07:07:02 pm
I reckon being able to be knocked down should be in the game. Maybe from a shield bash or something.
Title: Re: Dev Blog #5 Combat
Post by: Kafein on February 29, 2016, 10:22:59 pm
So, I'm sorry for being so slow but I'm still confused as to what are the differences between changing your stance and blocking.

If I hit LMB and swipe to the left, I change to the "left stance". Is that change effective immediately?

From the moment that I enter "left stance", I get autoblock on every left attack, so it is my understanding that changing stances is virtually the same as blocking, except you don't have to hold LMB. And I guess there isn't a movement speed penalty to it either.

Now let's consider attacking. If I'm in the left stance, I can't do a right attack, but as far I can tell that's pretty much the only difference with how attacking works in Warband.

Is this correct?
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on February 29, 2016, 10:53:33 pm
I thought holding rmb plus swipe left will change you into left stance, while lmb will always initiate an attack movement.

Yeah, you're autoblocking every hit from the left but you'll lose stamina doing so. They said manually blocking by aiming and hitting rmb will result in a perfect block without stamina loss (and possibly less stun?)

Quote
Now let's consider attacking. If I'm in the left stance, I can't do a right attack, but as far I can tell that's pretty much the only difference with how attacking works in Warband.

You can do attacks within a certain range of angles. It's not that left stance will only allow for a plain left attack as in Warband, but still all attacks from the left will be passively parried if in the right stance which is a little weird.
I mean, the penalty for passively parrying would need to be quite high so you want to avoid it. Otherwise you'll only concentrate on being in the right stance rather than actively parrying.
Title: Re: Dev Blog #5 Combat
Post by: Jezbelle on February 29, 2016, 11:28:19 pm
n
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on March 01, 2016, 12:08:54 am
I got you, but if I understand it correctly parrying will be a lot easier than attacking as for an attack you'll need to perform two actions: 1. get in the prefered stance and 2. strike from your prefered angle.
Now for a passive block all you need to to it being in the right stance.

So if your opponent is not mentally retarded he'll always be able to parry any attack you can throw at him, making the offensive play style dull since you can't just finish him off with a couple of well placed feints.

But then again that's basically how fighting against someone with a shield in Warband is like: Blocking is incredibly easy but the shield will break eventually, analogous to running out of breath from passively parrying all too often in MBG.
Maybe it's not that bad afterall :D
Title: Re: Dev Blog #5 Combat
Post by: Jezbelle on March 01, 2016, 12:15:36 am
n
Title: Re: Dev Blog #5 Combat
Post by: Kato on March 01, 2016, 12:50:37 am
Can I just role play filthy peasant, who knows nothing about stances, don't care about magical passive blocks, but can block-attack freely like in Warband?  :twisted:

I have no doubt that with stances combat will looks a lot cooler in duels and videos, but it will be fun for thousands of hours?

Please show us some group fights in next video.
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on March 01, 2016, 04:13:49 am
So you are saying you want the horribly unrealistic combat of Warband? Just because something is more complicated doesn't make it bad. Let's remember that the devs are a team of individuals who all loved Warband. If all of these individuals can agree that the combat is good, I reckon it'll be pretty good
Title: Re: Dev Blog #5 Combat
Post by: McKli_PL on March 01, 2016, 07:09:42 am
So you are saying you want the horribly unrealistic combat of Warband?
hmm if i want realistic combat i would take a baseball bat and hit some ppl outside, this argument is the dumbest from all arguments in all kind of video games, seriously do u think that u can shoot ak47 like in video games? nope u can't yet still fps games are awesome, u can trow fireball spell? :mrgreen: yet mmo games are awesome :P  can u hit solid object with a car and shoot to cop while f*ing hooker? :mrgreen: yet Gta is a amazing game and last but not least do saw a Santa? fucker is so UNREALISTIC yet try to explain that he is not existing to some five or six year old kid :P
Game need to be fucking amazing,tense,deep,solid,fast but in some sort of control not fucking super duper realistic :!:
Title: Re: Dev Blog #5 Combat
Post by: Golem on March 01, 2016, 08:31:16 am
Well, if they would do it as I suggested a couple posts ago, all this double clicking nonsense would be gone.
But they won't listen. Hell, they won't even try it out...
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on March 01, 2016, 10:06:06 am
It's their game... And your opinion is yours, other people might not like it.
Title: Re: Dev Blog #5 Combat
Post by: Golem on March 01, 2016, 12:00:47 pm
It's their game... And your opinion is yours, other people might not like it.
From this whole discussion I gathered that people don't like double clicking to do an action. The way I suggested would solve that while still maintaining the mechanics outlined in the video. Instead the devs decided to alter the mechanics again. Those mechanics were perfect all I am suggesting is change of controls, not mechanics.
EDIT: Also, it's my game aswell. Atleast 0.0001%  :P
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on March 01, 2016, 05:07:17 pm
From this whole discussion I gathered that people don't like double clicking to do an action. The way I suggested would solve that while still maintaining the mechanics outlined in the video. Instead the devs decided to alter the mechanics again. Those mechanics were perfect all I am suggesting is change of controls, not mechanics.
EDIT: Also, it's my game aswell. Atleast 0.0001%  :P

I misinterpreted what u were trying to say. But yeah I suppose less clicks would be better. But if the decs want to implement different mechanics that's good. The more they experiment, the better the combat will be (hopefully)
Title: Re: Dev Blog #5 Combat
Post by: Golem on March 01, 2016, 07:37:32 pm
I misinterpreted what u were trying to say. But yeah I suppose less clicks would be better. But if the decs want to implement different mechanics that's good. The more they experiment, the better the combat will be (hopefully)
You never tried to create anything, did you? If you keep enhancing a drawing or a wood carving, you MUST stop at a certain point. Otherwise, there won't be anything left and you will have to start over. Which would suck and I don't want the release date to be December 3010
Title: Re: Dev Blog #5 Combat
Post by: cmp on March 01, 2016, 08:55:11 pm
You never tried to create anything, did you? If you keep enhancing a drawing or a wood carving, you MUST stop at a certain point. Otherwise, there won't be anything left and you will have to start over.

That is a pretty bad analogy.. with software you can rewind to any point and resume from there.
Title: Re: Dev Blog #5 Combat
Post by: Golem on March 01, 2016, 08:58:56 pm
That is a pretty bad analogy.. with software you can rewind to any point and resume from there.
Sure, but you may lose sight of what it was you were creating in the first place.
Title: Re: Dev Blog #5 Combat
Post by: Jezbelle on March 02, 2016, 02:14:20 pm
n
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on March 02, 2016, 04:52:29 pm
I'm curious as to how the whole one big world is gonna work
Title: Re: Dev Blog #5 Combat
Post by: Reapy on March 02, 2016, 10:44:36 pm
Just saw the video and it looks really great. I've always thought in my head with warband, how in the world do you keep direction based melee attacks/blocks and eliminate the pretty horrible animation feint spam, and bam, here you go.

The more I kick the system around in my head the more I think you have a really great base here. Sure, the numbers will have to get tweaked around and all that like any game, but the idea of the mechanics feel solid.

I like that switching stances takes time and it is controlled, meaning you can make it take more or less time depending on the feel you are going for. I think it is really nice to have 8 attack directions yet cover them with 4 passive stances, but you have to risk to get the perfect block. I thought having the 360 directions blocking/attacking just added complexity and no depth, but this system seems nip that in the bud.


I was going to be concerned that it might be too easy to block in time, but you guys mentioned there is a feint mechanic, and really to feint you change stances, then attack, so it's just adding in some latency to changing directions, which doesn't have to be that much at all.

The stance switch time might be everything really, I can see the idea of needing to balance your need to swing the correct direction vs the stance the opponent is using and when to mirror them or go off their stance. The time you have to flow from one stance to the other will determine if you have to passively wait for them or can start leading them in a stance switch so they'll have to follow to block you or get hit.

That speed will determine how well you can defend multiple opponents, if you have a long time to stop stances you need that much more space between your opponents. I mean in warband you only beat multiple opponents by managing how many can attack you at once and how far away they are, two good players that can swing simultaneously will get you fast, but if you can time it so you parry one, then the other, with enough time to adjust your block, you are good. You should be able to do the same here, though one of those blocks might just be a passive rather than a good active one due to time, giving a bigger stamina penalty.

Speaking of which, I think the stamina you have in seems like it's just going to be your secondary resource manager. Your 'special abilities' are sprints, lunges and whatever else they add. It seems like the more tired you get the less special abilities you have, but you should be able to move around and swing just like a normal player through most fighting, meaning if you have good swordwork/blocking, you should be fine in a low stamina state. That doesn't sound too bad to me and might add another interesting layer to things.

For sprinting, I really like the warband way, maybe not 100% but the idea of having to hold w for 3 seconds while doing nothing else.  In war of the roses alpha they had shift sprinting at will basically, and you'd end up playing out a combat with a person at full sprint all the time, like fighter planes. It was like, either you decide to make the movement speed that high, or just make it so you can't do it reasonably in combat.

 I like the idea of sprint as a 'transport' just a way to go from fight to fight, but not being a huge factor in the fight itself, let us work out weapon ranges from a semi constant movement speed rather than a constantly changing threat range.

All in all I think the game is looking great and heading in really positive direction with the combat. It feels much more refined and thought out than the 360 combat from before.
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on March 02, 2016, 11:06:06 pm
For sprinting, I really like the warband way, maybe not 100% but the idea of having to hold w for 3 seconds while doing nothing else

I like it too. But I also didn't mind sprinting like it's done in Chivalry which is hardly more than jogging anyway.
It just shouldn't get too speedy. That's where horses are supposed to come into play.
Title: Re: Dev Blog #5 Combat
Post by: The_Bloody_Nine on March 03, 2016, 08:36:50 am
...

Nice to see you still follow this game! Hope you'll do some videos again after it's release  :D

(click to show/hide)
Title: Re: Dev Blog #5 Combat
Post by: Malaclypse on March 03, 2016, 09:28:49 am
Reapy waited five years to make that post, damn dude. Also awesome to know they may be joining us in donkeygame :)
Title: Re: Dev Blog #5 Combat
Post by: Tomas_Miles_again on March 03, 2016, 12:42:29 pm
Sure, but you may lose sight of what it was you were creating in the first place.
You can prevent that by defining requirements in the beginning, having different features/ideas in different branches etc
Title: Re: Dev Blog #5 Combat
Post by: Reapy on March 03, 2016, 05:27:58 pm
I think the whole thing is great really, I think it is crazy to see what CRPG turned into from a group of guys that started from basically just playing some game on the internet, and how they kept everything up and running for so long. Then taking the step to pack up and move to different countries just to work on this is huge, not something I'm sure I would be able to have done myself at all. I really hope they do well with it, this is a tough genera to crack.

I think all the melee games after warband failed to have longevity because none of the developers actually understood the mechanics of warband and the iterations it went through, so they made a lot of the same mistakes that were in it early on. The crpg guys here obviously know warband and have been trying to mess with the engine and combat mechanics in crpg for years, so it's no surprise to see that what they are coming up with is something different yet understanding the realities of playing and controlling a game.

I hope next year or the year after I'll be happily playing this game and bannerlord getting pwned by everybody again!
Title: Re: Dev Blog #5 Combat
Post by: Son Of Odin on March 03, 2016, 05:56:40 pm
That is a pretty bad analogy.. with software you can rewind to any point and resume from there.

Tell that to Kingdom Come: Deliverance devs who said they added 2000 different animations for each weapon :D
Title: Re: Dev Blog #5 Combat
Post by: Reapy on March 03, 2016, 06:00:28 pm
Okay now I'm spamming but I thought of some questions, and probably the answer will all be yes, but thought I would ask.

- Attack interrupts.  Is this the m&b way, full interrupt when you hit, so you basically race to 'first touch' of the weapon? Or the chiv way, only interrupt on specific phases of a swing?

- Weapon sweet spots, are you guys deadening the front/back damage of a swing?

