cRPG

cRPG => General Discussion => Topic started by: Tydeus on July 03, 2013, 01:26:08 am

Title: New Mechanic: Dodge
Post by: Tydeus on July 03, 2013, 01:26:08 am
We're thinking about implementing new dodge mechanics but we want to make sure the community is at least interested in the possibilities first. There are three possible dodge type mechanics we're thinking about. The first, would allow you to roll and then stand up from a knock down. This would keep you from being so helpless on the ground without completely taking the advantages of knockdown away from players. Picture a relatively fast 1 to 1 1/2m left/right roll from the knockdown positions. Nothing too game changing here, just another tool in the bag.

Next would be a sort of hop that moves you left, right, or back when executed. This would be a quick dodge that would only move you about 1 1/2 to 2m. Unlike a jump, the player doesn't get much higher off of the ground and we can choose whether or not to keep the animation to only locking the lower body. Unlike the others, this could allow players to block or attack during the dodge(possibly only block).

The last mechanic we're thinking about is a roll from the neutral position(standing) where all four(possibly 8) directions are possible. Total animation length is much longer than the others but distance traveled is also about 3m. Quick at the start, slow at the stand. I think of the dives in Dark Souls for a good example of this. We can change the animation, dive length, stand speed, etc, based on things like character stats and equipment.

We realize that full plate characters rolling around the server could really be an eyesore, as well as the fact that all of this could have significant positive or negative impacts on gameplay, so we're asking what the community thinks before we start developing and implementing these these(urist actually already has the core of the system done). We can choose to implement any combination of the previously mentioned systems, or none at all. So tell us what you think, maybe you've got some interesting ideas of your own?

Edit: We don't think of these as get out of jail free cards, but simply another tool that players can utilize in certain situations.
Title: Re: New Mechanic: Dodge
Post by: Smoothrich on July 03, 2013, 01:29:18 am
In before literally every player barrel rolls around the map with max strength builds and mauls doing animation cancels for unblockable midair crushthroughs
Title: Re: New Mechanic: Dodge
Post by: Winterly on July 03, 2013, 01:32:04 am
If it was AGI/Armor weight reliant.
Title: Re: New Mechanic: Dodge
Post by: Erzengel on July 03, 2013, 01:32:11 am
Sounds interesting, but only allow it for characters using light armor. Also give it a quite a long cooldown and make it somehow risky to use.
Title: Re: New Mechanic: Dodge
Post by: Novamere on July 03, 2013, 01:33:57 am
my personal input is mess with nudge more and maybe kick a little before adding something entirely new!
Title: Re: New Mechanic: Dodge
Post by: Rhaelys on July 03, 2013, 01:35:19 am
Plz add pre-nerf Dark Wood Grain Ring so I can ninja flip in full Havel's and Poise through any attack.

On a serious note I would only be in favor of the first suggestion, the minor roll and stand up from knockdown. It wouldn't be game-breaking for normal combat and would be an interesting option for people knocked down by either blunt weapons or horse bumps.
Title: Re: New Mechanic: Dodge
Post by: TheAppleSauceMan on July 03, 2013, 01:36:24 am
Plz add pre-nerf Dark Wood Grain Ring so I can ninja flip in full Havel's and Poise through any attack.

On a serious note I would only be in favor of the first suggestion, the minor roll and stand up from knockdown. It wouldn't be game-breaking for normal combat and would be an interesting option for people knocked down by either blunt weapons or horse bumps.

OMG YES. I miss that. Uhm, anyways, on topic. I like the idea of new features and that you guys are putting in work to add new things but I don't really like this idea. Maybe if it was only for high AGI characters.
Title: Re: New Mechanic: Dodge
Post by: Miwiw on July 03, 2013, 01:37:09 am
If this was something better for light armored guys, it would be a tool rather one-sided. However I'd ofc like more lightly armored guys ingame as they're easier to be killed than a guy with 70-80 armor. :P

Give dodging a really high cooldown. If nudge has about 10secs cooldown, dodge should get about 1-2minute cooldown. After all there are already other ways to dodge an attack, by simply good footwork.
Title: Re: New Mechanic: Dodge
Post by: Goretooth on July 03, 2013, 02:46:11 am
Sounds interesting, but only allow it for characters using light armor. Also give it a quite a long cooldown and make it somehow risky to use.
Yeah I shouldn't be able to do rolls and stuff in my armor. Same for people with large weapons like pikes, mauls, etc.
Title: Re: New Mechanic: Dodge
Post by: Lt_Anders on July 03, 2013, 02:48:03 am
Leave knockdown alone. 1h needs all the help they get against heavy armor. :twisted:

In serious, though, I believe you aren't describing the knockdown one very well. It sounds like a way to avoid getting hit when knocked down and then beating up the guy who should have a free hit.

I'll save the rest until I see it's actual implementation.
Title: Re: New Mechanic: Dodge
Post by: Pentecost on July 03, 2013, 02:56:50 am
As long as these dodges were in the vein of Monster Hunter (ie skill-based, requires that you get the timing and direction perfect or you eat a hit) rather than Guild Wars 2 (lol press one button 2 win), I think this would be a very interesting addition. The only thing that concerns me is the lack of inertia in the game engine, which will possibly create a lot of balance issues in the beginning until things are tested and adjusted.
Title: Re: New Mechanic: Dodge
Post by: San on July 03, 2013, 03:00:44 am
 I like the sidestep option the most. As a shielder, it's pretty annoying to have to point your shield to the side to dodge in that direction. Jumping just doesn't cut it.

I think crouching also has some good effects on gameplay at this point without any odd behaviors arising.
Title: Re: New Mechanic: Dodge
Post by: Radament on July 03, 2013, 03:07:46 am
inb4
(click to show/hide)
Title: Re: New Mechanic: Dodge
Post by: XyNox on July 03, 2013, 03:19:05 am
For one I would love to finally be able to reliably dodge cav as an archer again without the need to drop my bow. On the other hand I cant really imagine how this would look like on the battlefield. I mean, a knight or man at arms doing a roll ? Usually I am not much of a realism enthusiast but I cant imagine this in any way that wouldnt make it look like an anime.

A quick sidejump that generates more horizontal velocity but lets you gain no height seems more appropriate to me. My biggest concern though is that this will be used as a new form of backpaddeling. Swing, backpaddel, swing, backpaddel and when you finally closed the gap, your foe dodges backward to increase distance again. That said, if this new mechanic gives you a quick "movement speed buff" for the duration of the animation at the cost of a brief root/stun/slowdown when the animation ends it would be more than welcome. I would just want to made sure that total gain in covered distance is only advantageous for the initial stage of the animation. It should under no circumstance allow for faster travelling around the battlefield as it would be used constantly then.

Thanks for involving the community into this.
Title: Re: New Mechanic: Dodge
Post by: Vodner on July 03, 2013, 03:31:45 am
Rolling on the ground after a knockdown sounds good.

I am very skeptical of the other additions you listed. They would almost certainly end up changing the Warband combat system into something unrecognizable, rather than being an additional trick to learn on top of what we already have.
Title: Re: New Mechanic: Dodge
Post by: Duster on July 03, 2013, 04:00:38 am
If a dodge is added, cavalry lance radius should definitely be re-looked at. I say slow and steady with these additions. New stuff is good, but too much turns into a shit show.
Title: Re: New Mechanic: Dodge
Post by: cup457 on July 03, 2013, 04:09:48 am
How are all these fat nerds expected to stand back up after they barrel roll to the side?
Title: Re: New Mechanic: Dodge
Post by: Grumbs on July 03, 2013, 04:35:43 am
The roll out of knockdown doesn't sound too bad, but the other two seem like they would be very overpowered especially for kiting.Whoever does the initial movement (defensively) will have the advantage over whoever follows with their own dodge, since they can wait after their animation for whoever follows. If you have a ranged attack you can especially take advantage of someone trying to follow, but would apply for melee too. Using it aggressively to chase someone will just result in the other guy dodging a different direction while yours is on cooldown.

