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Messages - Jezbelle

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1
General / Re: Stamina
« on: April 09, 2016, 06:40:37 am »
wouldnt be very fun for colorblind people like me

I'm sure a mod could easily be made to simply swap the colors to:  Blue --->  Yellow ---> Black

Would that solve it?

2
General / Re: Stamina
« on: April 08, 2016, 01:00:24 pm »
A dynamic change in the character animation would be nice for indicating stamina, but if even the most basic animations still need help after all that MoCap, we know that it's a distant reality.

UI bars are bad. Because you have to look away from combat to read it. But a very simple, ambiguous "light" flashing faintly on the perimeters of the screen, or underneath our character, could indicate our stamina level without making us glance away. It would be seen even from a PERIPHERAL view.

So instead of a bar with 3 colors, you could have NO BAR, and instead have a larger color spectrum to indicate the precise degree of stamina within one of the 3 stages. Darker green would mean a healthier stamina, then it would fade to light green, then the light could "flash" dark yellow, meaning you've entered the middle stage, and it would get increasingly more orange in color until it flashed red.

3
Mount & Blade II: Bannerlord / Re: Bannerlord vs MBG
« on: April 01, 2016, 02:46:39 pm »
n

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General / Re: Dev Blog #5 Combat
« on: March 31, 2016, 09:19:35 am »
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Mount & Blade II: Bannerlord / Re: Bannerlord vs MBG
« on: March 19, 2016, 03:21:20 am »
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Mount & Blade II: Bannerlord / Re: Bannerlord vs MBG
« on: March 18, 2016, 06:22:40 am »
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Mount & Blade II: Bannerlord / Re: Bannerlord vs MBG
« on: March 18, 2016, 03:07:04 am »
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Mount & Blade II: Bannerlord / n
« on: March 18, 2016, 02:56:51 am »
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General / Re: Dev Blog #5 Combat
« on: March 02, 2016, 02:14:20 pm »
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General / Re: Dev Blog #5 Combat
« on: March 01, 2016, 12:15:36 am »
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General / Re: Dev Blog #5 Combat
« on: February 29, 2016, 11:28:19 pm »
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12
General / Re: Wind
« on: February 28, 2016, 01:39:22 pm »
That would be nice, Micah. I like your idea too, Golem.

Now in a counter-response to some people earlier in the thread, I think it's important that the dev's favor realism in ALL aspects of the game when faced with the choice between realism and "balancing".

In my long experience playing video games, meticulous balancing has always dumbed-down games. If every class and every weapon is balanced, there is no longer any incentive for us to create our own unique fighting styles to overcome obstacles. And oftentimes, we actually prefer using a disadvantaged class or weapon because our enemies may not be as familiar with it, and therefore we're able to surprise them with something they weren't expecting.

In the case of archery, I don't see any reason to make archery "balanced" with sword fighting. If anything, I think 90% of players should pick up a sword. That seems only natural to me. This isn't world of warcraft where you get to pick any class you want without any consequences! While archery is harder to master, funny enough, it is not nearly as deadly as a sword. In that vein, it would be more interesting if archery was used only for strategic purposes (ie. raining down arrows before a large-scale siege) OR for specialty purposes, like a bandit raid on horseback.

But I don't think archery should necessarily be "viable" as a dueling class. An archer should not be able to go 1 on 1 close-quarters with a guy wielding a sword (like they do in Warband). Unless that was really the case historically... But it seems implausible.

13
General / Re: Wind
« on: February 28, 2016, 10:01:06 am »
PS. It would also be cool to have arrows that "glanced" off or "ricocheted" off of full-plate armor, if the arrow did not strike head-on.

With a "ding" sound effect  :D

14
General / Re: Wind
« on: February 28, 2016, 09:58:05 am »
I personally think that hitting someone with an arrow in MBG should be as hard as it is to hit someone with an arrow in real life. Period.

I don't care what mechanics need to be employed to replicate that level of difficulty, wether it's adding wind, or a "sight", or making the arrow travel "straighter" or "slower"... these are all potentially necessary to translate warfare into a video game.

But no matter what combination of mechanics are decided upon, the correct result should correspond to the REAL LIFE difficulty level of hitting someone with an arrow. Just my opinion.

15
General / Re: Dev Blog #5 Combat
« on: February 27, 2016, 05:46:05 am »
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