I think if you don't do this, animations get exploited to make weapons hit faster.  Chiv had a problem with this because when you looked at the ground the model's upper torso bent in half, this effectively brought the start of polearm overhead swings closer to the ground such that they would hit as soon as an overhead attack came out. WOTR same deal with slashing people standing 90 degrees left of you on horizontal swings.

Essentially it made it optimal to be looking at the ground or hitting people behind you, there was no point to actually looking at your opponent.

I guess this can also be controlled with very careful animation placement too but that seems a lot harder to do. 

- Any type of weapon collision planned, eg if we both swing at the same time at the space in front of us? I think this is probably unrealistic given the animation work and collision detection that has to go on for it, but was wondering.

- Chamber blocks or some similar mechanic? Doesn't seem to fit what is there now at first thought but who knows. It's obviously a mechanic that confused people a lot.

- When you attack can you hold/delay the release of the swing? If so any effects for doing so? I liked m&b's short little 'golf swing' like mechanic, where as viking's longer held strike seemed to defeat the purpose of ever switching directions, it gave people plenty of time to get the correct block.

- Is there some sort of stunning when you are blocked? It seems so, or is that just a property of you getting your stance changed + stance change time before you can attack back, or there is a block stun?

Okay, I think that's all I can think of for now.
Title: Re: Dev Blog #5 Combat
Post by: xxkaliboyx on March 03, 2016, 06:30:58 pm
I guess the only question I have right now and sorry if this has been answered but I could not find a reference anywhere...

Can you lose stamina by blocking in anyway?
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on March 03, 2016, 07:04:14 pm
I guess the only question I have right now and sorry if this has been answered but I could not find a reference anywhere...

Can you lose stamina by blocking in anyway?

Yes, just watch the vid. Each block makes the player lose stamina. However with an active parry, I don't think you lose stamina
Title: Re: Dev Blog #5 Combat
Post by: Kafein on March 06, 2016, 01:55:56 pm
So you are saying you want the horribly unrealistic combat of Warband? Just because something is more complicated doesn't make it bad. Let's remember that the devs are a team of individuals who all loved Warband. If all of these individuals can agree that the combat is good, I reckon it'll be pretty good

I would trust Jacko and Paul with everything about combat, it's the others I'm a tad bit concerned about :lol:
Title: Re: Dev Blog #5 Combat
Post by: autobus on March 06, 2016, 03:30:00 pm
I would trust Jacko and Paul with everything about combat, it's the others I'm a tad bit concerned about :lol:
eu3. now. сука блядь.
Title: Re: Dev Blog #5 Combat
Post by: Son Of Odin on March 06, 2016, 10:22:03 pm
eu3. now. сука блядь.

Gib alpha. Now. сука блядь.
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on March 07, 2016, 06:43:37 am
I like it too. But I also didn't mind sprinting like it's done in Chivalry which is hardly more than jogging anyway.
It just shouldn't get too speedy. That's where horses are supposed to come into play.

The truth is people can sprint pretty fast in real life. Of course armour would slow it substantially, but even then, it isn't slow. Stamina comes in to stop people sprinting to much.
Title: Re: Dev Blog #5 Combat
Post by: Maestro on March 07, 2016, 07:13:42 am
when can we expect next video update?
Title: Re: Dev Blog #5 Combat
Post by: Golem on March 07, 2016, 07:54:54 am
I am not sure what game it was, but they said you can adjust movement speed with the mousewheel, in that game. That would be a worthwhile feature, imo.
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on March 07, 2016, 04:40:50 pm
I am not sure what game it was, but they said you can adjust movement speed with the mousewheel, in that game. That would be a worthwhile feature, imo.

Great idea. And we can change weapons by pressing Numpad Enter...
Title: Re: Dev Blog #5 Combat
Post by: Golem on March 07, 2016, 04:44:33 pm
123456789, is that enough weapons for you?
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on March 08, 2016, 08:25:54 am
Sometimes changing weapons quickly is necessary, so hitting numbers is just too clunky imo. I hate FPS games where you change with the numbers. Pressing shift is right by your finger and is the most commonly used, and most people are used to it. Did anyone watch the Bannerlord livestream? Their combat looked pretty interesting, however it's not really different from Warbands ideas, just vastly improved animations. I'm really looking forward to the multiplayer on that.
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on March 08, 2016, 10:22:00 am
however it's not really different from Warbands ideas, just vastly improved animations.

Exactly... so what is interesting about it? They just took the safe route.
I would have done the same in their place...
Title: Re: Dev Blog #5 Combat
Post by: Golem on March 08, 2016, 10:44:37 am
Sometimes changing weapons quickly is necessary, so hitting numbers is just too clunky imo. I hate FPS games where you change with the numbers. Pressing shift is right by your finger and is the most commonly used, and most people are used to it. Did anyone watch the Bannerlord livestream? Their combat looked pretty interesting, however it's not really different from Warbands ideas, just vastly improved animations. I'm really looking forward to the multiplayer on that.

I am assuming you meant Shift for sprinting?
Well, if you have a big map and need to get from point A to point B quickly, but without your stamina draining 5 times in the proccess, adjustable levels of running speed would be really cool. I'm basically suggesting a mechanic, that would add 5 running speeds for various distance running and you bicker about the controls. It could as well be bound to + and - we are in 2016, rebindable keys are a certainty.
So, that means, you're playing a game at being a cunt and disagreeing with everything I say, out of spite.
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on March 12, 2016, 07:48:09 am
So much for Bi-weekly devblogs  :D
Title: Re: Dev Blog #5 Combat
Post by: The_Bloody_Nine on March 12, 2016, 11:02:42 am
Well, at least nobody is really surprised by that.  :)
Title: Re: Dev Blog #5 Combat
Post by: Beauchamp on March 12, 2016, 08:28:36 pm
Well, at least nobody is really surprised by that.  :)

or more likely not many really care anymore :)
Title: Re: Dev Blog #5 Combat
Post by: Golem on March 12, 2016, 08:37:31 pm
I was more suprised when they said they would do bi-weekly vlogs, especially because I thought they meant twice-a-week.
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on March 12, 2016, 08:44:26 pm
or more likely not many really care anymore :)

speak for yourself
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on March 12, 2016, 09:20:18 pm
Last time they atleast told us that they were busy making a devblog. First time i thought they said weekly  :D
Title: Re: Dev Blog #5 Combat
Post by: chadz on March 12, 2016, 10:41:56 pm
We're working on something cooler than a blog. you'll like it
Title: Re: Dev Blog #5 Combat
Post by: Maestro on March 12, 2016, 10:47:53 pm
We're working on something cooler than a blog. you'll like it
this month?
Title: Re: Dev Blog #5 Combat
Post by: Rebelyell on March 12, 2016, 10:48:09 pm
We're working on something cooler than a blog. you'll like it
Pizza?
Title: Re: Dev Blog #5 Combat
Post by: Golem on March 12, 2016, 11:04:02 pm
visitors can't see pics , please register or login

Title: Re: Dev Blog #5 Combat
Post by: GRANDMOM on March 12, 2016, 11:16:36 pm
The following words has never been written before in history nor will it be written anywhere or anytime again

We're working on something cooler than a blog.

Title: Re: Dev Blog #5 Combat
Post by: Algarn on March 12, 2016, 11:41:36 pm
The following words has never been written before in history nor will it be written anywhere or anytime again

Alpha for scholars confirmed, next thing is Half Life 3.
Title: Re: Dev Blog #5 Combat
Post by: Golem on March 12, 2016, 11:50:11 pm
I can't wait to see everyone learning a new game and failing hard at first.  :mrgreen:
Title: Re: Dev Blog #5 Combat
Post by: Leshma on March 13, 2016, 12:14:25 am
Doubt that. But you never know. Some people needed a week to get good at Mount&Blade, it took me few months but many indeed wasted few years before they had basics covered.
Title: Re: Dev Blog #5 Combat
Post by: Golem on March 13, 2016, 12:32:25 am
Doubt that. But you never know. Some people needed a week to get good at Mount&Blade, it took me few months but many indeed wasted few years before they had basics covered.

Easy to learn, hard to master.
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on March 13, 2016, 05:37:25 am
We're working on something cooler than a blog. you'll like it

I suspect they mean the new forums, which would mean the new name being revealed.

Edit: What sort of timeframe can we expect for this new 'thing' you are working on. Undoubtedly I will add 10 days to get a more accurate date   :D
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on March 13, 2016, 07:45:30 am
I suspect they mean the new forums, which would mean the new name being revealed.

I would prefer a devblog :P
Title: Re: Dev Blog #5 Combat
Post by: Golem on March 13, 2016, 09:52:48 am
I suspect they mean the new forums, which would mean the new name being revealed.

Obviusly not. How is that better than a vlog?
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on March 13, 2016, 10:33:00 am
Obviusly not. How is that better than a vlog?

Good point. I hope it's alpha, but I'm not gonna get all excited cause it's probably not. That would just seem too good to be true.  :D
Title: Re: Dev Blog #5 Combat
Post by: Golem on March 13, 2016, 10:56:23 am
Good point. I hope it's alpha, but I'm not gonna get all excited cause it's probably not. That would just seem too good to be true.  :D

Would make sense though, whenever they do a devlog they receive inordinate amount of speculation, Alpha would get rid of that and they would finally get feedback about the real game and not a concept.
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on March 13, 2016, 06:55:22 pm
But didnt they say Alpha was 10ish weeks away? Or was that early access?

But I didnt fund them so  :cry: I found out too late
Title: Re: Dev Blog #5 Combat
Post by: Golem on March 13, 2016, 07:42:47 pm
But didnt they say Alpha was 10ish weeks away? Or was that early access?

But I didnt fund them so  :cry: I found out too late

Dude, you literally registered like 4 months ago, I wouldn't even let you.
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on March 13, 2016, 10:25:32 pm
A legit well-made trailer maybe?
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on March 14, 2016, 04:09:09 am
They will probably only have a trailer after alpha, or released with it
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on March 14, 2016, 05:22:50 am
Dude, you literally registered like 4 months ago, I wouldn't even let you.

I've been following the forum for more than a year, registering was disabled, but u can make an account through the cRPG website. I only made an account 4 months ago, but I've been following the Melee project since the Kickstarter
Title: Re: Dev Blog #5 Combat
Post by: Golem on March 14, 2016, 01:12:55 pm
I've been following the forum for more than a year, registering was disabled, but u can make an account through the cRPG website. I only made an account 4 months ago, but I've been following the Melee project since the Kickstarter

Still, the kickstarter was like 4 months after the funding.
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on March 14, 2016, 06:50:13 pm
Still, the kickstarter was like 4 months after the funding.

Well they have an investor, so they are fine for money. Im just curious as to who that investor is  :D Hopefully we will know after Early Access release.
Title: Re: Dev Blog #5 Combat
Post by: Prpavi on March 16, 2016, 01:06:25 pm
Imo you are overthinking it, 4 stances, 8 directions, the combat on a big scale will be a mess and way too random, just steal the m:b guys idea of 4 attack directions and 4 blocks, it's simple yet has depth and works perfectly, focus on your animations that still look way to glidey (not a word but you get the drift) and make the game really responsive.

Also start building your playerbase, if this forum is your gateway to new players, may god be with youy you'll need it.
Title: Re: Dev Blog #5 Combat
Post by: Golem on March 16, 2016, 01:58:28 pm
Imo you are overthinking it, 4 stances, 8 directions, the combat on a big scale will be a mess and way too random, just steal the m:b guys idea of 4 attack directions and 4 blocks, it's simple yet has depth and works perfectly, focus on your animations that still look way to glidey (not a word but you get the drift) and make the game really responsive.

Also start building your playerbase, if this forum is your gateway to new players, may god be with youy you'll need it.

new forum inc
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on March 16, 2016, 02:02:27 pm
Imo you are overthinking it, 4 stances, 8 directions, the combat on a big scale will be a mess and way too random, just steal the m:b guys idea of 4 attack directions and 4 blocks, it's simple yet has depth and works perfectly, focus on your animations that still look way to glidey (not a word but you get the drift) and make the game really responsive.

The previous system they had (360° angles) was already superiour to Warband's. Why would they go back to something that's inferiour to the system you they already had in place just because people are used to what Warband introduced half a decade ago? Innovation is not a bad thing.