Rolling out of knockdown might be OK if it follows some laws of physics. But please try to think of what you're trying to let people counter with dodge. Think of whether you're putting it in just because you can or because it will actually have some positive impact on tactical or skill based group fighting.

Movement is very tactical in M&B, you should have to plan your movements somewhat. If you're in a bad position you should be punished for that not have a backup button to press to get out of it.
Title: Re: New Mechanic: Dodge
Post by: Legs on July 03, 2013, 04:56:02 am
Being able to roll after a knockdown could work, but the other two suggestions don't seem practical.

One thing that bothers me about these new additions like nudge and dodge are how they necessitate the use of more and more keys. The bare-bones combat of M&B is good because it's simple and intuitive. You only need your mouse and WASD to attack/defend and to move. For me at least nudges aren't hard to use because of how they're designed, but because I always end up hitting C or V or space instead. It's frustrating, and I think that using 'dodge' would be the same way.

If you map 'roll' to right click when your character's downed instead of to some other key it might be okay. Otherwise I'm against these changes.
Title: Re: New Mechanic: Dodge
Post by: Gristle on July 03, 2013, 04:57:25 am
Borrowing from Dark Souls, I like the idea of 3 different dodge speeds based on stats and gear. Agility/Athletics and armor weight really need to be a factor here. A 30/9 Strength build dodging in plate armor should look like a fat roll from Dark Souls. 6 Agility in plate should maybe not be able to dodge at all? I'm not sure which should hold a bigger factor though: Stats or gear. What kind of roll should a character with 7 Athletics and in plate be able to do? A medium roll?

One thing that bothers me about these new additions like nudge and dodge are how they necessitate the use of more and more keys. The bare-bones combat of M&B is good because it's simple and intuitive. You only need your mouse and WASD to attack/defend and to move. For me at least nudges aren't hard to use because of how they're designed, but because I always end up hitting C or V or space instead. It's frustrating, and I think that using 'dodge' would be the same way.

Yeah, Nudge's key binding is pretty inconvenient, and you can't change it without WSE2. Maybe dodging could be a double tap of a directional key?
Title: Re: New Mechanic: Dodge
Post by: Dexxtaa on July 03, 2013, 04:58:52 am
We're thinking about implementing new dodge mechanics but we want to make sure the community is at least interested in the possibilities fist.

I love me some fist possibilities.
Title: Re: New Mechanic: Dodge
Post by: Konrax on July 03, 2013, 05:07:17 am
Borrowing from Dark Souls, I like the idea of 3 different dodge speeds based on stats and gear. Agility/Athletics and armor weight really need to be a factor here. A 30/9 Strength build dodging in plate armor should look like a fat roll from Dark Souls. 6 Agility in plate should maybe not be able to dodge at all? I'm not sure which should hold a bigger factor though: Stats or gear. What kind of roll should a character with 7 Athletics and in plate be able to do? A medium roll?

Yeah, Nudge's key binding is pretty inconvenient, and you can't change it without WSE2. Maybe dodging could be a double tap of a directional key?

Double tap directional key for a quick short leap would be great for this mod, give it its own 5 second cool down timer.

As far as rolls goes that would be a dive I would say that would be bad to add.

Being able to roll while on the ground after a knock down would be great also.
Title: Re: New Mechanic: Dodge
Post by: Matey on July 03, 2013, 05:36:16 am
Skeptical to be sure. I can already picture everyone leaping around the battlefield to move faster and tincans leaping around to chase archers. The game would look like fish going upstream...

So yeah, IF you put in any of this then make sure it is all on a long cooldown so it doesn't turn the game into a goofy shit show. Also, maybe consider only giving these moves to people with 10 or less armour (head, body, gloves, boots) weight, or 6-8+ athletics. Also, we talked about this a bit on TS today and we agreed that adding more defensive tricks sounds like it will just slow things down more... what we would REALLY like to see is for the game speed to be turned up again!
Title: Re: New Mechanic: Dodge
Post by: Grumbs on July 03, 2013, 05:44:14 am
Skeptical to be sure. I can already picture everyone leaping around the battlefield to move faster and tincans leaping around to chase archers. The game would look like fish going upstream...

So yeah, IF you put in any of this then make sure it is all on a long cooldown so it doesn't turn the game into a goofy shit show. Also, maybe consider only giving these moves to people with 10 or less armour (head, body, gloves, boots) weight, or 6-8+ athletics. Also, we talked about this a bit on TS today and we agreed that adding more defensive tricks sounds like it will just slow things down more... what we would REALLY like to see is for the game speed to be turned up again!

Giving dodge to the fastest moving guys sounds counter intuitive. Thinking from a gameplay perspective the slowest movers will need dodge the most, giving it to guys with low armour will be like giving the best kiters another kiting tool. On the otherhand having heavy armour guys rolling around chasing agi guys would be a bit too unrealistic. Best to not add this type of mechanic imo, sounds so exploitable. Just because it works in another game doesn't mean it will here
Title: Re: New Mechanic: Dodge
Post by: Tydeus on July 03, 2013, 06:06:51 am
The idea is that you double tap for a directional key and double tap+hold for a side step/hop. Ground roll would only require a single press of left/right keys. This functionality has already been coded and tested. It's really intuitive and easy to use, especially compared to nudges. These are obviously going to have a cooldown and won't be able to be spammed, cRPG/Warband is not Dark Souls. After it's implemented(Assuming it is), if it's even possible to cover more ground faster with a roll/hop, I don't think it would be good to have any but the most extreme cases capable of doing this. It would have to be used for quick distance creation that by the end, would amount to less than the distance you'd cover had you simply ran normally.
Title: Re: New Mechanic: Dodge
Post by: betard_lulz on July 03, 2013, 06:10:25 am
too complicated I like rolling after knockdown but with all this dark souls stuff being discussed I'm afraid we will see all wanna be starfoxes soon enough.
Title: Re: New Mechanic: Dodge
Post by: Tydeus on July 03, 2013, 06:24:41 am
too complicated I like rolling after knockdown but with all this dark souls stuff being discussed I'm afraid we will see all wanna be starfoxes soon enough.
Dark Souls dive has elements that are appealing but by no means would we take it 1:1, let alone take anything else from a game with a mediocre melee system. Dark Souls dive is simply my way of explaining the idea which was originally presented by Ozin/Urist. While it's possible that Ozin has played the game(I haven't asked him), I know that Urist has not, so it's certainly not the source of inspiration.
Title: Re: New Mechanic: Dodge
Post by: Kadeth on July 03, 2013, 06:33:01 am
The backwards hop sounds pretty silly to be honest, players can already dodge attacks by holding S, especially high agility characters. Giving "S key heroes" the ability to create even more distance sounds scary.

