Author Topic: Perhaps were looking at shields the wrong way?  (Read 2529 times)

0 Members and 1 Guest are viewing this topic.

Offline Spa_geh_tea

  • Baron
  • ****
  • Renown: 130
  • Infamy: 114
  • cRPG Player A Gentleman and a Scholar
    • View Profile
  • Faction: Bearded Vagrant
Perhaps were looking at shields the wrong way?
« on: July 26, 2011, 04:30:31 am »
+4
Introduction
(click to show/hide)

Idea
(click to show/hide)

Conclusion
(click to show/hide)
« Last Edit: July 26, 2011, 04:53:00 am by Spa_geh_tea »

Offline Huey Newton

  • Duke
  • *******
  • Renown: 555
  • Infamy: 99
  • cRPG Player
    • View Profile
  • IRC nick: Huey_Newton
Re: Perhaps were looking at shields the wrong way?
« Reply #1 on: July 26, 2011, 04:54:32 am »
0
I love this idea.

Offline Anti

  • Noble
  • **
  • Renown: 10
  • Infamy: 4
  • cRPG Player
    • View Profile
Re: Perhaps were looking at shields the wrong way?
« Reply #2 on: July 26, 2011, 05:06:46 am »
0
Meh, I believe the developers briefly experimented with this idea in native. I believe the "parry" animation is still left over from that.


Honestly, I don't like it. People don't seem to realize this, but a decent shield and board player can beat a great 2h/polearm user any day of the week. The problem is however, The amount of *decent* sword and board users isn't very high. Sword and board don't need a buff imo.

Offline Seawied

  • Knight
  • ***
  • Renown: 45
  • Infamy: 21
  • cRPG Player
  • Climbing in yo window, snatching yo people up!
    • View Profile
Re: Perhaps were looking at shields the wrong way?
« Reply #3 on: July 26, 2011, 06:13:51 am »
0
here's a less game-breaking suggestion


Instead of making it impossible to block, why not give a +50 wpf bonus on the next swing? It would be a clear advantage, but it wouldn't be spammable, and it would give shield users a new degree of skill.
So with PT >10 stones become simple too effective
:lol:

Offline Christo

  • Dramaturge
  • King
  • **********
  • Renown: 1844
  • Infamy: 371
  • cRPG Player
    • View Profile
  • Faction: No faction, methinks.
  • Game nicks: Sir_Christo, Christo, Cristo.
  • IRC nick: Christo
Re: Perhaps were looking at shields the wrong way?
« Reply #4 on: July 26, 2011, 07:07:14 am »
0
here's a less game-breaking suggestion


Instead of making it impossible to block, why not give a +50 wpf bonus on the next swing? It would be a clear advantage, but it wouldn't be spammable, and it would give shield users a new degree of skill.

lol.

Imagine those lightspeed 1handers like that.

It would be at the certain polearms stun annoyance level , if not worse.
visitors can't see pics , please register or login

                                                                                            Thanks to cmpxchg8b for the picture!

Offline Seawied

  • Knight
  • ***
  • Renown: 45
  • Infamy: 21
  • cRPG Player
  • Climbing in yo window, snatching yo people up!
    • View Profile
Re: Perhaps were looking at shields the wrong way?
« Reply #5 on: July 26, 2011, 07:12:24 am »
0
The problem with polestun is that if you get hit, the next one is coming at you at light speed and its a repetitive process. With this system, only 1 attack is very fast, and that's if they do a perfect block. All other rmb "autoblocks" would be slower, as the original post suggested.

On a side note, 50 wpf is noticible, but by no means game-breaking.
So with PT >10 stones become simple too effective
:lol:

Offline Kenji

  • Baron
  • ****
  • Renown: 140
  • Infamy: 24
  • cRPG Player
  • Casual Player
    • View Profile
Re: Perhaps were looking at shields the wrong way?
« Reply #6 on: July 26, 2011, 07:36:17 am »
0
Really nice, interesting Topic Name and Introduction there, OP.

Sadly, I don't like your suggested ideas and think it'd just complicate the already-there-and-tweaked shield system.

But I'm sure the creative community will always come up with something good.