Quote
Also start building your playerbase, if this forum is your gateway to new players, may god be with youy you'll need it.

You can't have a playerbase if you don't have a game. Right now I think it's safer not to publicize everything they worked on. People might bash it to no end when it doesn't look polished enough. People are already comparing it to Bannerlord which is somewhat ahead. They might just think it's the less popular Bannerlord without grasping the whole concept.

They should just hit with a big trailer that introduces a polished combat system and the idea behind the game. Then it'll be a success.
Title: Re: Dev Blog #5 Combat
Post by: Kafein on March 16, 2016, 09:52:39 pm
new forum inc

Off topic section will be missed :'(
Title: Re: Dev Blog #5 Combat
Post by: Hellsing on March 17, 2016, 12:13:01 am
Off topic section will be missed :'(

As our own forum gives us the power to abuse you even more, we decided to.. move to our own forums.


Rejoice, slaves!
Title: Re: Dev Blog #5 Combat
Post by: The_Bloody_Nine on March 17, 2016, 08:24:16 am
Imo you are overthinking it, 4 stances, 8 directions, the combat on a big scale will be a mess and way too random, just steal the m:b guys idea of 4 attack directions and 4 blocks, it's simple yet has depth and works perfectly, focus on your animations that still look way to glidey (not a word but you get the drift) and make the game really responsive.

I probably would have just copied it as well, because I really like M&B combat even after all that time. But especially for multiplayer it is in no way perfect. Like he says:

I've always thought in my head with warband, how in the world do you keep direction based melee attacks/blocks and eliminate the pretty horrible animation feint spam, and bam, here you go.

Just think of all that shit we all do (some more elegant, some less) to get past blocks, it's really ridiculous if you present that to someone new to the game. Sure, it's better than random button bashing but basically it always comes down into tricking your opponent into a false block or abusing glitches. There is no mechanism to beat a player with perfect blocking at the core of combat. That's why we got chambers, kicks and nudges but they are all only workarounds. They even tried to make blocks not instant back then which was horrible of course.

I'm really sceptical if this supposed system will work, but the reasons to try it are perfectly comprehensible imo.
Title: Re: Dev Blog #5 Combat
Post by: Golem on March 17, 2016, 10:55:34 am
I probably would have just copied it as well, because I really like M&B combat even after all that time. But especially for multiplayer it is in no way perfect. Like he says:

Just think of all that shit we all do (some more elegant, some less) to get past blocks, it's really ridiculous if you present that to someone new to the game. Sure, it's better than random button bashing but basically it always comes down into tricking your opponent into a false block or abusing glitches. There is no mechanism to beat a player with perfect blocking at the core of combat. That's why we got chambers, kicks and nudges but they are all only workarounds. They even tried to make blocks not instant back then which was horrible of course.

I'm really sceptical if this supposed system will work, but the reasons to try it are perfectly comprehensible imo.

I won plenty of fight just boring my opponents out with perfect blocks and simple attacks.
Title: Re: Dev Blog #5 Combat
Post by: Gnjus on March 17, 2016, 12:52:50 pm
Golem your posts are even more disgusting than your avatar......may I recommend this for a change:

(click to show/hide)
?
Title: Re: Dev Blog #5 Combat
Post by: Golem on March 17, 2016, 01:42:53 pm
Golem your posts are even more disgusting than your avatar......may I recommend this for a change:

(click to show/hide)
?

I'm going to have nightmares about that  :shock:

EDIT: searched 'gnomo' on google for more disgusting images, found weed 4/20 would search again
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on March 17, 2016, 05:33:52 pm
Imo you are overthinking it, 4 stances, 8 directions, the combat on a big scale will be a mess and way too random, just steal the m:b guys idea of 4 attack directions and 4 blocks, it's simple yet has depth and works perfectly, focus on your animations that still look way to glidey (not a word but you get the drift) and make the game really responsive.

Also start building your playerbase, if this forum is your gateway to new players, may god be with youy you'll need it.

Why don't you first try it, and then say if you think Warbands is better. I think having the combat like Warbands would be such a waste of a game. Their combat looks good and seems to be pretty skill based. The idea of Melee is to have a completely different game to Warband. Just because one developer made a combat system half a decade ago, that was very successful, doesn't mean you have to copy them.

For example, CS:GO is very unrealistic, and it isn't even possible to look through the sight of your gun (except scopes). Other things such as jumping mean u have a game full of bunny hoppers. But guess what, it's one of the most popular games in the world. Other games like ArmA 3 have a far smaller playerbase, but ArmA 3 is a way better game. Yes they are very different types of games, but I'm just showing how watered down games that appeal to everyone are just horrible.
Title: Re: Dev Blog #5 Combat
Post by: Prpavi on March 18, 2016, 12:55:53 am
Why don't you first try it, and then say if you think Warbands is better. I think having the combat like Warbands would be such a waste of a game. Their combat looks good and seems to be pretty skill based. The idea of Melee is to have a completely different game to Warband. Just because one developer made a combat system half a decade ago, that was very successful, doesn't mean you have to copy them.

For example, CS:GO is very unrealistic, and it isn't even possible to look through the sight of your gun (except scopes). Other things such as jumping mean u have a game full of bunny hoppers. But guess what, it's one of the most popular games in the world. Other games like ArmA 3 have a far smaller playerbase, but ArmA 3 is a way better game. Yes they are very different types of games, but I'm just showing how watered down games that appeal to everyone are just horrible.

Or just hot fun, simulator games never really appealed to me.

I'm merely thinking how will all this stances and directions work in a 50v05 fuckfest, so many random things and fails the game won't be fun for me. Warbands simplicity worked perfecty in these scenatios.
Title: Re: Dev Blog #5 Combat
Post by: BeastSVK on March 18, 2016, 09:24:39 am
Some realy interesting video about stamina and its effect in combat...
https://www.youtube.com/watch?v=9IAyKBdo-lk

i saw interesting point in comments about separate stamina for legs and upper part of body ..that could be interesting if well applied .. so running and walking will affect  your legs stamina so you will be slower in combat once u run out of legs stamina  but there is still stored energy in your upper body muscles  your blows and parry will be more or less 100% but only your movement in fight will be slower,..there is ton of other things that could be affected by this stamina separation .. terrain advantage etc.. and it will not punish your fighting stamina that much as if only one stamina mechanics would be used...
Title: Re: Dev Blog #5 Combat
Post by: Golem on March 18, 2016, 01:33:22 pm
Or just hot fun, simulator games never really appealed to me.

I'm merely thinking how will all this stances and directions work in a 50v05 fuckfest, so many random things and fails the game won't be fun for me. Warbands simplicity worked perfecty in these scenatios.
Why don't you first try it, and then say if you think Warbands is better. I think having the combat like Warbands would be such a waste of a game. Their combat looks good and seems to be pretty skill based. The idea of Melee is to have a completely different game to Warband. Just because one developer made a combat system half a decade ago, that was very successful, doesn't mean you have to copy them.

For example, CS:GO is very unrealistic, and it isn't even possible to look through the sight of your gun (except scopes). Other things such as jumping mean u have a game full of bunny hoppers. But guess what, it's one of the most popular games in the world. Other games like ArmA 3 have a far smaller playerbase, but ArmA 3 is a way better game. Yes they are very different types of games, but I'm just showing how watered down games that appeal to everyone are just horrible.

Now have you guys played Squad? It's Arma/Battlefield hybrid, with a lot of own features and it'd be perfect if...or rather when they optimise it. It's the perfect balance between a game that requires tactics and a game that's packed full of action(sure you might need to walk for 3 minutes at the start of the map, but once all the FOBs and rally points are set up, you basically spawn into action) also imo CSGO is rather realistic, to an extent, the problem is that there are a lot of features in the game, like RNG which are not properly implemented, with a corresponding weapon animation and so forth.
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on March 20, 2016, 03:46:05 am
Yup Bi-weekly devblogs for sure... you better be doing something good. :D
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on March 20, 2016, 10:21:57 am
Yes, throw in some treats!
It's been a month since last update.
Title: Re: Dev Blog #5 Combat
Post by: Reapy on March 20, 2016, 03:25:52 pm
I'm merely thinking how will all this stances and directions work in a 50v05 fuckfest, so many random things and fails the game won't be fun for me. Warbands simplicity worked perfecty in these scenatios.

I think the wording just seems a bit more confusing. There appears to be less complexity here than warband, complexity being how many things you can do at once.  At any given point you can only attack in 3 directions while in a stance, further if you aren't even doing anything and are in the same stance you will passively block it by doing nothing as long as you mirror their stance.  So really at most all you have to do is pick from 4 directions and be in that stance, just like warband, except you should have more time to recognize the stance hopefully.

When you want to try to do the 'good' block you still only have 3 directions to pick from asa the swing is coming in. So objectively speaking it should be easier to block in melee than warband. It probably depends on how quickly you can go from stance to stance though.

I was just thinking, I wonder if you can do something like keep an upper-left attack chambered constantly so you can't tell if i'm in left or upper stance, so can't effectively block it. Not really sure how the diagonals map out in the block system though.

I just think when they talk about the system it sounds scarier than it appears since 'stance' is usually something in a game that implies wildly different attacks, where here it actually is limiting what you can do more than enabling more options.
Title: Re: Dev Blog #5 Combat
Post by: Golem on March 20, 2016, 04:03:14 pm
Have you decided what UI and HUD will look like, yet?
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on March 20, 2016, 07:03:39 pm
Why did the devs suddenly go quiet... Something big better be happening  :D
Title: Re: Dev Blog #5 Combat
Post by: Byrdi on March 20, 2016, 07:15:46 pm
Why did the devs suddenly go quiet... Something big better be happening  :D

Lol. That is just how they are.
They have always been slow to communicate things out.
Most of the cRPG community have come to live with it by now. Thus the "December 2010" joke :)
Title: Re: Dev Blog #6 Tab Target & Quickbar Combos
Post by: MacX85 on March 21, 2016, 03:30:11 pm
Re: Dev Blog #6 Tab Target & Quickbar Combos

 :lol:
Title: Re: Dev Blog #6 Tab Target & Quickbar Combos
Post by: Gravoth_iii on March 21, 2016, 03:36:03 pm
Radio silence usually either means that a whole lot is going on and they're busy, or that nothing's going on at all and the Donkeys are all nursing St Patrick's day hangovers still (+ chadz is cramming Cadbury's Cream Eggs into his mouth for a bet)

Sick ruse bro. Dark souls targetting confirmed? Could be cool. Gotta get the console players too, with dem controllers and shiz
Title: Re: Dev Blog #5 Combat
Post by: Falka on March 21, 2016, 04:05:01 pm
Title: Re: Dev Blog #5 Combat
Post by: Banok on March 22, 2016, 04:36:14 pm
Pretty late to discussion, no idea how good stances thing is until I try it but stamina system is a must have imo. Stamina works great in games like darksouls, just because it sucks in chivalry or whatever...

Also people seem to agree with chasey that hiltslashing is an intended add on feature that makes the game noob friendly, ok not exactly what he said but I still I had to laugh :lol:

Learning the idiosyncrasies of warband combat to abuse animations (ie using pikes in point blank range), some of you guys might think it made game fun, but I always saw it as incredibly lame and stupid - don't see how this stance system could be more confusing to new players than that bullshit.
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on March 22, 2016, 05:38:25 pm
...just because it sucks in chivalry or whatever...

I think it works really well in Chivalry. You can easily tire out swing spamming noobs and then finish them off.

hm, that came out vaguely sexual...
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on March 22, 2016, 07:07:59 pm
Hmm devs can you atleast say something so we know you aren't all dead. :D
Title: Re: Dev Blog #5 Combat
Post by: The_Bloody_Nine on March 23, 2016, 08:20:25 am
lol, I completely missed that in chases post. "Functions like Hiltslash" wtf? :D
Title: Re: Dev Blog #5 Combat
Post by: Beauchamp on March 23, 2016, 09:45:48 am
Hmm devs can you atleast say something so we know you aren't all dead. :D

dw, they will send you an email after two years once the game is made asking for your ks support like the last time :)
Title: Re: Dev Blog #5 Combat
Post by: Jacko on March 23, 2016, 10:33:53 am
Totally dead.
Title: Re: Dev Blog #5 Combat
Post by: Golem on March 23, 2016, 02:10:17 pm
Are we half way there?