Can't see any major problems with the knockdown roll though, good work there.
Title: Re: New Mechanic: Dodge
Post by: Jarold on July 03, 2013, 06:38:40 am
Please only implement the roll while on the ground. The others seem like they would get out of control.
Title: Re: New Mechanic: Dodge
Post by: Gristle on July 03, 2013, 06:47:50 am
The idea is that you double tap for a directional key and double tap+hold for a side step/hop. Ground roll would only require a single press of left/right keys. This functionality has already been coded and tested. It's really intuitive and easy to use, especially compared to nudges.

visitors can't see pics , please register or login
Title: Re: New Mechanic: Dodge
Post by: Grumbs on July 03, 2013, 06:53:17 am
Never liked double taps. First thing I disable in a game with them. Hopefully they don't add the 2 second mechanics, but if they do don't force double taps
Title: Re: New Mechanic: Dodge
Post by: Necrorave on July 03, 2013, 07:04:15 am
The only thing I can think about is all the hit boxes being wonky everywhere and people morphing into each other constantly.

I only see problems with the dodging idea.  As for the knockdown roll.  I really do not think it is needed nor fair to those who use knockdown.  Although, I guess if it heavily relied on your overall weight it would be alright.
Title: Re: New Mechanic: Dodge
Post by: Legs on July 03, 2013, 07:08:08 am
The idea is that you double tap for a directional key and double tap+hold for a side step/hop. Ground roll would only require a single press of left/right keys. This functionality has already been coded and tested. It's really intuitive and easy to use, especially compared to nudges.

If it's rolled (lol) into the current control scheme like this I don't have any problem with it. I've always thought that one of Warband's shortcomings was how it failed to incorporate some of the different kinds of things that were possible IRL but not in the game. On that note, I wonder if there any 'disarm' mechanics being considered? I'm not necessarily for or against, just curious.

Also, as other people have said, it seems like a good idea to limit the effectiveness of dodges based on certain constraints like weight, agility, weapon type, etc.
Title: Re: New Mechanic: Dodge
Post by: Gmnotutoo on July 03, 2013, 07:13:03 am
24 Agility minimum to perform such stunts! We'll finally get our buff! I don't care if its in the most thinking outside of the box type way, this is awesome for being a ninja.
Title: Re: New Mechanic: Dodge
Post by: WITCHCRAFT on July 03, 2013, 07:17:51 am
Rolling a small distance after being knocked down sounds like a good idea, but in my head all I can see is the animation of a player whose horse dies - they magically slide around the ground then teleport backwards, with their hitbox being nowhere near the actual body. I would also ask that turn radius speed (such as overhead attacking with an english bill or swiss halberd) be rebalanced if this type of dodge was added.

Sidesteps would be nice, but if you added a backwards step too I would really hope that the speed of regular "backpedaling" was reduced. It should have a 5-10 second cooldown, maybe even sharing one with nudge. You don't want everyone to be simultaneaously hopping and nudging all over the battlefield. That would be silly. Will you be able to block or attack during the leap? I think that short length weapons (nothing longer than a longsword or a war spear) could reasonably attack while making a small leap. It would be reasonable for throwers to be the only ranged who could attack during one of these leaps. Things like greatswords and pikes would be too unwieldy. Maybe manual blocking but no shield block, like the current system with kicks? What about a forwards leap?

the roll & recover like dark souls should come with a heavy penalty or cooldown. It would basically get you out of a cavalry charge for free if you were aware of the incoming horse. Against other infantry players, I'm not sure what would happen. If the recovery animation was too slow, anyone could get a free hit on you unless you dive behind a teamate. If it was too fast, there'd be no reason NOT to roll as soon as the cooldown was up. I think this one should not be added until one of the more "minor" dodges are implemented and tested.



From what I saw after nudge was implemented, thing won't be overused even if they are "OP" to some extent. When nudge was first introduced, several of the better 1H/no shield swords got buffed. You would think everyone and their mother would hop on the nudge bandwagon and take advantage of this OPness. I only saw a small portion of players utilize nudge for a while. Takes time to adjust and all, etc. Thanks for reading my 2 cents!  :wink:
Title: Re: New Mechanic: Dodge
Post by: Torben on July 03, 2013, 07:27:03 am
and dont't forget:
http://www.youtube.com/watch?feature=player_detailpage&v=18ASBsQfXnw#t=73s
Title: Re: New Mechanic: Dodge
Post by: korppis on July 03, 2013, 07:33:27 am
Rolling while knocked down sounds very good, as long as you can't do it while sliding face down on the grass after being dehorsed.

As for the dodges, I don't quite see the point. Why not just adjust the current jump so that based on ath or agi, you'd recover quicker from landing down?
Title: Re: New Mechanic: Dodge
Post by: WITCHCRAFT on July 03, 2013, 07:39:28 am
As for the dodges, I don't quite see the point. Why not just adjust the current jump so that based on ath or agi, you'd recover quicker from landing down?

That would actually be really interesting, to see more of a difference in your jumping ability based on stats and items. I have no idea if the code for jumping could be changed though, some things in M&B are stuck the way they are.
Title: Re: New Mechanic: Dodge
Post by: Byrdi on July 03, 2013, 07:42:12 am
Range and outranging is already too effective.

This would only lead to boring fights :( (fights based on blocking skill or a moderate combination of those two are way more fun).

Knockdown part is okay, but does knockdown need nerfing? Its not really that powerful (except when Butan uses it :D )
Title: Re: New Mechanic: Dodge
Post by: Paul on July 03, 2013, 08:06:31 am
The inspiration is of course from classics like Unreal Tournament(Ozin) and from my side a bit Dungeon Lords, not that silly newish Angsty Souls stuff. It shares nudge cooldown , is triggered by double tabbing direction keys and does not allow blocking/attacking atm.

Knockdown recovery would use a rather challenging time window within the dodge command has to be entered so only the mentally prepared can excape. I'd like to combine it (and use it as a failsafe against exploiting) with removing randomness from knockdown but I dunno how cmp thinks about that yet.
I think a non-crushing headhit with a kd-flagged weapon against a non-defending opponent should knockdown if a certain threshold is met.
Something like
raw_damage > 25
AND
raw_damage + sqrt( 324 * attacker_weapon_weight ) > some_constant + victim_helmet_weight * 10
with some_constant being 20 or so.
Title: Re: New Mechanic: Dodge
Post by: Cyber on July 03, 2013, 08:18:44 am
It's hard to say without actually getting to test it out ingame though based on how nudge ended up working out it would probably better off with none.
Title: Re: New Mechanic: Dodge
Post by: Canuck on July 03, 2013, 09:13:49 am
First thing I thought of was the Star Wars Jedi Academy games! Those games were the best! Rolling around, dodging, and jumping. Fast paced (though maybe a little wonky) combat. It could be great! But it could also be terrible. I'd be up for seeing it, anyway! Especially if it was affected by things like agility and gear.

Don't forget to add magic too.
Title: Re: New Mechanic: Dodge
Post by: jtobiasm on July 03, 2013, 09:28:07 am
Why don't you stop thinking about adding things and finish off balancing the mod?
Title: Re: New Mechanic: Dodge
Post by: Everkistus on July 03, 2013, 09:33:31 am
How about you buff heavy armor but remove roll and such. Keep light armor as it is and implement these for armors under lordly bonus.
Title: Re: New Mechanic: Dodge
Post by: Paul on July 03, 2013, 09:34:23 am
Because what people think to be badly needed balancing fixes is just their own lobby-twisted view demanding buffs for themselves and nerfs for the others. The mod is pretty balanced from my point of view and I'll make new stuff 'cause it's fun (for me) and eventually add it if the rest of the cRPG devs agree. If it doesn't work out it gets removed. Why not test mechanics in cRPG and give the Melee devs an idea if there is any point of implementing it into their game or not?
Title: Re: New Mechanic: Dodge
Post by: jtobiasm on July 03, 2013, 09:40:59 am
Because what people think to be badly needed balancing fixes is just their own lobby-twisted view demanding buffs for themselves and nerfs for the others. The mod is pretty balanced from my point of view and I'll make new stuff 'cause it's fun (for me) and eventually add it if the rest of the devs agree.
If this was true, i'd be asking for an archery buff. I personally don't even see why you buffed bows. but  seen as though I have a lobby twisted view  "why the funk didn't you nerf sheilds they block arrows wtf".

