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:
- Do you plan on changing animations/sounds/etc. for the different levels of fatigue/stamina?
It could be a good way to read your opponent if you could get an approximate understanding of how much stamina he has left. - What is this about equipment degradation? Does this mean that your equipment can break while fighting on the battlefield? Or is it more like cRPG where you just pay for repairs depending on how much it has been worn down?
- Lastly, could you maybe for the next time you show combat do a small recording of gameplay and mouse movement side-by-side?
In this way we can maybe get a better understanding of the controls input in general