Have you begun work on first person view, yet?
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on March 23, 2016, 07:48:58 pm
Are we half way there?

Have you begun work on first person view, yet?

If it's anything like in Warband, there won't be much work to do :D
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on March 24, 2016, 10:31:35 am
Totally dead.

Good to know :D

When will this secret thing you guys are working on be released? Days, weeks, months? December 3010?
Title: Re: Dev Blog #5 Combat
Post by: F i n on March 24, 2016, 11:55:21 am
Good to know :D

When will this secret thing you guys are working on be released? Days, weeks, months? December 3010?

We are talking days.

(click to show/hide)


On a serious note >

We are working really hard to get the game out, that includes basically everything from marketing, mechanics, coding, Worlddesign, Music, Sound etc. PP.

Rest assured we will let u know as soon as there's something new. Emphasizing the word "soon" here. 
Title: Re: Dev Blog #5 Combat
Post by: Golem on March 24, 2016, 01:06:50 pm
"I want to have somewhere set up a shop. some kind of "industry" running. I want to trade with girls. i want to buy them cheap, i want to sell them a lot higher. And i want to make profit from unsuspecting customers." (chadz, 2015)

Can we take a moment to apreciate this quote  :lol:
Title: Re: Dev Blog #5 Combat
Post by: Utrakil on March 24, 2016, 05:49:21 pm
Why is it that you guys keep prommissing things (like biweekly devblogs) and never keep word.
Just for fucksake stop anouncing anything and make it your official policy that "you will hear from us if/when we feel like it".
I don't mind some periods of silence. BUt I hate to hear false prommisses all the time.
If a man does't honour his own words how can he be expected to honour anything?
Title: Re: Dev Blog #5 Combat
Post by: Golem on March 24, 2016, 06:21:26 pm
Why is it that you guys keep prommissing things (like biweekly devblogs) and never keep word.
Just for fucksake stop anouncing anything and make it your official policy that "you will hear from us if/when we feel like it".
I don't mind some periods of silence. BUt I hate to hear false prommisses all the time.
If a man does't honour his own words how can he be expected to honour anything?

True
Title: Re: Dev Blog #5 Combat
Post by: tolonar on March 24, 2016, 07:32:34 pm
Afterwards, things should be more regular. What we're working on right now, its worth the wait :)
Title: Re: Dev Blog #5 Combat
Post by: Golem on March 24, 2016, 07:34:18 pm
I don't trust you anymore!  :|
Title: Re: Dev Blog #5 Combat
Post by: tolonar on March 24, 2016, 07:36:58 pm
Its funny no one listened to the 'other things coming your way' part of that devblog comment. Just hold on ^^
Title: Re: Dev Blog #5 Combat
Post by: Maestro on March 24, 2016, 08:01:10 pm
Its funny no one listened to the 'other things coming your way' part of that devblog comment. Just hold on ^^

We cant wait anymore. Give us some date or some new screenshot like one year ago. your russian developer IO dont remember his name released new screenshots of banners and weapons often.
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on March 24, 2016, 08:18:11 pm
so much tease....  :mad:
Title: Re: Dev Blog #5 Combat
Post by: chadz on March 24, 2016, 11:34:07 pm
Why is it that you guys keep prommissing things (like biweekly devblogs) and never keep word.
Just for fucksake stop anouncing anything and make it your official policy that "you will hear from us if/when we feel like it".
I don't mind some periods of silence. BUt I hate to hear false prommisses all the time.
If a man does't honour his own words how can he be expected to honour anything?

Think about it - do you really want us to only say what we can 100% guarantee is and will stay true? Because then we could say nothing. What we say is true at the moment. It may or may not change based on circumstances. (I believe we said "plan to", not "will", and I believe we also said that that there will be gaps)

The question is - do you want us to tell you about what's happening now, or do you want us to streamline our communication so we only announce the things after they happened, because then they will be correct and stay correct.

The thing is, we switch things, we change things, all the time. That is who we are. And we do the devblogs to keep you informed of what's happening as often as possible, because we want to share what we are doing with you because we like doing that. But our priority is, and always was, and always will be, making the best possible game. Everything else comes second. I understand how that can be annoying, but the end result will pay off, I can promise you that.
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on March 24, 2016, 11:49:34 pm
I personally would like to have some kind of notification in a sticky thread:

Quote
Next update in approx. 14 days

And if the expectation changes you can edit the post. Doesn't need to be exact in any way, just a broad timeframe so we know when to get excited and when to relax :D
Title: Re: Dev Blog #5 Combat
Post by: The_Bloody_Nine on March 25, 2016, 12:01:39 am
Well, if you say "we try to do devblogs every two weeks from now on" you could come back after three weeks and tell us it's not gonna happen, sry. I understand you completely because it seems pointless and maybe even shameful from your point of view to log on only to say that you can't give us anything despite what you said earlier. Still I think it is better than this silence every time.

Not that I haven't got used to it by now, but since this is brought up again...
Title: Re: Dev Blog #5 Combat
Post by: Utrakil on March 25, 2016, 12:02:15 am
Wow I guess that came across a litle more serious than intended. But anyway since I have your attention now let me rephrase.
I do like your devblogs and updates the way they are. And I am not asking you to silence yourselve because there might be doubts that a plan goes exactly as intended.

my complain was only addressed towards the scheduling of your devblogs.
I don't recall your exact words from all the post. But it is a known pattern(dec2010) that you guys give out a schedule for your next action and then nothing is heard or seen until weeks after the anticipated date.
I don't expect you donkeys to reach everything acording to schedule and always have a nice presentation at hand.
All I expect from you is either not giving any specification about when we might hear from you again.
or what I would prefer: You simply drop us a short message when the awaited day arrives. Even if it is only a short note that you are aware we are waiting for news but you will not be able to present anything for a week/month/trimester.
this just shows you are alive and have not forgotten your appointed day.

Keep up your work I hope I will see an alpha.exe soon.

PS: chadz if you say you try to do something it stays true even if you fail. So there is no problem at all to let us in into all your ideas no matter how unpredictable the outcome is. So keep us in the loop please.


edit spelling
Title: Re: Dev Blog #5 Combat
Post by: Golem on March 25, 2016, 12:48:44 am
The question is - do you want us to tell you about what's happening now, or do you want us to streamline our communication so we only announce the things after they happened, because then they will be correct and stay correct.

Yes.
Title: Re: Dev Blog #5 Combat
Post by: Gnjus on March 25, 2016, 08:20:37 am
Tolonar looks a bit like Thulsa Doom, I'm eagerly awaiting the video where she starts her transformation into a giant snake.

(click to show/hide)
Title: Re: Dev Blog #5 Combat
Post by: Rebelyell on March 25, 2016, 01:05:08 pm
What soo long with that pizza?
Title: Re: Dev Blog #5 Combat
Post by: Falka on March 25, 2016, 01:43:05 pm
We're working on something cooler than a blog. you'll like it

this month?

This year?
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on March 26, 2016, 09:30:05 am
Well it better be worth it.
Title: Re: Dev Blog #5 Combat
Post by: Byrdi on March 26, 2016, 12:26:33 pm
Well it better be worth it.

It is always worth it.

I honestly don't get why people are making such a big fuss about the devs not meeting some arbitrary deadline for blogs.
They don't owe us anything (except maybe for "early investors" but that is another matter)
What I have learned from following the cRPG development from when Donkey Crew was in charge is; that they are almost always "late" - but hardly never disappoint.
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on March 27, 2016, 07:32:47 am
It is always worth it.

I honestly don't get why people are making such a big fuss about the devs not meeting some arbitrary deadline for blogs.
They don't owe us anything (except maybe for "early investors" but that is another matter)
What I have learned from following the cRPG development from when Donkey Crew was in charge is; that they are almost always "late" - but hardly never disappoint.

I'm just excited for this game and I am a very impatient person  :D. I have my fingers crossed that it's either a playable alpha or the new forums. Hopefully it's the first, but I won't assume anything.
Title: Re: Dev Blog #5 Combat
Post by: Templar_Ratigan on March 28, 2016, 04:57:14 pm
Nice update.

But, and this is going to be fairly unpopular, it looks overly complicated and stilted. Combat needs to flow and stamina + stances don't appear to allow for that.

However, I haven't played it so I'll keep in mind that it may not play like it looks.
Title: Re: Dev Blog #5 Combat
Post by: Golem on March 28, 2016, 07:09:08 pm
Nice update.

But, and this is going to be fairly unpopular, it looks overly complicated and stilted. Combat needs to flow and stamina + stances don't appear to allow for that.

However, I haven't played it so I'll keep in mind that it may not play like it looks.

Well yeah, everyone knows that 30 people will play it for a month and then everyone will return to cRPG, but it's worth the effort.
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on March 28, 2016, 07:59:54 pm
It's not like there's that many people left playing crpg... I wouldn't even say M:BG tries to be the "new crpg" anyway.
Title: Re: Dev Blog #6
Post by: Kansuke on March 29, 2016, 07:24:25 pm
I find the system they used in the upcoming game Mordhau very well though:

https://www.youtube.com/watch?v=p-B4AwgArwA
Title: Re: Dev Blog #6 Fishing Mechanics
Post by: Gravoth_iii on March 29, 2016, 07:35:47 pm
I find the system they used in the upcoming game Mordhau very well though:

https://www.youtube.com/watch?v=p-B4AwgArwA

Lots of melee games coming, one of them oughta be good.
Title: Re: stop fucking renaming the recent posts
Post by: MacX85 on March 29, 2016, 07:49:54 pm
Lots of melee games coming, one of them oughta be good.

Sure, some of them are good but the ones who are don't offer a big persistent open world with hundreds of players and the ones that do suck combat-wise.
Title: Re: Dev Blog #6
Post by: Gaz.Spencer on March 29, 2016, 08:05:24 pm
I find the system they used in the upcoming game Mordhau very well though:

https://www.youtube.com/watch?v=p-B4AwgArwA

Mordhau just strikes me as a improved chivalry. Melee has that RPG aspect, where as, some of these other games are just combat focused.
Title: Re: Dev Blog #6
Post by: pogosan on March 29, 2016, 09:21:03 pm
Title: Re: Dev Blog #6 Time to play!
Post by: vipere on March 29, 2016, 10:34:13 pm
When is the new devblog ?
Title: Re: Dev Blog #6
Post by: Kelugarn on March 29, 2016, 11:48:50 pm
It's a tutorial map from Chivalry. So much fucking effort, wow.

True, but it looks like the combat is a great improvement. To me playing Chivalry always felt like trying to wade up a river while drunk.
Title: Re: Dev Blog #6
Post by: pogosan on March 30, 2016, 01:47:39 am
Title: Re: Dev Blog #5 Combat
Post by: Nebun on March 30, 2016, 02:29:37 am
Mele Battleground is the best idea so far and by far, how it will end up we can only guess.
2nd in line would probably be Life is feudal. But not sure how well it will go with such a horrible fighting system and low amount of equipment. And no large scale battles as in strategus.
Everything else is just to kill time until Mele is out. Games without purpose like Native.

But its hard to follow game with no cookies and very rare updates. Would be interesting to follow process even if its small things. I hope chadz preparing something big for next update.
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on March 30, 2016, 09:27:42 am
Mele Battleground is the best idea so far and by far, how it will end up we can only guess.
2nd in line would probably be Life is feudal. But not sure how well it will go with such a horrible fighting system and low amount of equipment. And no large scale battles as in strategus.
Everything else is just to kill time until Mele is out. Games without purpose like Native.

But its hard to follow game with no cookies and very rare updates. Would be interesting to follow process even if its small things. I hope chadz preparing something big for next update.