Yet on a serious note, 2hers can lol stab faster than I can swing a pickaxe and 1h cav can swing through their horse. Yeah its balanced and nothing needs changing.

p.s the point system is balanced, I can go a whole round as a shielder and not even swing yet I get valour. Yet as an archer I can get 7 kills in one round and get 20 points.
Title: Re: New Mechanic: Dodge
Post by: WITCHCRAFT on July 03, 2013, 09:43:54 am
Why don't you stop thinking about adding things and finish off balancing the mod?

CRPG (and every other game that gets patched regularly) is in a constant state of change. It will never be fully balanced. Even if it did, that would spell the end of the game. Everything is equal! No more patches except to add new things once a year or less!

The constantly changing balance and "flavor of the month" builds keep me coming back to CRPG. If it was the same everything I logged in, I would have given up long ago.
Title: Re: New Mechanic: Dodge
Post by: Tovi on July 03, 2013, 09:56:13 am
Why not just crouching like in Napoleonic Mod ? It's good against archers or lance cav. It could be good for archers too (on a roof etc.)

I like the side jump to avoid cav bumping but not the roll on the ground.
Title: Re: New Mechanic: Dodge
Post by: Grumbs on July 03, 2013, 10:01:24 am
I'd be tempted to say just leave the core mechanics alone at this point. You should just make your own separate Rageball mod with all the gamey Unreal Tournament dodges, dives, nudges that you want.

I've never actually not wanted someone to develop for cRPG, but I just think this is leading us down a road we would be best off avoiding. We can't even talk balance without us being "lobbyists"
Title: Re: New Mechanic: Dodge
Post by: Gnjus on July 03, 2013, 10:04:40 am
Because you possess an uncanny combination of selective recognition, frenetic ignorance and believe in the significance of anecdotal evidence.

Because what people think to be badly needed balancing fixes is just their own lobby-twisted view demanding buffs for themselves and nerfs for the others.

Quote
etc, etc


If Urist/Paul was a Forgotten Realms character Charisma would be his highest attribute.
Title: Re: New Mechanic: Dodge
Post by: Joker86 on July 03, 2013, 10:07:18 am
I think the only roll a real fighter would perform is the first one, where he has already been knocked down and has to move away as fast as possible.

Also those quick sidesteps seem okay to me, since they are also realistic.

But that roll from the stand would be ridiculous, and no real fighter would ever do that in combat. So I'd vote yes, yes and no.

I don't want to judge the gameplay aspect in this case, since I am not really a good fighter and thus better keep my mouth shut.
Title: Re: New Mechanic: Dodge
Post by: Chasey on July 03, 2013, 10:15:59 am
http://forum.meleegaming.com/announcements/crpg-status-and-plans/

Would prefer if 2 and 3 were focused on personally
Title: Re: New Mechanic: Dodge
Post by: Rebelyell on July 03, 2013, 10:33:01 am
Because what people think to be badly needed balancing fixes is just their own lobby-twisted view demanding buffs for themselves and nerfs for the others. The mod is pretty balanced from my point of view and I'll make new stuff 'cause it's fun (for me) and eventually add it if the rest of the cRPG devs agree. If it doesn't work out it gets removed. Why not test mechanics in cRPG and give the Melee devs an idea if there is any point of implementing it into their game or not?

but 2h op:(
nerf 2h  plz
Title: Re: New Mechanic: Dodge
Post by: Cup1d on July 03, 2013, 11:27:56 am
Any news about new wpf curve?
Title: Re: New Mechanic: Dodge
Post by: Leesin on July 03, 2013, 11:47:13 am
No offense but the whole idea of dodges sounds lame as fuck, you're just going to see a ton of guys bouncing all over the place, making melee even lamer. Plus I thought we already had dodging implemented, it's called decent footwork, you can dodge with it.

EDIT: Oh yeah before you start adding more features could you make the Nudge key rebindable first so I can actually use it? thanks.
Title: Re: New Mechanic: Dodge
Post by: Fips on July 03, 2013, 12:32:09 pm
Bring it on!

The whole thing needs to get a nice balance, though. Nudging with high str results in heavier knockbacks or even knockdowns, while the ability to dodge with high str-chars is very limited. Heavy armour such as heraldic transitional or basically anything that has much plate in it and weighs a ton shouldn't be allowed to do the big nudges at all (Although rolling on the floor should still work, seems reasonable to me) or just have a version where the jump is simply a little further step in the direction than the normal wasd-keys would provide. While doing that, i think those armours would need a buff to compensate not being able to dodge as good with them.
On the other hand agi chars should stay with the weak nudge they have right now, which simply stuns a little, but then have the possibility to nudge more often. For dodging they could max out the animation with a certain amount of athletics and be able to use it more often than the str-builds. Of course, they shouldn't be allowed to roll and jump around on the field every other second, reducing the timer should only be like 1 or 1.5 seconds max. Would still make a difference, though.

I'd say think about this very thoroughly and then give us them goodies. Anything that is being added into the game is a little step forward to even more dynamic and fun fights.



Also, the new knockdown would be very welcome. Getting knocked down, getting hit on the ground and then getting knocked down AGAIN happens way too often. Especially with 1h blunt.
Title: Re: New Mechanic: Dodge
Post by: RandomDude on July 03, 2013, 12:49:03 pm
Definitely need a stamina bar if all these moves are introduced, with weight of armour limiting how many moves you can perform. Agile, low armoured characters should be able to perform more moves than guys in plate.
Title: Re: New Mechanic: Dodge
Post by: Tomas on July 03, 2013, 12:57:24 pm
I would only support the following at most and preferably just the first and last

1/2 meter "hop" - just enough to avoid an attack, kick or nudge.  1 1/2 - 2m is far too much imo.

Roll - if you happened to press the "hop" button, in the right direction (anywhere away from the swing), whilst being hit then you will roll away instead of hopping.  You still take some damage though so its only really useful as an escape mechanism.  On knockdown hits there can be a slightly extended window to roll.

Cooldowns based on armour - the heavier your armour, the longer the cooldown.


Changed my mind.

I would only support the following

SHORT HOP - double tap a direction to hop 1/2m in a certain direction.  The animation would be the same length as if you walked normally so it is only a gain in speed of getting to a point and not a gain in overall traveling.  Cooldown would be on the nudge/kick cycle.

ALTERED KNOCKDOWN - Any weapon should be able to knockdown but knockdown should be based on the amount of damaged soaked by a players armour with this amount being adjusted according to hit location, weapon weight and damage type (bonus for hits to the head/legs, for heavier weapons and for blunt damage).  This means lighter weapons will knockdown less due to lower base damage/weight and lightly armed opponents will get knocked down less due to taking more actual damage.  This leaves knockdown as something to take down tin cans instead.

GUARANTEED KNOCKDOWN - If hit in the legs whilst in the air after jumping or hopping.  Time these things wrong and you'll end up on the floor.
Title: Re: New Mechanic: Dodge
Post by: rufio on July 03, 2013, 01:00:30 pm
i really like the rolling idea after knockdown, the others not somuch,  things will get to messy i think, and collision might also form an issue specially in team fighting. good initiative thow
Title: Re: New Mechanic: Dodge
Post by: Rebelyell on July 03, 2013, 01:08:54 pm
Bring it on!