Offline Digglez

  • Duke
  • *******
  • Renown: 573
  • Infamy: 596
  • cRPG Player
  • YOU INCOMPETENT TOH'PAH!
    • View Profile
  • Faction: Northmen
  • Game nicks: GotLander, Hamarr, Digglesan, Black_D34th
Re: Perhaps were looking at shields the wrong way?
« Reply #7 on: July 26, 2011, 08:31:18 am »
0
would be nice, but too complicated for this game.

shield bash would accomplish basically the same thing, a well timed interrupt that enables you to get a hit on enemy...but also leaves you open for attack

Offline Vibe

  • Vibrator
  • King
  • **********
  • Renown: 2528
  • Infamy: 615
  • cRPG Player Madam White Queen A Gentleman and a Scholar
    • View Profile
Re: Perhaps were looking at shields the wrong way?
« Reply #8 on: July 26, 2011, 10:13:55 am »
0
All this is too gamebreaking.

Offline Everkistus

  • Marshall
  • ********
  • Renown: 987
  • Infamy: 108
  • cRPG Player Sir White Knight A Gentleman and a Scholar
  • No good deed goes unpunished
    • View Profile
  • Faction: Fallen Brigade
  • Game nicks: Fallen_Everkistus
  • IRC nick: Everkistus
Re: Perhaps were looking at shields the wrong way?
« Reply #9 on: July 26, 2011, 10:58:16 am »
0
All this is too gamebreaking.
You are gamebreaking, this idea is good if implemented with Urists addon.

Offline MouthnHoof

  • Noble
  • **
  • Renown: 14
  • Infamy: 4
  • cRPG Player
    • View Profile
  • IRC nick: MouthnHoof
Re: Perhaps were looking at shields the wrong way?
« Reply #10 on: July 26, 2011, 11:43:04 am »
0
I suggested directional shield blocks in warband beta. Taleworlds did not like it.
I doubt that what the OP suggests can be implemented within the module system.

Offline Vibe

  • Vibrator
  • King
  • **********
  • Renown: 2528
  • Infamy: 615
  • cRPG Player Madam White Queen A Gentleman and a Scholar
    • View Profile
Re: Perhaps were looking at shields the wrong way?
« Reply #11 on: July 26, 2011, 01:16:37 pm »
0
You are gamebreaking, this idea is good if implemented with Urists addon.

What addon?

Tbh, from this idea better shielders would be even more OP and worse shielders (or bad blockers) would suck.
« Last Edit: July 26, 2011, 01:19:21 pm by Vibe »

Offline rustyspoon

  • Marshall
  • ********
  • Renown: 794
  • Infamy: 164
  • cRPG Player A Gentleman and a Scholar
    • View Profile
  • Game nicks: Rustyspoon, Sir_Rusty_Of_Spoon, Rusty_the_Spoonarian
Re: Perhaps were looking at shields the wrong way?
« Reply #12 on: July 26, 2011, 03:25:20 pm »
0
Tbh, from this idea better shielders would be even more OP and worse shielders (or bad blockers) would suck.

My thoughts exactly. All the good shielders already know how to manually block and this would give them a big bonus.
visitors can't see pics , please register or login

Offline indigocylinder

  • Knight
  • ***
  • Renown: 38
  • Infamy: 13
  • cRPG Player
    • View Profile
Re: Perhaps were looking at shields the wrong way?
« Reply #13 on: July 26, 2011, 03:29:37 pm »
0
the problem.

Suppose I use a held attack against a shielder.

1. If they hold block, they cant swing back, so I can attack again once they release.
2. If they mistime a tap block then my held attack will pass through.
3. If they are good enough to time tap blocks against my held attacks then why don't they just tap attack instead and get a riposte? Why even have a shield at all?

Offline ArchonAlarion

  • Baron
  • ****
  • Renown: 98
  • Infamy: 54
  • cRPG Player A Gentleman and a Scholar
  • Late 15th cen. English Knight
    • View Profile
  • Game nicks: ArchonAlarion, DON'T_WAKE_GRANDPA, NASTY_TURTLE, UNARMED_CLASS_ DON'T_BAN_PLS, et al.
Re: Perhaps were looking at shields the wrong way?
« Reply #14 on: July 26, 2011, 04:24:27 pm »
0
I suggested directional shield blocks in warband beta. Taleworlds did not like it.
I doubt that what the OP suggests can be implemented within the module system.

That's too bad; I'd really prefer directional shield blocking. It would kind of suck though, unless the shield counted as a solid physical object against melee weapons. That way, blocking to the left with a large shield would also somewhat block overheads and thrusts, but be vulnerable to attack coming from the right.

Even better would be if the non-blocking shield animation had the arm raised up a bit, so that attacks would still be blocked when "dropping" the shield. Back peddling speed would need to be reduced as well.