I think they may have scraped the whole idea of blogs and just put all their time and effort into the game. As long as the game is playable ASAP without sacrificing it's quality of course.
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on March 30, 2016, 09:47:24 am
How much could a one-monthly short video or text+screenshots possibly cut from the development time?
Title: Re: Dev Blog #6
Post by: Templar_Ratigan on March 30, 2016, 09:54:06 am
I find the system they used in the upcoming game Mordhau very well though:

https://www.youtube.com/watch?v=p-B4AwgArwA

His point about realism at the end should be considered by all CRPG players, especially by those who love to pull it out to justify a personal dislike of something.
Title: goddamnit
Post by: Sandersson Jankins on March 30, 2016, 09:59:58 am
you fucking shits stop doing that
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on March 30, 2016, 10:55:20 am
How much could a one-monthly short video or text+screenshots possibly cut from the development time?

Every second counts!

It seems like they are changing too many things to be giving specifics about the game. Maybe in a bit more time things will start to be a little more concrete and they can set out a steady flow of updates/blogs.
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on March 30, 2016, 11:32:32 am
It seems like they are changing too many things to be giving specifics about the game. Maybe in a bit more time things will start to be a little more concrete and they can set out a steady flow of updates/blogs.

Possibly, but still would be nice to see anything even a screenshot from the world map or characters doing something other than fighting.
Title: Re: Dev Blog #5 Combat
Post by: Golem on March 30, 2016, 11:49:34 am
Possibly, but still would be nice to see anything even a screenshot from the world map or characters doing something other than fighting.

Like standing around?  :lol:
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on March 30, 2016, 11:53:42 am
Like standing around?  :lol:

Like chopping wood, sitting or what do I know... ^^
Title: Re: Dev Blog #5 Combat
Post by: Golem on March 30, 2016, 02:19:41 pm
Like chopping wood, sitting or what do I know... ^^

I think the focus for now is on combat, but what do I know...
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on March 30, 2016, 03:01:14 pm
I think the focus for now is on combat, but what do I know...

We saw some sawing wood animation in the background in the first of the Belfast devblogs.
Title: Re: Dev Blog #6
Post by: Leshma on March 30, 2016, 05:48:48 pm
Mordhau just strikes me as a improved chivalry. Melee has that RPG aspect, where as, some of these other games are just combat focused.

Light RPG elements cRPG offers is enough for me tbh. Not into Strategus or grand strategies of that kind. Combat comes first everything else after. If Donkeys focus is on game systems like Life is Feudal where you spend more time gathering resources and building stuff than fighting, then it's not a game for me.

Based on what I saw in latest video, Mordhau is much better than Chivalry, which is ultimately arcade game for simpletons. Mordhau seems to have everything from Warband but much improved. Combat finally looks natural and realistic, unlike Warband which is complex but looks awful.

Edit: Would like to see singleplayer campaign in Mordhau like the one in Kingdom Come. Maybe even co-op. But game for austists like cRPG Strategus, no thanks.
Title: Re: not yet
Post by: pogosan on March 30, 2016, 06:17:55 pm
Title: Re: Dev Blog #6
Post by: Gaz.Spencer on March 30, 2016, 08:11:21 pm
Light RPG elements cRPG offers is enough for me tbh. Not into Strategus or grand strategies of that kind. Combat comes first everything else after. If Donkeys focus is on game systems like Life is Feudal where you spend more time gathering resources and building stuff than fighting, then it's not a game for me.

Based on what I saw in latest video, Mordhau is much better than Chivalry, which is ultimately arcade game for simpletons. Mordhau seems to have everything from Warband but much improved. Combat finally looks natural and realistic, unlike Warband which is complex but looks awful.

Edit: Would like to see singleplayer campaign in Mordhau like the one in Kingdom Come. Maybe even co-op. But game for austists like cRPG Strategus, no thanks.

Actually I'm pretty sure the Donkeys said their main focus was combat, and they will have dedicated instanced battles. So the Epic world is only for those who want to play it, however I do believe that they said you can only gain weapons by playing Epic.

imo no games combat will ever look realistic. Real life just doesn't work in games. Except Squad  :D
Title: Re: Dev Blog #5
Post by: MacX85 on March 30, 2016, 08:19:36 pm
Light RPG elements cRPG offers is enough for me tbh. Not into Strategus or grand strategies of that kind. Combat comes first everything else after. If Donkeys focus is on game systems like Life is Feudal where you spend more time gathering resources and building stuff than fighting, then it's not a game for me.

For me personally a Planetside style game with proper medieval combat would be enough for a start... war for territory all day long.
Title: Re: Dev Blog #5 Combat
Post by: karasu on March 30, 2016, 08:53:42 pm
 :mrgreen:
Title: Re: Dev Blog #5
Post by: Nebun on March 30, 2016, 10:56:28 pm
For me personally a Planetside style game with proper medieval combat would be enough for a start... war for territory all day long.

booring, no long term goals
Title: Re: Dev Blog #5 Combat
Post by: Golem on March 30, 2016, 10:56:31 pm
F o o l   m e   o n c e . .
Title: Re: Dev Blog #5
Post by: MacX85 on March 30, 2016, 11:07:29 pm
booring, no long term goals

Sure, but it would be fun initially to always have something to fight for instead of sitting around bored until something happens again like in Persistent World mod.
Title: Re: Dev Blog #6
Post by: Teeth on March 31, 2016, 12:05:55 am
I find the system they used in the upcoming game Mordhau very well though:

https://www.youtube.com/watch?v=p-B4AwgArwA
Damn, looks good.
Title: Re: Dev Blog #5
Post by: Nebun on March 31, 2016, 01:39:01 am
Sure, but it would be fun initially to always have something to fight for instead of sitting around bored until something happens again like in Persistent World mod.

Thats what alternative game mods are for. Stronghold, Battle, Siege etc. Thats why CRPG and strategus is the best mix, because u get both.
Planetside is primitive crap, played it, bored after 1 week. No real tactic nothing. Same as in Elderscrolls online.
Title: Re: Dev Blog #5 Combat
Post by: Jezbelle on March 31, 2016, 09:19:35 am
N
Title: Re: Dev Blog #5 Combat
Post by: Nebun on March 31, 2016, 02:03:59 pm
I think they've been explicitly clear that while Epic will be open world, it will not be grindy. They've re-iterated that the focus will be more on adventuring and exploration, politics and war, rather than endless resource gathering. That is why they are implementing "family" NPCs to get around the tedious work, so that you can get right into the fun instead. In my head, I imagine it along the lines of playing 1st person in a strategy game, AKA Age of Empires 2: villagers gathering resources in the background, and you're playing a soldier, either defending them, or capturing more land for them to expand upon. Plus the amazing social benefits and individual freedoms of an MMO.

and thats exactly what i like about it :)
Title: Re: Dev Blog #5
Post by: MacX85 on April 01, 2016, 12:00:06 am
Thats what alternative game mods are for. Stronghold, Battle, Siege etc. Thats why CRPG and strategus is the best mix, because u get both.

Pretty sure those modes are off the table, except for instanced sieges.

Quote
Planetside is primitive crap, played it, bored after 1 week. No real tactic nothing. Same as in Elderscrolls online.

To be precise: I was talking about PlanetSide 1 rather. But yeah, it's not really about tactics in the end. That could easily be added on a working game that's fun being played. You simply log in, ride across vast landscapes and battle it out near castles and such. The primitive casual player inside me would be fine with that.
Title: Re: Dev Blog #5
Post by: Golem on April 01, 2016, 01:12:13 am
Pretty sure those modes are off the table, except for instanced sieges.

Pretty sure you're talking absolute shit.  :)
Title: Re: Dev Blog #5
Post by: Nebun on April 01, 2016, 04:30:50 pm
Pretty sure those modes are off the table, except for instanced sieges.

To be precise: I was talking about PlanetSide 1 rather. But yeah, it's not really about tactics in the end. That could easily be added on a working game that's fun being played. You simply log in, ride across vast landscapes and battle it out near castles and such. The primitive casual player inside me would be fine with that.

who said its off the table?
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on April 01, 2016, 05:57:45 pm
Those modes were introduced for the kickstarter campaign before the "epic" concept was revealed. However sieges and battles are pretty much reconfirmed.
Haven't heard anything about Stronghold though.
Title: Re: Dev Blog #5 Combat
Post by: Jacko on April 01, 2016, 06:40:57 pm
I can confirm, we will have game modes.
Title: Re: Dev Blog #5 Combat
Post by: Nebun on April 01, 2016, 07:13:23 pm
Those modes were introduced for the kickstarter campaign before the "epic" concept was revealed. However sieges and battles are pretty much reconfirmed.
Haven't heard anything about Stronghold though.

U didn't follow info properly. Since kickstarter they did switch focus to Epic part of the game, but later confirmed game mods too, few times.
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on April 01, 2016, 08:51:30 pm
ok, thanks
Title: Re: Dev Blog #5 Combat
Post by: Byrdi on April 02, 2016, 12:45:11 pm
Those modes were introduced for the kickstarter campaign before the "epic" concept was revealed. However sieges and battles are pretty much reconfirmed.
Haven't heard anything about Stronghold though.

Melee: Epic was revealed alongside Melee: Battlegrounds back when they launched their "crowinvestment".
Though both concepts have changed/merged since then :)
Title: Re: Dev Blog #5 Combat
Post by: Golem on April 02, 2016, 01:16:03 pm
Melee: Epic was revealed alongside Melee: Battlegrounds back when they launched their "crowinvestment".
Though both concepts have changed/merged since then :)

Now we just have to hope, we'll be able to mod in singleplayer.
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on April 02, 2016, 02:44:27 pm
Melee: Epic was revealed alongside Melee: Battlegrounds back when they launched their "crowinvestment".
Though both concepts have changed/merged since then :)

I see... I wasn't around back then
Title: Re: Dev Blog #5 Combat
Post by: Butan on April 02, 2016, 02:45:33 pm
I can confirm, we will have game modes.

noice
Title: Re: Dev Blog #5 Combat
Post by: Thomek on April 03, 2016, 01:12:39 am
Goddamit I would love to leak some screens and stuff right now.. but I can't, since that would spoil the awesomeness that's coming! :)
Title: Re: Dev Blog #5 Combat
Post by: Vovka on April 03, 2016, 01:15:29 am
Goddamit I would love to leak some screens and stuff right now.. but I can't, since that would spoil the awesomeness that's coming! :)
yes soon, we remember  :rolleyes:
Title: Re: Dev Blog #5 Combat
Post by: Maestro on April 03, 2016, 02:18:21 am
Goddamit I would love to leak some screens and stuff right now.. but I can't, since that would spoil the awesomeness that's coming! :)
make puzzle of screenshots and everyday release one part
Title: Re: Dev Blog #5 Combat
Post by: Nebun on April 03, 2016, 03:00:47 am
Goddamit I would love to leak some screens and stuff right now.. but I can't, since that would spoil the awesomeness that's coming! :)

damn Thomek, u hurting us :( but at the same time it sounds good :)
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on April 03, 2016, 05:53:33 am
damn Thomek, u hurting us :( but at the same time it sounds good :)

These biweekly blogs are just awesome :D

Anyways, can we espect whatever you are planning before April is over? And btw you should have done something for April fools XD.
Title: Re: Dev Blog #5 Combat
Post by: Golem on April 03, 2016, 09:40:42 am
These biweekly blogs are just awesome :D

Anyways, can we espect whatever you are planning before April is over? And btw you should have done something for April fools XD.

They've done the most sophisticated joke, no wonder you didn't notice.
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on April 03, 2016, 12:29:37 pm
They've done the most sophisticated joke, no wonder you didn't notice.

Huh?  They did nothing.
Title: Re: Dev Blog #5 Combat
Post by: Jambi on April 03, 2016, 07:07:55 pm
Goddamit I would love to leak some screens and stuff right now.. but I can't, since that would spoil the awesomeness that's coming! :)

Witcher 3 HD kinda spoiled me with villages, castle, landscapes, people running around with swords and overal medieval looks. Dont think M:BG will beat those graphics.
But i would like to see some more vids about mechanics.
Title: Re: Dev Blog #5 Combat
Post by: pogosan on April 03, 2016, 08:26:47 pm
Title: Re: Dev Blog #5 Combat
Post by: The_Bloody_Nine on April 03, 2016, 10:44:18 pm
Witcher 3 HD kinda spoiled me with villages, castle, landscapes, people running around with swords and overal medieval looks. Dont think M:BG will beat those graphics.
But i would like to see some more vids about mechanics.