The whole thing needs to get a nice balance, though. Nudging with high str results in heavier knockbacks or even knockdowns, while the ability to dodge with high str-chars is very limited. Heavy armour such as heraldic transitional or basically anything that has much plate in it and weighs a ton shouldn't be allowed to do the big nudges at all (Although rolling on the floor should still work, seems reasonable to me) or just have a version where the jump is simply a little further step in the direction than the normal wasd-keys would provide. While doing that, i think those armours would need a buff to compensate not being able to dodge as good with them.
On the other hand agi chars should stay with the weak nudge they have right now, which simply stuns a little, but then have the possibility to nudge more often. For dodging they could max out the animation with a certain amount of athletics and be able to use it more often than the str-builds. Of course, they shouldn't be allowed to roll and jump around on the field every other second, reducing the timer should only be like 1 or 1.5 seconds max. Would still make a difference, though.

I'd say think about this very thoroughly and then give us them goodies. Anything that is being added into the game is a little step forward to even more dynamic and fun fights.



Also, the new knockdown would be very welcome. Getting knocked down, getting hit on the ground and then getting knocked down AGAIN happens way too often. Especially with 1h blunt.

plate armors are not heavier than chainmail armour at last not that much if at all but that depends on what armours we want compare
also plate armors were extremyl good designed and provided good movement abilities.
but your version sounds more balanced
Title: Re: New Mechanic: Dodge
Post by: Micah on July 03, 2013, 01:10:12 pm
I really like the overall idea of adding combat abilities, since it adds complexity - and thereby variety - to the fighting. But i have to agree with some counter arguments here.
Firstly, my main problem is, that it has to stay "natural". I do already have problems with accepting the current nudge mechanics (i love nudge but not the cooldown mechanics). I know that this is not a thread about nudge , but my idea includes both (i call them "power-actions") , nudge and dodge .. or leap.

The core idea is , to implement nudge and dodging/leap as a "boosted" standard actions and introduce a "action-key", which will boost the next action.
After using a power action, the character will then enter an "exhausted state" for 5-10 sec (as an substitute for shared cooldown). it will still be able to do all power action , but only perform very weak and slow ... very slow animation which will most propably get him killed - thus it should be interruptable  :idea: .
This would feel much more natural and not like a "blocked action" imo.

to make an power-action , do:
1) Press "action-key" (e.g. SHIFT or ALT - both keys aren't assigned yet in the game 8-))
2) Press  keys for corresponding standard action ( A+SPACE for left leap, A+A Left dodge, LMB+MOUSE-UP for Overhead nudge(2h), RMB for defensive nudge ...)

This might help out with the mess about assigning activation keys (V-for nudge isnt exactly aergonomic tbh :lol:)

edit: well, doubble tap for dodge might do aswell .. but tbh, i never really loved double-tap activation - should be substituted by a 2-key-combo imho  :P

edit2: perhaps , reducing running acceleration in exhausted-state would be reasonable too  :mrgreen:
Also, regarrding the 100% kd ... this should be only doable as a power-action  :idea:



Title: Re: New Mechanic: Dodge
Post by: dynamike on July 03, 2013, 01:22:09 pm
I already dislike the nudge, please don't add more.

Maybe I'm just too old to learn new mechanics, but the core MB fighting system without fancy key combos was and is what still attracts me to the game after so many years.

I appreciate the effort, though I wish it was invested in making the current game more diverse (armors, maps, game modes) without touching core mechanics.
Title: Re: New Mechanic: Dodge
Post by: Angantyr on July 03, 2013, 01:24:59 pm
Something that allows one to get up when knockdowned would be very welcome, never liked the free hit knockdown.

Other than that I've always enjoyed the free form movement in WB, that if you evade it is not some rigid evasive animation but yourself WSAD'ing like in the good ol' days. I remember TaleWorlds suggesting jump and climb animations back in beta, like for example when passing over a fence, luckily this was quickly shot down.

Normal dodge rolls are completely out of the question for me, this would be the ultimate immersion breaker.


I may be conservative but I really just prefer fighting with my weapon and footwork, not all these kinds of fancy karate kicks and ninja rolls. Enjoying my polearm nudge, nevertheless (thank you Tydeus), but I strongly feel these extras should stay firmly in the background.
Title: Re: New Mechanic: Dodge
Post by: PanPan on July 03, 2013, 01:26:44 pm
inb4
(click to show/hide)

This sig <3
Title: Re: New Mechanic: Dodge
Post by: Micah on July 03, 2013, 01:29:57 pm
Enjoying my polearm nudge, nevertheless (thank you Tydeus).
pole-nudge should be AoE though (considering weapon-size and weight) and 2h-overhead-nudge should have kd-chance ...  :mrgreen:
Title: Re: New Mechanic: Dodge
Post by: Vermilion on July 03, 2013, 01:31:02 pm
I don't like the idea of any sort of 'rolling'. Also the whole point of knockdown is so you can get a free hit against shielders when they are on the ground, if you add rolling after being knockdown you might as well just remove knockdown from the game..

I would like to see a 'double-tap' side step though... this would allow you to avoid over heads from weapons such as the long maul, or get behind someone for a quick hit behind their shield/block/etc.

However, I think the side step should be affected by agility and armor weight. That way you can't get side-stepping strength builds wearing tin-can armor.
Title: Re: New Mechanic: Dodge
Post by: Fips on July 03, 2013, 01:35:06 pm
plate armors are not heavier than chainmail armour at last not that much if at all but that depends on what armours we want compare
also plate armors were extremyl good designed and provided good movement abilities.
but your version sounds more balanced

Yeah, wasn't really talking about realism anyway. To me it just made more sense balance wise.

Also, i really don't get why so many people are against this! If it's a gamebreaker it still can be removed. Stuff like that always needs some real testing on server before you can be sure about it and the possibility that it will be awesome is there, so why not take this chance? If people now are pondering against this and it won't make it in the game because of them, it just saddens me. I like that devs will take the community into account, but imo this poll should have been done after it was tested on the servers. That way people can actually talk about their experience with the mechanic instead of their expectations of it.
Title: Re: New Mechanic: Dodge
Post by: Micah on July 03, 2013, 01:35:08 pm
I don't like the idea of any sort of 'rolling'. Also the whole point of knockdown is so you can get a free hit against shielders when they are on the ground, if you add rolling after being knockdown you might as well just remove knockdown from the game..
i think kd-roll should be made as a challenge to hit a key in a very shoort time-window after you get kd'd this would make alot of sense and fun imo  :mrgreen:
Title: Re: New Mechanic: Dodge
Post by: Radament on July 03, 2013, 01:43:17 pm
The only thing I can think about is all the hit boxes being wonky everywhere and people morphing into each other constantly.

I only see problems with the dodging idea.  As for the knockdown roll.  I really do not think it is needed nor fair to those who use knockdown.  Although, I guess if it heavily relied on your overall weight it would be alright.

i approve dodging but i'm afraid about these possible consequences..
knockdown is still knockdown but with the difference that you have not anymore the secure free (retarded) hit like before and i like it even if i'm using winged mace myself as 1h.

problems are those weird hitboxes (they're screwed even in normal game  :mrgreen:) when rolling....or you plan to set dodging with invicibility on?

