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Messages - Jacko

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16
General / Re: Dev Blog #5 Combat
« on: March 23, 2016, 10:33:53 am »
Totally dead.

17
Oddly appealing, very fun when you group up. Actually surprised I'm enjoying it as much as I do.

18
General Off Topic / Re: Sprained ankle
« on: March 11, 2016, 04:52:09 pm »
Hah, actually happened to me for the first time a couple of weeks ago as well. Was out running and somehow managed to twist myself jumping over something, hurt like hell but ran home. Day after could hardly get on my shoe but limped to the office anyway. Worst swelling got down after 2-3 days. Some weeks later now, still a bit wobbly and hurts when I do some movement.

Figure it wasn't worth going to the hospital unless it actually became worse. At the point now where it doesn't seem to be getting any better, might go now to see if there's any permanent damage that needs fixing that time won't heal. But yeah.. Getting  old I guess. 

19
General / Re: Dodgeroll
« on: February 29, 2016, 01:05:31 pm »
Sidestepping (something like we have now), lunge forward/backwards, with stance change/attacks/ or clean. No dodge rolls planned, doesn't fit the game.

20
General / Re: Dev Blog #5 Combat
« 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).

21
General / Re: Dev Blog #5 Combat
« on: February 25, 2016, 10:40:56 am »
Each weapon class will have it's own stances.

22
General / Re: Stamina
« on: February 22, 2016, 03:04:55 pm »
Not sure we played the same game. I felt kingdom come combat was more of a quick time event than free combat (looks very nice though).

23
... and all the other things floating around out there / Re: EVE online
« on: February 22, 2016, 12:42:04 pm »
You pansies, Minmatar 4 life.

24
General / Re: Dev Blog #5 Combat
« 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.

25
General / Re: Dev Blog #5 Combat
« 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.
 

27
General / Re: Dev Blog #4 Battle Maps
« on: January 29, 2016, 01:16:36 pm »
You guys spying on us playing Settlers in the office?

There were certainly gun powder type weapons in the late 13th century in Europe, and by the 14th they were a common sight (albeit expensive and cumbersome). For us at this point though, it's a thematic choice to exclude gun powder and such, not a historical one.

"If they add ninjas". That is a pretty huge if  :lol:

28
General / Re: Dev Blog #4 Battle Maps
« on: January 27, 2016, 05:05:07 pm »
Alright alright, we have an offtopic section for those of you who really want to argue politics, keep this thread clear.

29
General / Re: cRPG Standalone
« on: January 21, 2016, 12:42:54 pm »
Not quite sure you guys actually know what you're asking for, let alone what standalone means :P

30
Reviews starting to come in,


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