I doubt what Thomek wanted to spoil is about the graphics...
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on April 03, 2016, 10:48:45 pm
Games to compete with graphic-wise are called Mount&Blade 2: Bannerlord, Chivalry: Medieval Warfare, or Life is Feudal. Nobody is expecting Witcher 3 graphics.
Title: Re: Dev Blog #5 Combat
Post by: karasu on April 04, 2016, 01:34:29 pm
I can confirm, we will have game modes.

a e s t h e t i c
Title: Re: Dev Blog #5 Combat
Post by: darmaster on April 04, 2016, 11:44:11 pm
what about pikes? are they going to be in aswell?
Title: Re: Dev Blog #5 Combat
Post by: Golem on April 05, 2016, 10:56:33 am
looks like they should

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Title: Re: Dev Blog #5 Combat
Post by: autobus on April 05, 2016, 12:46:36 pm
what about pikes? are they going to be in aswell?
yes
Title: Re: Dev Blog #5 Combat
Post by: Renay on April 05, 2016, 06:09:23 pm
Katanas?
Title: Re: Dev Blog #5 Combat
Post by: Thomek on April 05, 2016, 06:14:02 pm
ah :) no comment.
Title: Re: Dev Blog #5 Combat
Post by: Switchtense on April 05, 2016, 06:39:20 pm
No idea if this has been asked before, but will there be a DTV mode?
Title: Re: Dev Blog #5 Combat
Post by: Sultan Eren on April 05, 2016, 07:48:46 pm
Stupid questions.

The real question is...

WHEN?
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on April 05, 2016, 08:07:25 pm
This is getting more tedious than waiting for game of thrones to start...
Title: Re: Dev Blog #5 Combat
Post by: Golem on April 05, 2016, 09:13:41 pm
This is getting more tedious than waiting for game of thrones to start...

The what now?
Title: Re: Dev Blog #5 Combat
Post by: Leshma on April 05, 2016, 09:43:51 pm
ah :) no comment.

So they added ninja stuff and that got your knickers wet?
Title: Re: Dev Blog #5 Combat
Post by: Thomek on April 05, 2016, 10:29:28 pm
So they added ninja stuff and that got your knickers wet?

Not yet. Maybe never. But then again, I haven't started lobbying for it. :D
Title: Re: Dev Blog #5 Combat
Post by: Golem on April 05, 2016, 11:04:32 pm
Not yet. Maybe never. But then again, I haven't started lobbying for it. :D

No, let people mod it in, I don't want your nun-chucks
Title: Re: Dev Blog #5 Combat
Post by: Thomek on April 05, 2016, 11:27:52 pm
Hell I'll mod it in, if no one else does! :D
Title: Re: Dev Blog #5 Combat
Post by: Harpag on April 06, 2016, 12:51:23 pm
Cool that you did a fun game and it's really nice to see that you are happy to play in it   :D  ...just a bit pity that you didn't want to share with others... are you train skill to knock us down with your awesomeness or just soon tm?  :mrgreen:
Title: Re: Dev Blog #5 Combat
Post by: karasu on April 06, 2016, 12:59:13 pm
Harpag, drunk in the middle of the day?  :D
Title: Re: Dev Blog #5 Combat
Post by: Harpag on April 06, 2016, 01:13:52 pm
So what? I drink from the morning because I could afford.
Title: Re: Dev Blog #5 Combat
Post by: Rebelyell on April 06, 2016, 01:21:31 pm
Hybrid potion will save all your problems(mana and HP) and everyone can afford it!!!
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Title: Re: Dev Blog #5 Combat
Post by: karasu on April 06, 2016, 01:54:34 pm
Full regen potion ftw.

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Title: Re: Dev Blog #5 Combat
Post by: Gravoth_iii on April 06, 2016, 02:07:19 pm
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Delish
Title: Re: Dev Blog #5 Combat
Post by: karasu on April 06, 2016, 03:08:22 pm
So what? I drink from the morning because I could afford.

Hey, I could afford lsd from the morning too, doesn't mean I'm riding unicorns through the day.

Maybe I should...  :o
Title: Re: Dev Blog #5 Combat
Post by: Nebun on April 06, 2016, 03:45:32 pm
Hey, I could afford lsd from the morning too, doesn't mean I'm riding unicorns through the day.

Maybe I should...  :o

u never had LSD in the mornings? pfff amateur
Title: Re: Dev Blog #5 Combat
Post by: Switchtense on April 06, 2016, 05:55:43 pm
Hey, I could afford lsd from the morning too, doesn't mean I'm riding unicorns through the day.

Maybe I should...  :o

You are missing out.
Unicorns are best corns.
Title: Re: Dev Blog #5 Combat
Post by: Jambi on April 06, 2016, 05:58:40 pm
u never had LSD in the mornings? pfff amateur

Has anyone really been far even as decided to use even go want to do look more like?

Title: Re: Dev Blog #5 Combat
Post by: karasu on April 06, 2016, 06:15:07 pm
You are missing out.
Unicorns are best corns.

(click to show/hide)
Title: Re: Dev Blog #5 Combat
Post by: Erasmas on April 06, 2016, 10:46:20 pm
u never had LSD in the mornings? pfff amateur

Trips at night are fun, aren't they, Harpag? Crabs in th fireplace... moon over fields... hidden red candles... occasional paranoia of your friends... Sorry, I got nostalgic   :oops:

But sun makes people happy  :D
 
Title: Re: Dev Blog #5 Combat
Post by: Harpag on April 06, 2016, 11:24:43 pm
I always told you not to wait until dusk... Toss square to breakfast it's far better idea because trips starts slowly and are long as hell... you all knew that, but nah, wait a bit...

Visuals are always better in full light than in the dark  :wink:

Bunch of noobs, because of your ideas, we had to light ghostly grave candles everywhere around  :D
... but yeah, as always it was fantastic...

Everyone should try at least once in life, especially Karasu  :wink:
Title: Re: Dev Blog #5 Combat
Post by: Golem on April 07, 2016, 12:16:45 am
CEVs can be really something though
Title: Re: Dev Blog #5 Combat
Post by: Jambi on April 07, 2016, 02:25:22 am
I like the direction this dev blog thread is taking. recommending drugs to eachother haha  :P
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on April 07, 2016, 06:49:18 am
Well before you duel me pls get drunk or something so I can have a chance at winning...
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on April 07, 2016, 08:19:50 am
I like the direction this dev blog thread is taking. recommending drugs to eachother haha  :P

It's the devs' fault for not keeping us posted :D
Title: Re: Dev Blog #5 Combat
Post by: Jambi on April 07, 2016, 12:08:33 pm
It's the devs' fault for not keeping us posted :D

They were going to work on M:BG... until they got high.


Title: Re: Dev Blog #5 Combat
Post by: Harpag on April 07, 2016, 12:20:07 pm
I like the direction this dev blog thread is taking. recommending drugs to eachother haha  :P

Sorry, was drunk and thought it's a spam section. Today I'm sober and I'm sure it's a spam section hehe

(click to show/hide)

You must remember all these drugs, the names of which you've learned from me,
Or fuck 'em all and get a job in orthopaedic surgery  hahaha

@Karasu - your bird has hiccups. Need drug.

BTW - when?
Title: Re: Dev Blog #5 Combat
Post by: Kalp on April 07, 2016, 12:29:47 pm
Has anyone really been far even as decided to use even go want to do look more like?


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You made my day  :mrgreen:
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on April 09, 2016, 11:03:26 am
Could the devs atleast say something about what's going on?
Title: Re: Dev Blog #5 Combat
Post by: Golem on April 09, 2016, 12:47:30 pm
Could the devs atleast say something about what's going on?

no
Title: Re: Dev Blog #5 Combat
Post by: chadz on April 09, 2016, 02:08:53 pm
Nah, I told everyone not to  :wink:

You'll see soon enough
Title: Re: Dev Blog #5 Combat
Post by: Renay on April 09, 2016, 02:10:44 pm
chadz! Katanas please  :cry:
Title: Re: Dev Blog #5 Combat
Post by: Golem on April 09, 2016, 03:05:09 pm
I hope it's before Monday, otherwise I won't even notice anything, I'll be so immersed in Lothric.
Title: Re: Dev Blog #5 Combat
Post by: Hecur on April 09, 2016, 10:09:59 pm
Did i miss the launch of the new forum? here it seems to be dead :(
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on April 10, 2016, 09:07:16 am
Nah, I told everyone not to  :wink:

You'll see soon enough

soon enough? when will soon enough be... :D
Title: Re: Dev Blog #5 Combat
Post by: Kalp on April 10, 2016, 09:33:10 am
You'll see soon enough

I don't have all eternity  :P
Title: Re: Dev Blog #5 Combat
Post by: Thomek on April 10, 2016, 11:53:22 am
soon enough? when will soon enough be... :D

Gaz, while I appreciate your enthusiasm and impatience, let me inform you a little of what I have observed about game development. You might have noticed that most game devs are extremely careful about making deadlines and promising features to the public. With good reason.

Ambitious games, traditionally, are always riding the edge of technology, pushing hardware and new ideas. This is true from the earliest iterations of games, throughout the DOS and Windows era. Now, being at the forefront of whatever capabilities a company has, riding the edge of whats possible, has its risks. One thing is that you are often facing problems and challenges with a lot of unknowns. This in itself makes it hard to estimate how long some new tech is going to take to implement. Sometimes it's easier than you thought, sometimes it's very difficult and time consuming, and sometimes, it shows to be impossible. Sometimes you have to go back and redo a lot of work, because you discover problems that might show up in the future, or it will not facilitate that brilliant idea that trumps an old one.

It's similar to filmmaking, in that you start off with a plan on how to film something. Then reality never gives you exactly what you planned. Sometimes for the better, sometimes for the worse, and often just completely different. Then when you have all your footage, you go in and edit whatever you have. And believe me, even the biggest and most famous movies from the most brilliant directors look completely different than what was originally planned! Movies are actually made on purpose in such a way, that it's assumed things will change in the edit. You film a reaction that could be useful even if you aren't supposed to use it in the final film. Eventually large parts of the shot script usually ends up in the trash.

Now, in games all that is even more complicated. Because you have the option to actually go back and forth and change stuff around. You don't get judged and paid like in many other other software projects whether you achieved some kind of list of features. You get judged on whether the game plays and looks according to the expectations of players. It's a much much more subjective thing that is basically ART.

Please don't read this as an excuse, only an explanation for WHY it is not wise to give out our internal deadlines and plans to the public. Who knows, there might be one or several serious bugs showing up day before release, there might be an idea that comes late that will make everything more awesome, but causes a delay.

What I CAN tell you, is that things are moving ahead very well, and that you will very soon see something that I think is awesome, and that we hope you will find awesome too! :D
Title: Re: Dev Blog #5 Combat
Post by: Harpag on April 10, 2016, 12:18:07 pm
I guess I couldn't hear anything worse. Their drugs disrupt sense of time. This is why "soon" sounds like "someday" and december 2010 will be in unspecified future  :mrgreen:

(click to show/hide)
Title: Re: Dev Blog #5 Combat
Post by: Golem on April 10, 2016, 03:09:59 pm
I bet they bought the Star Wars IP and now are making a Knights Of The Old Republic remake  :lol:
Title: Re: Dev Blog #5 Combat
Post by: Renay on April 10, 2016, 03:58:01 pm
I bet they bought the Star Wars IP and now are making a Knights Of The Old Republic remake  :lol:

Which would be the most awesome thing ever.
Title: Final Letter from the Chairman
Post by: Leshma on April 10, 2016, 06:46:49 pm
Gaz, while I appreciate your enthusiasm and impatience, let me inform you a little of what I have observed about game development. You might have noticed that most game devs are extremely careful about making deadlines and promising features to the public. With good reason.