The fact is that dodge adds more ways to play , more skill involved , not only the same spinthrusts , left swing , thrust and kicks...but i'm afraid it adds more bugs and QQ  :lol:
Title: Re: New Mechanic: Dodge
Post by: Sir_Carealot on July 03, 2013, 01:59:37 pm
I really don't like the rolling option (only reminds me of those awful Demon souls PvP attles that didn't feel at all authentic). The other options I can live with.. loving the nudge but I don't really want anything with greater impact than that. The core gameplay is already awesome.
Rather than new ways to dodge I would love to see new gamemodes, upgraded strategus battles, new maps, letting the mapmaker balance those maps out after a bit of testing and so on. There are a lot of areas already in the game that could be in need of a lookover. 
Title: Re: New Mechanic: Dodge
Post by: rufio on July 03, 2013, 02:24:22 pm
Because what people think to be badly needed balancing fixes is just their own lobby-twisted view demanding buffs for themselves and nerfs for the others. The mod is pretty balanced from my point of view and I'll make new stuff 'cause it's fun (for me) and eventually add it if the rest of the cRPG devs agree. If it doesn't work out it gets removed. Why not test mechanics in cRPG and give the Melee devs an idea if there is any point of implementing it into their game or not?

remove ranged stagger, like polestagger, imba yo!
Title: Re: New Mechanic: Dodge
Post by: Belatu on July 03, 2013, 02:25:05 pm
Oh yeah before you start adding more features could you make the Nudge key rebindable first so I can actually use it? thanks.
Title: Re: New Mechanic: Dodge
Post by: 51L3NC3R on July 03, 2013, 03:00:13 pm
This is brilliant...Encumbrance, Athletics and your overall Agility should factor in
Cheers :)
Title: Re: New Mechanic: Dodge
Post by: Penitent on July 03, 2013, 03:25:30 pm
I'm not much for rolling after knockdown...I think it will nerf that mechanic a bit too much.

I am very in favor of adding a dodge/sidestep though.  Maybe double-tap "D" to do a quick strafe, or double tap S to hop back real quick.  I don't think you should be able to attack while doing this.
Title: Re: New Mechanic: Dodge
Post by: Son Of Odin on July 03, 2013, 03:40:46 pm
Gibe Dodge pls!

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Title: Re: New Mechanic: Dodge
Post by: Prpavi on July 03, 2013, 03:49:09 pm
we don't need dodge, we need PD for xbows.
Title: Re: New Mechanic: Dodge
Post by: Osiris on July 03, 2013, 04:01:35 pm
What i like about Warband in general is the freedom of movement you have to spin/dodge etc. Dodging is a skill an art for some. The direction seems to be heading away from personal movement and towards who can hit the right combo of keys quicker :(

Footwork is a key skill to learn and separates the great from the good i just feel like this would be a move to dumb down combat.
Title: Re: New Mechanic: Dodge
Post by: Penitent on July 03, 2013, 04:14:28 pm
What i like about Warband in general is the freedom of movement you have to spin/dodge etc. Dodging is a skill an art for some. The direction seems to be heading away from personal movement and towards who can hit the right combo of keys quicker :(

Footwork is a key skill to learn and separates the great from the good i just feel like this would be a move to dumb down combat.

Really?  I thought just the opposite.  This would give more options for footwork and increase the complexity of combat!  Like a painter that has a larger color palate to work with, or a dancer with a mutated 3rd leg.  Interesting...
Title: Re: New Mechanic: Dodge
Post by: Necrorave on July 03, 2013, 04:20:34 pm
The only kind of dodge I would agree with completely is a dive of some sort.  The ability to do what a "Dodge" does but you end up knocked down at the end of the dodge and have to get back up.

I still think this will cause more problems than anything though.  Hit boxes are already weird enough and dodging with the different pings will cause chaos.

(Personal opinion: make kicking hit boxes reasonable first)
Title: Re: New Mechanic: Dodge
Post by: Lennu on July 03, 2013, 04:31:40 pm
The only one I like is the roll when knocked down.

Side step would just take the skill away from footwork: hit + backstep out of range with full str char would just be retarded. And the Dark Souls roll/dive simply doesn't belong to warband movement speed mechanics. Maybe if you could completely rework the character movement system the side step and DarkSouls-roll could fit in.
Title: Re: New Mechanic: Dodge
Post by: Swaggart on July 03, 2013, 04:53:12 pm
If you deviate too far from what the original Warband combat was like, you will find that people will be less inclined to play. While it's fun do add things because you can, you run the risk of changing the game so much that people lose that loving feeling with the game they spent years playing.

Nudge was just recently added to all classes. Let's let this mechanic sit for some time to see how it changes the overall feel of the game before adding new mechanics.
Title: Re: New Mechanic: Dodge
Post by: Elindor on July 03, 2013, 05:22:23 pm
The Roll : I like it.

The Quick Dodge Jump : um, maybe.  Allow blocks during this but maybe not attacks.

The Dive/Lunge : I think this would be cool if it landed you in a very compromised position (as in you couldn't execute attacks or blocks for a second), so that this was a highly offensive move but a little dangerous to execute, a risk.

** For all of them, I would say their effectiveness (speed or execution, distance, etc) should be based off things like agility and weight, so that heavy plate strength buffs aren't agi rolling all over the place and leaping around as well as a high agi character in cloth.

---

Overall, besides the roll I'm a little unsure, because one of the beautiful parts of MB combat is that its so SIMPLE in its basic controls....LMB, RMB, WASD, and yet the combinations between all these and the timings etc can separate a hopeless newb from a MASTER of armed combat.  I dont want the game to lose this aspect.
Title: Re: New Mechanic: Dodge
Post by: Zlisch_The_Butcher on July 03, 2013, 06:43:36 pm
Dodgers would need heavy penalties for getting hit while dodging though, and should be pretty shitty and worthless in higher armor weights, but overall I like this idea. I do however feel that it would be wiser to allow blocking, kicking, attacking and turning your character while knockdowned but remove all chance from knockdown, making it either 100% or 0% depending on hold length, weight, and whether it hit your head (a weapon of the weight of the barmace should imo have 100% knockdown rate when just hitting while a tiny my old friendcher hammer should only knockdown at perfect hold durations while also hitting the head.
Title: Re: New Mechanic: Dodge
Post by: Tronde_Dornian on July 03, 2013, 06:48:35 pm
So if I got it right: When I guess the right side of the knockdown roll, I still get a "free" hit?
Perhaps knockdown could kind of stun (or you take the length of the time window) depending of the strength difference as in the nudge? The bigger the difference, the longer the stun/shorter the time window.
Title: Re: New Mechanic: Dodge
Post by: Phew on July 03, 2013, 07:21:11 pm
I like the sidestep option, with the following caveats;
-If you get hit while leaping to the side, you have a chance to be knocked down (even by non-knockdown weapons)
-The leap distance/speed/cooldown should be a function of agility, athletics, and/or armor weight
-You can still block while leaping, but not attack

I don't like the roll option. I don't think it's something a medieval knight would have ever done during combat.
Title: Re: New Mechanic: Dodge
Post by: Penitent on July 03, 2013, 07:47:09 pm
I like the sidestep option, with the following caveats;
-If you get hit while leaping to the side, you have a chance to be knocked down (even by non-knockdown weapons)
-The leap distance/speed/cooldown should be a function of agility, athletics, and/or armor weight
-You can still block while leaping, but not attack

I don't like the roll option. I don't think it's something a medieval knight would have ever done during combat.

I agree this is the best way.  The rolling after knowndown or rolling around at will aren't as nice.
Title: Re: New Mechanic: Dodge
Post by: MrPink44 on July 03, 2013, 07:51:23 pm
While at first I was interested I think there are some huge considerations before attempting this.