Ambitious games, traditionally, are always riding the edge of technology, pushing hardware and new ideas. This is true from the earliest iterations of games, throughout the DOS and Windows era. Now, being at the forefront of whatever capabilities a company has, riding the edge of whats possible, has its risks. One thing is that you are often facing problems and challenges with a lot of unknowns. This in itself makes it hard to estimate how long some new tech is going to take to implement. Sometimes it's easier than you thought, sometimes it's very difficult and time consuming, and sometimes, it shows to be impossible. Sometimes you have to go back and redo a lot of work, because you discover problems that might show up in the future, or it will not facilitate that brilliant idea that trumps an old one.

It's similar to filmmaking, in that you start off with a plan on how to film something. Then reality never gives you exactly what you planned. Sometimes for the better, sometimes for the worse, and often just completely different. Then when you have all your footage, you go in and edit whatever you have. And believe me, even the biggest and most famous movies from the most brilliant directors look completely different than what was originally planned! Movies are actually made on purpose in such a way, that it's assumed things will change in the edit. You film a reaction that could be useful even if you aren't supposed to use it in the final film. Eventually large parts of the shot script usually ends up in the trash.

Now, in games all that is even more complicated. Because you have the option to actually go back and forth and change stuff around. You don't get judged and paid like in many other other software projects whether you achieved some kind of list of features. You get judged on whether the game plays and looks according to the expectations of players. It's a much much more subjective thing that is basically ART.

Please don't read this as an excuse, only an explanation for WHY it is not wise to give out our internal deadlines and plans to the public. Who knows, there might be one or several serious bugs showing up day before release, there might be an idea that comes late that will make everything more awesome, but causes a delay.

What I CAN tell you, is that things are moving ahead very well, and that you will very soon see something that I think is awesome, and that we hope you will find awesome too! :D

Signed,
Chris Roberts
Title: Re: Dev Blog #5 Combat
Post by: Thomek on April 10, 2016, 07:26:50 pm
lol ok, you're right. :D But how can I say anything meaningful then, without spoiling a surprise? I'll just shut up.
Title: Re: Dev Blog #5 Combat
Post by: pogosan on April 10, 2016, 07:34:04 pm
Title: Re: Dev Blog #5 Combat
Post by: Golem on April 10, 2016, 07:53:07 pm
gib face editing alpha gib gib gib
Title: Re: Dev Blog #5 Combat
Post by: Butan on April 10, 2016, 08:31:23 pm
lol ok, you're right. :D But how can I say anything meaningful then, without spoiling a surprise? I'll just shut up.

Dont mind the hate boys  :P :mrgreen:
Title: Re: Dev Blog #5 Combat
Post by: Falka on April 10, 2016, 09:34:35 pm
Please don't read this as an excuse, only an explanation for WHY it is not wise to give out our internal deadlines and plans to the public.

I would agree with you, but... when we invested in MBG there was something mentioned about regular monthly updates. You know, in the legal contract we have signed with chadz. Well, it wasn't the first nor the last broken promise, so shouldn't be surprised. Still I wish you all the best with the game.
Title: Re: Dev Blog #5 Combat
Post by: Harpag on April 11, 2016, 12:41:25 am
Don't be mad. Let them make a surprise. I don't know anything about broken promises. Trolling - fine, I enjoy, but everything has limits... again you're approaching  boundaries of being really rude and unpleasant...
Title: Re: Dev Blog #5 Combat
Post by: Leshma on April 11, 2016, 12:56:29 am
How is he rude? Pointing out facts? I can understand his stance because he invested his money into this project, just like I did with Star Citizen. While I like to make jokes about it, this project is nothing like Star Citizen. First of, it's not a deliberate fraud (Star Citizen is biggest crowdfunding scheme that is about to be investigated this or sometimes next year by justice system). If they can't make the game it's because they aren't able to. Don't forget they are people who met each other on the Internet, worked on a mod together. Never shipped actual commercial game.

Still believe in what I previously said when crowdfunding was taking place. You're giving donation for the time you spent playing free mod, second comes the game. They can only go way above our expectations if they are realistic, no way for them to fail. Because realistically speaking, with their track record, no one could reliably expect them to make a working game. If they really do that's massive win for them and us as well. Making game from scratch is nothing like doing modifications on already finished game.
Title: Re: Dev Blog #5 Combat
Post by: Gnjus on April 11, 2016, 08:17:02 am
I'll just shut up.

....and I'll just use this opportunity to (once more) demand more signature space, at least on the new forum.
Title: Re: Dev Blog #5 Combat
Post by: Harpag on April 11, 2016, 10:33:44 am
How is he rude? Pointing out facts?

Yes.
Title: Re: Dev Blog #5 Combat
Post by: Beauchamp on April 11, 2016, 12:26:12 pm
it is easy to criticize, but the main point is: your communication towards public sucks big time. you wasted such a huge opportunity for attracting a wider fan base towards mbg while crpg was still popular by locking yourself in the dark resulting in a fucked up KS campaign. now you keep doing it again - i don't see any reason that makes sense behind it except for trying to annoy a few remaining followers that you have left. monthly devblog - 2 to 3 mins videos just showing this guy does this, the other one that, add a few screens, bye, have fun, cu next month. if its half day work a month for 1 guy i'm exaggerating. i think if you'd really value your fans you'd do it. ok ok, the priority is to make the best game... i'm asking for who? well golem, kalp and the other german guy whose name i forget are still listening i guess lol.
Title: Re: Dev Blog #5 Combat
Post by: Harpag on April 11, 2016, 12:40:56 pm
kalp and the other german guy ...

Right now you created a mortal enemy for ages lol

BTW, autistic always have a problem with communication, it's not their fault. Simply, they are like that, so love or leave. Rain Man... you know...
Title: Re: Dev Blog #5 Combat
Post by: Golem on April 11, 2016, 01:33:39 pm
it is easy to criticize, but the main point is: your communication towards public sucks big time. you wasted such a huge opportunity for attracting a wider fan base towards mbg while crpg was still popular by locking yourself in the dark resulting in a fucked up KS campaign. now you keep doing it again - i don't see any reason that makes sense behind it except for trying to annoy a few remaining followers that you have left. monthly devblog - 2 to 3 mins videos just showing this guy does this, the other one that, add a few screens, bye, have fun, cu next month. if its half day work a month for 1 guy i'm exaggerating. i think if you'd really value your fans you'd do it. ok ok, the priority is to make the best game... i'm asking for who? well golem, kalp and the other german guy whose name i forget are still listening i guess lol.

People who are crazy about games like DayZ, people who are into medieval games, people who are into competitive PvP games, the list goes on...
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on April 11, 2016, 01:36:43 pm
People who are crazy about games like DayZ, people who are into medieval games, people who are into competitive PvP games, the list goes on...

They'd have to know it exists though. I think that was his point.
Title: Re: Dev Blog #5 Combat
Post by: Paul on April 11, 2016, 01:37:47 pm
chadz! Katanas please  :cry:

It could be done with whenever a noob smith fails a crafting roll and a bent piece of crap steel is produced, the thing is named katana and given to the smelly guys in peasant garb(ninjas).
Title: Re: Dev Blog #5 Combat
Post by: Renay on April 11, 2016, 01:47:15 pm
You will be my first kill in the new game, Paul!
Title: Re: Dev Blog #5 Combat
Post by: Nordwolf on April 11, 2016, 02:10:13 pm
it is easy to criticize, but the main point is: your communication towards public sucks big time. you wasted such a huge opportunity for attracting a wider fan base towards mbg while crpg was still popular by locking yourself in the dark resulting in a fucked up KS campaign. now you keep doing it again - i don't see any reason that makes sense behind it except for trying to annoy a few remaining followers that you have left. monthly devblog - 2 to 3 mins videos just showing this guy does this, the other one that, add a few screens, bye, have fun, cu next month. if its half day work a month for 1 guy i'm exaggerating. i think if you'd really value your fans you'd do it. ok ok, the priority is to make the best game... i'm asking for who? well golem, kalp and the other german guy whose name i forget are still listening i guess lol.

I would even go as far and say that releasing just some random screenshot every week would be better tenfold than what's going on right now.
Title: Re: Dev Blog #5 Combat
Post by: Butan on April 11, 2016, 02:14:32 pm
It could be done with whenever a noob smith fails a crafting roll and a bent piece of crap steel is produced, the thing is named katana and given to the smelly guys in peasant garb(ninjas).

Careful now, the ninja caste is influential in cRPG.
I suggest you find a hiding place for the next few months, assassins have been sent already  :P
Title: Re: Dev Blog #5 Combat
Post by: Gnjus on April 11, 2016, 02:22:40 pm
You will be my first kill in the new game, Paul!

He'll probably hide behind some other name, just to avoid you.

That said - if they really make Ninja's possible in Battlegrounds they should also add the refund option for all the investors who get to login and see a bunch of smelly peasants running around in black garb(age) spamming their practicing apple slicers like mad. That's not what people invested in. We've had our laugh with you guys, especially in those arena tournaments, it was hilarious, thx for the nice memories and all that but its time for something less......laughable.   :twisted:
Title: Re: Dev Blog #5 Combat
Post by: Renay on April 11, 2016, 02:54:37 pm
bla bla bla

EU3, come at me brah
Title: Re: Dev Blog #5 Combat
Post by: Jambi on April 11, 2016, 04:09:53 pm
People expecting to much when they throw money over the interwebs at a project that hasnt even started yet.
Title: Re: Dev Blog #5 Combat
Post by: Golem on April 11, 2016, 04:24:17 pm
Wow you guys have no faith. The Devlogs have been nothing, but amazing - both video quality and content. And now, when something big is about to happen, which takes time and careful preparation, you are already thinking the worst case scenario.

They'd have to know it exists though. I think that was his point.

I don't think that was his point. Nobody knows it exists because there really wasn't any marketing, yet. A rushed kickstarter campaign and that was it. Nobody apart from this community played the Alpha, there was handful of reviews on various sites and they didn't even try to push the game through Steam Greenlight. Still someone must have noticed, since they managed to find an investor, move to Belfast, set up a studio, get interns etc. etc.
This is succes, nothing less.
Title: Re: Dev Blog #5 Combat
Post by: Jambi on April 11, 2016, 05:04:27 pm
Wow you guys have no faith. The Devlogs have been nothing, but amazing - both video quality and content. And now, when something big is about to happen, which takes time and careful preparation, you are already thinking the worst case scenario.

I don't think that was his point. Nobody knows it exists because there really wasn't any marketing, yet. A rushed kickstarter campaign and that was it. Nobody apart from this community played the Alpha, there was handful of reviews on various sites and they didn't even try to push the game through Steam Greenlight. Still someone must have noticed, since they managed to find an investor, move to Belfast, set up a studio, get interns etc. etc.
This is succes, nothing less.

In one of their vids they said there would be voip, prolly thru Steam. Dunno if its wishfull thinking of them, or that they already have something with Steam going.
Title: Re: Dev Blog #5 Combat
Post by: Leshma on April 11, 2016, 05:06:57 pm
it is easy to criticize, but the main point is: your communication towards public sucks big time. you wasted such a huge opportunity for attracting a wider fan base towards mbg while crpg was still popular by locking yourself in the dark resulting in a fucked up KS campaign. now you keep doing it again - i don't see any reason that makes sense behind it except for trying to annoy a few remaining followers that you have left. monthly devblog - 2 to 3 mins videos just showing this guy does this, the other one that, add a few screens, bye, have fun, cu next month. if its half day work a month for 1 guy i'm exaggerating. i think if you'd really value your fans you'd do it. ok ok, the priority is to make the best game... i'm asking for who? well golem, kalp and the other german guy whose name i forget are still listening i guess lol.

cRPG at its peak of popularity never had big enough community for them to make any money. Much less right now. If they manage to attract larger audience (doesn't have to be WoW/CoD crowd, but at least not niche of a niche crowd), they'll get their money back and earn some. If not...

By the way, developing games for PC isn't lucrative business anymore. Few giants make big money and that's it. Rest are lucky if they end up being crazy popular and amass couple millions of profit. On consoles is even worse, no money for little guys in there. It's just 1st party teams and big publishers making money. On Android/iOS there is still a chance for little guys but that market is like playing Agar.io, hard to advertise your product among thousands similar (have few apps of my own on Google play so I know how it goes for unknown developers). But smart people who developed new ideas or successfully modified already working ideas like Clash of Clans developers or Castle Clash devs who copied and improved on CoC are making hundreds of millions of profit every year! Supercell earned 900+ million dollars of profit out of 2.5+ billion revenue for 2015. That's insane, like something Ubisoft/EA make per year. King (Candy Crush) who were bough by Activision made even more than that...

It's pretty obvious Donkeys are making this game because they love what they are doing. If they were in it for the money, there are way better ways to use their skillset.
Title: Re: Dev Blog #5 Combat
Post by: Kalp on April 11, 2016, 05:17:57 pm
it is easy to criticize, but the main point is: your communication towards public sucks big time. you wasted such a huge opportunity for attracting a wider fan base towards mbg while crpg was still popular by locking yourself in the dark resulting in a fucked up KS campaign. now you keep doing it again - i don't see any reason that makes sense behind it except for trying to annoy a few remaining followers that you have left. monthly devblog - 2 to 3 mins videos just showing this guy does this, the other one that, add a few screens, bye, have fun, cu next month. if its half day work a month for 1 guy i'm exaggerating. i think if you'd really value your fans you'd do it. ok ok, the priority is to make the best game... i'm asking for who? well golem, kalp and the other german guy whose name i forget are still listening i guess lol.
I agree with the part about their communication with the players, though it is nothing new since months like not years. This problem was mentioned many times in history of this community, yet we don't see significant change.

But dunno why you mention me, it's not like I'm desperately waitng for their game. True that I had great time in this mod (alongside with M&B series) and nice memories cuz it's my only one multiplayer game I take part in (except Wurm Online). If they fail to deliver good and enjoyable title with big enough player base it will be nothing more than bad investment. If not this one there will be many other medieval-slashing games in near future. We will see.
Title: Re: Dev Blog #5 Combat
Post by: Falka on April 11, 2016, 05:43:42 pm
By the way, developing games for PC isn't lucrative business anymore. Few giants make big money and that's it.

Darkest Dungeon developers made a shitload of money. But DD is awesome game  :wink:
Title: Re: Dev Blog #5 Combat
Post by: Beauchamp on April 11, 2016, 06:11:38 pm
Kalp: i chose the names with the most posts on recent pages
Title: Re: Dev Blog #5 Combat
Post by: Leshma on April 11, 2016, 06:20:54 pm
Define shitload? Imagine situation where they first released on Apple Store and Google Play, after gaining recognition for being such unique game on basically any platform they would reach at least 50 million downloads combined for both mobile stores. They could design a game so it incorporates freemium elements. Want a special hero? Pay with Stress Coins™. Want boost to hero abilities, pay again. Want to buy hero skins, spend more money... it's not expensive, just five dolla' equivalent for basically everything you can do with Stress Coins™. You and many of us would hate the game.

But how many are we? Ten thousands maybe? Who cares, rest of those 50 million downloads are 5 million semi-active players, at least 10% of that are playing the game on daily basis. At least third of those are addicts. Having 150000 people addicted to your game is not bad. Much more than chadz ever had. Say out of those 150000 there are at least couple thousand people with access to large sums of money which they will happily blow on our game. That's huge money because those Whales (that's the correct term for those who spend excessive amounts of money on freemium and P2W games) tend to spend thousands, and some even tens of thousands of dollars on stupid video games (no, Star Citizen isn't the only game which attracts such people). We're talking about millions of revenue in fairly short period of time. Game may die next year but who cares, you've already made shitload of money and those 50 million downloads will wait for your next game to do basically same thing...

Disclaimer: numbers are product of my brain and may be completely inaccurate but you will get the point. That's basically how those games make so much money and it's the reason why they are able to have hundreds of employees, revenue is out of this world and comparable to revenue of biggest console gaming franchises.

Edit: Notice I didn't even mention revenue generated by ads and other forms of making money on video games.
Title: Re: Dev Blog #5 Combat
Post by: chadz on April 11, 2016, 06:41:56 pm
Define shitload? Imagine situation where they first released on Apple Store and Google Play, after gaining recognition for being such unique game on basically any platform they would reach at least 50 million downloads combined for both mobile stores. They could design a game so it incorporates freemium elements. Want a special hero? Pay with Stress Coins™. Want boost to hero abilities, pay again. Want to buy hero skins, spend more money... it's not expensive, just five dolla' equivalent for basically everything you can do with Stress Coins™. You and many of us would hate the game.
slow down, can't keep up with taking notes

Edit: I hear you guys, I really do. I could tell you that things were super chaotic here (both the good and the bad kind) the last weeks due to namechange and preparation and whatnot, but it would just be lame excuses.

I promise I'll try and make it better from now on. I would promise that we're gonna deliver everything on time, but I'm kinda reluctant to promise things now as we never seem to be able to live up to that. I understand it's super annoying. But you get to play soon. Will that at least partially make up for our wrongdoings in communication?
Title: Re: Dev Blog #5 Combat
Post by: Harpag on April 11, 2016, 06:56:30 pm
But you get to play soon. Will that at least partially make up for our wrongdoings in communication?

Sure. Do not worry about our trololol. We are just bored  :wink:
Title: Re: Dev Blog #5 Combat
Post by: Jambi on April 11, 2016, 10:19:20 pm
Sure. Do not worry about our trololol. We are just bored  :wink:

“I’m bored’ is a useless thing to say. I mean, you live in a great, big, vast world that you’ve seen none percent of. Even the inside of your own mind is endless; it goes on forever, inwardly, do you understand? The fact that you’re alive is amazing, so you don’t get to say ‘I’m bored.” ― Louis C.K.

Get a healthy relationship with your inner child, and take good care of him. The moment you shut him out, you will regret it.  8-)

Title: Re: Dev Blog #5 Combat
Post by: Nebun on April 11, 2016, 11:37:49 pm
slow down, can't keep up with taking notes

Edit: I hear you guys, I really do. I could tell you that things were super chaotic here (both the good and the bad kind) the last weeks due to namechange and preparation and whatnot, but it would just be lame excuses.

I promise I'll try and make it better from now on. I would promise that we're gonna deliver everything on time, but I'm kinda reluctant to promise things now as we never seem to be able to live up to that. I understand it's super annoying. But you get to play soon. Will that at least partially make up for our wrongdoings in communication?

I hope it will be before 5th of May :D
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on April 11, 2016, 11:46:23 pm
"Soon" shouldn't be thrown around too lightheartedly. When it's still longer than a month I'd say it's "in the foreseeable future".
Title: Re: Dev Blog #5 Combat
Post by: Harpag on April 12, 2016, 11:14:16 am
I hope it will be before 5th of May :D

Why this date? It's your birthday and you want gift or what?
Title: Re: Dev Blog #5 Combat
Post by: Vovka on April 12, 2016, 12:57:28 pm
Why this date? It's your birthday and you want gift or what?
cos it is a favorite date and kings and man  :P
Title: Re: Dev Blog #5 Combat
Post by: _RXN_ on April 12, 2016, 01:13:49 pm
Why this date? It's your birthday and you want gift or what?

  It's Constitution Day in Kyrgyzstan! (https://anydayguide.com/calendar/1342) How dare you...?!  :mrgreen:
Title: Re: Dev Blog #5 Combat
Post by: Nebun on April 12, 2016, 02:27:51 pm
Why this date? It's your birthday and you want gift or what?

Because of importance of Constitution Day in Kyrgyzstan!  and my cat's birthday.

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Title: Re: Dev Blog #5 Combat
Post by: Harpag on April 12, 2016, 03:23:54 pm
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Title: Re: Dev Blog #5 Combat
Post by: Jambi on April 12, 2016, 04:27:59 pm
Because of importance of Constitution Day in Kyrgyzstan!  and my cat's birthday.

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Title: Re: Dev Blog #5 Combat
Post by: Rhekimos on April 12, 2016, 04:42:35 pm
Because of importance of Constitution Day in Kyrgyzstan!  and my cat's birthday.

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Title: Re: Dev Blog #5 Combat
Post by: Harpag on April 12, 2016, 06:04:30 pm
It's starting to look like a contest under the title: "Paste the cat if you love donkeys"  :D

(click to show/hide)
Title: Re: Dev Blog #6 Open Beta test
Post by: Vovka on April 13, 2016, 03:46:11 pm
Soon  :P
Title: Dev Blog #6 Beta Opened
Post by: naduril on April 13, 2016, 04:21:34 pm
Soon  :P
Nice trick
Title: Re: Dev Blog #5 Combat
Post by: Kalp on April 13, 2016, 05:00:04 pm
Sure. Do not worry about our trololol. We are just bored  :wink:
Whenever chadz announce his magical word "soon" this music always comes to my mind  :)

Title: Re: Dev Blog #5 Combat
Post by: Thomek on April 13, 2016, 07:14:35 pm
Well first update right now is now in my hands. So it wouldn't be chadz you are waiting for atm.

I take full responsibility.
Title: Re: Dev Blog #5 Combat
Post by: chadz on April 13, 2016, 08:25:58 pm
stop stealing my hate
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on April 13, 2016, 09:18:41 pm
Well first update right now is now in my hands. So it wouldn't be chadz you are waiting for atm.

I take full responsibility.

My definition of soon is within 2 weeks, max 3. Does my definition fit yours? :D
Title: Re: Dev Blog #5 Combat
Post by: Thomek on April 13, 2016, 10:43:17 pm
My definition is less than that. But then again, I'm inexperienced in these matters! :D
Title: Re: Dev Blog #5 Combat
Post by: MacX85 on April 13, 2016, 11:13:42 pm
My definition is less than that. But then again, I'm inexperienced in these matters! :D

Alright... now we're talking
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on April 14, 2016, 06:36:25 am
My definition is less than that. But then again, I'm inexperienced in these matters! :D

So theres hope? :D I have school holidays for the next two weeks. Hopefully its within that timeframe but i dont expect it
Title: Re: Dev Blog #5 Combat
Post by: Paul on April 14, 2016, 07:12:23 am
It's always "less than two weeks" before lazyness hits hard.
Title: Re: Dev Blog #5 Combat
Post by: Soulreaver on April 14, 2016, 07:37:50 am
omg, the amount of DPC(devs per comment) is high, that means something they already prepared and it's coming
Title: Re: Dev Blog #5 Combat
Post by: Zeus_ on April 14, 2016, 08:15:26 am
But you get to play soon™ (https://media2.giphy.com/media/Cu8o8pHQs7qdG/200.gif).
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on April 14, 2016, 11:57:40 am


So what sort of money are we talking to get Alpha access? I'm only a student with no job, and I'm in debt. So we talking $50 like Squad or more on the $15-20 mark? I apologise that I'm asking such dumb questions but it's important for me.
Title: Re: Dev Blog #5 Combat
Post by: Golem on April 14, 2016, 04:14:27 pm
So what sort of money are we talking to get Alpha access? I'm only a student with no job, and I'm in debt. So we talking $50 like Squad or more on the $15-20 mark? I apologise that I'm asking such dumb questions but it's important for me.

I doubt that the Alpha will be for everyone, but have my fingers crossed for you.
Title: Re: Dev Blog #5 Combat
Post by: The_Bloody_Nine on April 14, 2016, 11:54:57 pm
I think they should at least call it open delta at this point...
Title: Re: Dev Blog #5 Combat
Post by: Gaz.Spencer on April 15, 2016, 06:12:13 am
I doubt that the Alpha will be for everyone, but have my fingers crossed for you.

well they would only have like 50 people if they used the people who are active on this forum.
Title: Re: Dev Blog #5 Combat
Post by: Golem on April 15, 2016, 07:04:50 pm
well they would only have like 50 people if they used the people who are active on this forum.

Plenty of people to get some basic feedback, do some improvements and start network stress testing with an open Delta
Title: Re: Dev Blog #5 Combat
Post by: Prpavi on April 15, 2016, 09:44:17 pm
Hell yeah cat pix finally something happening in this thread

OT:

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