-First there is a bit of a ghost hitbox issue with normal jumps that allows players to still hit you if they swing in the right area of deadspace.

-After reading a few of the counter arguments I think rolling is now completely off the table for me. It would be hokey and like some other people have said, it would break the immersion.

-As far as a knockdown roll-out it might be better to normalize the random aspect of knockdown to something Paul has put forward i.e. dictated by weapon weight as well as armor weight where lighter armored people aren't preyed upon by certain death knockdowns. To articulate my point a lot of knockdown weapons of the heavier variety have crush-through which makes blocking worthless as a swashbuckler. This isn't the case for all blunt knockdowns but I know personally it's insanely frustrating to get 2 shot with no chance to save myself since someone got that magical first hit knockdown.

-Which leads to my next point of a quick step. Honestly it's an amazing idea in theory since it opens up a lot of possibilities for lighter weight 1H swashbucklers. But that was already facilitated by nudge, which now everyone has I agree with the cooldown system that has been helpful in mitigating the abusive of nudge-kick combos but if a sidestep were implemented it would need to share a cooldown with these two functions. This would give just another tool in melee combat against some of those larger heavier weapons that you can neither block nor effectively dodge without exposing yourself in multiple player combat. A double tap on a movement key would suffice for me or like someone else stated put it with a shift or alt command.

For the love of all that is holy let us chose our own keybinds. Other than that I am not opposed to new combat mechanics but there needs to be some serious testing on a private server before implementing it in a patch like the last one. I know that can be hard to accommodate but it might help with refinement. That's my two dollars worth sorry if it's TL/DR but I tried to take a lot of the feedback I caught from other peoples legit concerns. 
Title: Re: New Mechanic: Dodge
Post by: Tojo on July 03, 2013, 07:59:34 pm
Imo : Players are still learning the nudge that was recentley introduced another new mechanic should probably wait awhile. Also, the rolling after a dodge is performed will likely cause more problems than it solves. I would like to see another mechanic added eventually but just not right after the nudge.

Perhaps instead of a dodge roll you devs could implement a Sidestep dodge. With a sidestep you could avoid those overhead crushthroughs a little better and maybe dodge some charging cav. Just make the character move 1m left or right of current position almost like a lunge or something.
Title: Re: New Mechanic: Dodge
Post by: Nehvar on July 03, 2013, 09:34:42 pm
I like the roll but not the hop or Soul's-dodge.
Title: Re: New Mechanic: Dodge
Post by: Kafein on July 03, 2013, 09:56:54 pm
DO DIS

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Now seriously don't add a dodge. All but the first type seems way too powerful and gamey and also completely redundant with current mechanics (just sidestep) that make a lot more sense. Humans, especially with armor on, have inertia. Finally, we already have too many used keys to add more, and double tapping is awful.
Title: Re: New Mechanic: Dodge
Post by: Crob28 on July 03, 2013, 09:57:14 pm
Server acrobatics training is progressing well :


Serious answer though, I'm not to sure about the 2nd and 3rd options but the 1st seems to be a good idea, possibly because knockdown REALLY irritates me :P but it would be a good way to "balance" that aspect of gameplay.  Best thing to do imho is give it a while for the current changes to settle in and then, after the ideas have been refined ofc, release the dodge change(s) on one server only as a test.
Title: Re: New Mechanic: Dodge
Post by: ROHYPNOL on July 03, 2013, 09:58:09 pm
NO! ... just NO!
Title: Re: New Mechanic: Dodge
Post by: Gmnotutoo on July 03, 2013, 10:02:58 pm
NO! ... just NO!

Then nerf strength/iron flesh into the ground, just like every other build has experienced.
Title: Re: New Mechanic: Dodge
Post by: Visconti on July 03, 2013, 10:12:21 pm
NO! ... just NO!

Title: Re: New Mechanic: Dodge
Post by: Konrax on July 03, 2013, 11:00:46 pm
The best melee weapon fighting game of all time had a double tap leap mechanic.

Bushido Blade 1 for PS1

You could leap to dodge attacks, and leap in with an attack also.

For crpg sake, I think it would balance itself really well because if someone lunges the wrong way think of the speed bonus on that swing you could get.

EDIT: It also had a roll option when knocked down as well.
Title: Re: New Mechanic: Dodge
Post by: Silveredge on July 04, 2013, 02:33:33 am
Please allow a key to initiate the dodge/roll as well as double tap.  I am not a fan of the double tap because of small adjustments to aim (like when you barely move out to shoot and you tap the movement one more time to avoid the invisible wall or to avoid an incoming arrow without moving too much to be obvious to the rest of the enemy team), so you will see people accidentally dodging all over the place and off of roofs/cliffs.  This will also happen in infantry combat in the middle of battle when performing quick counter movements or faking a move in a certain direction.  I feel that if you force a double tap without the ability to rebind, you will only end up irritating a lot of people.  And it can only get worse when you think about uncoordinated players.

I think it would be better if you take the approach of having it bound to a remappable key by default.  And have the option to enable the double tap of directional keys.  Then you won’t end up frustrating the general population of cRPG who won’t make use of dodge and would only end up hating the change, instead of possibly appreciating another layer in overall gameplay.  All changes should be thought out in the way where you want to make it well received by the player base.  Not by introducing new features in the way of, “That’s how it is, shut up and get used to it”.  But instead, “Here’s a new awesome feature, customize it how you would like, make it your game”.
Title: Re: New Mechanic: Dodge
Post by: Jona on July 04, 2013, 05:33:07 am
any chance that we could see that long-rumored wpf patch or some other things that will help balance this game before you continue to add more (potential more unbalanced) things to it?

Like, say.. nerf strength builds (or buff agi), nerf 2handers, etc etc.

buffing archery was a start, now time to shake up melee a little.



but, on topic: i like the roll while knocked down the best. quite unfair when a guy with knockdown gets one lucky hit on you; you fall down, they hit you on the ground, you get up, they kick you, and then hit you again... and by that point you are probably dead.
Title: Re: New Mechanic: Dodge
Post by: Dalfador on July 04, 2013, 05:36:43 am
add crouch
Title: Re: New Mechanic: Dodge
Post by: dreadnok on July 05, 2013, 06:00:47 am
Nooooooooo. Being knocked down, you should get hit not a pass because your an agi twagiole
Title: Re: New Mechanic: Dodge
Post by: brunoII on July 05, 2013, 11:45:00 am
will be like at a conference of drunks  :mrgreen: ..... However, as might be curious situation.  :D
Title: Re: New Mechanic: Dodge
Post by: Kuyamzoleta on July 05, 2013, 12:08:01 pm
The problem with adding another mechanic is that it muddies down the mechanics that we all know and love. Nudge was added and that's fine, but the more user friendly we get by adding more and more mechanics the more we lose in having a sense of pride and skill in the mechanics that we all took so long to master.

Things like jumping away from a cavalry player and stabbing him/her instead, or being lucky and avoiding an overhead hit and retaliating with a slash. These moments are moments where the player pats himself on the back saying, "god damn i just dodged that and gave him a piece of my mind."

If we add a dodge mechanic we risk losing that sensation of footwork on the battlefield and risk angering players by having the ability to slide to bases.

I'm against adding another mechanic, but if you truthfully believe it will level out the playing field even more and provide solid reason then feel free to.
Title: Re: New Mechanic: Dodge
Post by: RobertOfDrugsley on July 05, 2013, 03:02:47 pm
Jeez, I can barely manage the options I have now!

Part of me wants to see a traditional backpedal+swing retreat where all parties also jump around like crazy though.
Title: Re: New Mechanic: Dodge
Post by: Haboe on July 05, 2013, 04:22:01 pm
I like the idea, but you are going to make an animation that you say is:

Nothing too game changing here, just another tool in the bag.

I remember you being against adding crouch to the game with the following reasoning:

It's a lot of work considering I'm not convinced that it adds depth to combat.

Why you do wanna do 1, and not the other?
Title: Re: New Mechanic: Dodge
Post by: Konrax on July 05, 2013, 06:36:28 pm
I like the idea, but you are going to make an animation that you say is:

I remember you being against adding crouch to the game with the following reasoning:

Why you do wanna do 1, and not the other?

Crouch only makes sense for crossbowmen.

Dodge would be something that every player can utilize.
Title: Re: New Mechanic: Dodge
Post by: Angantyr on July 05, 2013, 06:59:01 pm
I only played infantry in Vikingr but saw plenty of use for crouching.
Title: Re: New Mechanic: Dodge
Post by: LordLargos on July 05, 2013, 08:58:45 pm
Add crouch and if you did add this role poly shit then cav will need a massive buff otherwise people will just be able to roll out of the way and considering it takes awhile to come back around
(click to show/hide)
and go for another charge cooldown would have to be massive.
Title: Re: New Mechanic: Dodge
Post by: karasu on July 05, 2013, 09:24:20 pm
Crouch only makes sense for crossbowmen.

Dodge would be something that every player can utilize.


I'm sorry sir, but this picture says the opposite:   http://s7.postimg.org/gzcgg357f/Gfhds.jpg (http://s7.postimg.org/gzcgg357f/Gfhds.jpg)


Title: Re: New Mechanic: Dodge
Post by: Inglorious on July 05, 2013, 11:23:33 pm
I like the sidestep option the most. As a shielder, it's pretty annoying to have to point your shield to the side to dodge in that direction. Jumping just doesn't cut it.

I think crouching also has some good effects on gameplay at this point without any odd behaviors arising.

I second San. The sidestep/hop idea is fantastic, and reasonable for all types of players. Crouching would be fantastic as well. Moving while crouching however... Whole new topic of discussion before I even want to support the idea.
Title: Re: New Mechanic: Dodge
Post by: Kalam on July 05, 2013, 11:28:24 pm
Crawling would be great if
a) it leaves you defenseless
b) it's slow
c) it takes 2 seconds or so to get back up
Title: Re: New Mechanic: Dodge
Post by: En_Dotter on July 06, 2013, 02:56:25 am
Or just update EU7 and then start adding new "fun" stuff...
Title: Re: New Mechanic: Dodge
Post by: Kaoklai on July 06, 2013, 04:17:10 am
Too gamey.  Pre-programmed, rigid evasive maneuvers just feel wrong in Warband. 

Title: Re: New Mechanic: Dodge
Post by: Angantyr on July 06, 2013, 03:04:03 pm
Could we please get a chance to recast our vote?
Title: Re: New Mechanic: Dodge
Post by: ARN_ on July 06, 2013, 03:29:04 pm
just update EU7
That!
Title: Re: New Mechanic: Dodge
Post by: Phew on July 09, 2013, 07:45:04 pm
Imo : Players are still learning the nudge that was recentley introduced another new mechanic should probably wait awhile. Also, the rolling after a dodge is performed will likely cause more problems than it solves. I would like to see another mechanic added eventually but just not right after the nudge.

True that Tojo. Heck, I still have never executed a chamber block on purpose in my 16 gens, and consider feints/holds/kicks/and now nudge to be "advanced mechanics" in the sense that it still takes a fairly skilled player to execute them properly.

Add more keys that I have to find in the heat of battle, and it may be overwhelming. Part of the beauty of warband is the depth of combat that can be achieved with just 2 mouse buttons and WASD.
Title: Re: New Mechanic: Dodge
Post by: CrazyCracka420 on July 09, 2013, 09:01:50 pm
True that Tojo. Heck, I still have never executed a chamber block on purpose in my 16 gens, and consider feints/holds/kicks/and now nudge to be "advanced mechanics" in the sense that it still takes a fairly skilled player to execute them properly.

Add more keys that I have to find in the heat of battle, and it may be overwhelming. Part of the beauty of warband is the depth of combat that can be achieved with just 2 mouse buttons and WASD.

Chambering is pretty easy against hoplites.  Sometimes I'll take more risks when I'm 1v1'ing and instead of trying to block, I'll instead try to chamber incoming attacks (not all of course).
Title: Re: New Mechanic: Dodge
Post by: Jarold on July 10, 2013, 07:52:52 am
True that Tojo. Heck, I still have never executed a chamber block on purpose in my 16 gens, and consider feints/holds/kicks/and now nudge to be "advanced mechanics" in the sense that it still takes a fairly skilled player to execute them properly.

Add more keys that I have to find in the heat of battle, and it may be overwhelming. Part of the beauty of warband is the depth of combat that can be achieved with just 2 mouse buttons and WASD.

This a thousand times!

I don't like the way cRPG is heading. It's getting into the zone where yeah these additions are cool and they add diversity but are they really that good?

Hehe I remember when I forced myself to only chamber in the Native singpleplayer arena for about a week. Man I can chamber on que for the most part.
Title: Re: New Mechanic: Dodge
Post by: RobertOfDrugsley on July 10, 2013, 02:05:35 pm
Part of the beauty of warband is the depth of combat that can be achieved with just 2 mouse buttons and WASD.

So true!

Another part of the beauty is stabbing peasants in the face, but that's besides the point.
Title: Re: New Mechanic: Dodge
Post by: Tayzzer on July 10, 2013, 06:23:35 pm
      I find the idea of a quick step over any doge or roll much more favorable as it seemingly would not alter the basic fighting mechanics that we have come to enjoy. I see too many ways in which the dodge and roll would further benefit strength and or armor heavy builds. Even with heavy stat modifiers it gives them more of an advantage because those type of builds would still have a quick position change regardless of the distance traveled. It is hard enough to notice the effects of agility in short distances without having tin cans diving toward you. However with a sort of quick step it could just add to the footwork that is so essential to battle whether it be 1v1 or 1v4. I could see it as a way for agility to be utilized in a subtle way if it was factored into the speed of the quick step rather than distance.

   I am by no means talking about a sprint just a single accelerated shift granted this effect can be mimicked by various movement combinations when attacking however they do not allow you to shift to the side to avoid a hilt slash or get out of a swings range at the last second. In part I am imagining a way to dodge without disengaging from combat, a fluid dodge.
   
Title: Re: New Mechanic: Dodge
Post by: Kafein on July 10, 2013, 07:06:02 pm
I don't really get the point of adding a special control for a new dodge movement. You can already dodge by strafing and the controls for that are perfect : precise and easy to use, and they do exactly what you want. A faster dodge mechanic has a (a priori) very high chance of breaking the game, and replace actual skill with the ability to deal with awkward controls (that may be how RTS lovers get their kicks, but certainly not how I do). But don't think I only have a problem with how a dodge is going to be controlled. It is also completely useless in the first place to add such a move, as you can already do it and it works very well, even a little too well when you do mouse dodging in sprint mode (but that's ok since that kind of dodge is only useful to avoid projectiles, and projectile speed is getting buffed for no apparent reason, but I digress). Maybe if you want to add a more powerful dodge move, buff how current dodging works.

The knockdown defense action is a completely different issue that could turn out to be really good or really bad so I won't comment on that, at least not in this post.