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Author Topic: Possible new feature: different hilt/blade damage  (Read 16232 times)

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Offline Leshma

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Re: Possible new feature: different hilt/blade damage
« Reply #195 on: June 20, 2012, 07:47:17 pm »
+2
There is absolutely no depth if the game is played that way. Blocking would be trivially easy.

As long there are hold attacks, feints and kicks blocking won't be easy as many like to think. Blocking seems easy when two truly experienced players are fighting. But that's duel server issue.

Main point of this game are battle and siege gamemodes and everything is balanced for those two gamemodes. Duel, dtv and rageball are nice additions but main gamemodes shouldn't suffer because of them.

On EU1 it's still possible to kill many people without blocking. You just need a long weapons (greatsword), agi build and good footwork. Which menas that, blocking on battle isn't OP as many of you think.

And I'm able to hit even the best blockers at least once during 30 second duel. There aren't perfect blockers. Problem are average amounts of HP and armor we have and low lethality of most cut weapons.

Offline oprah_winfrey

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Re: Possible new feature: different hilt/blade damage
« Reply #196 on: June 20, 2012, 07:52:17 pm »
0
As long there are hold attacks, feints and kicks blocking won't be easy as many like to think. Blocking seems easy when two truly experienced players are fighting. But that's duel server issue.

Main point of this game are battle and siege gamemodes and everything is balanced for those two gamemodes. Duel, dtv and rageball are nice additions but main gamemodes shouldn't suffer because of them.

On EU1 it's still possible to kill many people without blocking. You just need a long weapons (greatsword), agi build and good footwork. Which menas that, blocking on battle isn't OP as many of you think.

And I'm able to hit even the best blockers at least once during 30 second duel. There aren't perfect blockers. Problem are average amounts of HP and armor we have and low lethality of most cut weapons.

I think Saul is talking about if s key and face hugging were also nerfed...as in 2 people fighting stationary.

Offline Vodner

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Re: Possible new feature: different hilt/blade damage
« Reply #197 on: June 20, 2012, 07:53:08 pm »
+3
Quote
As long there are hold attacks, feints and kicks blocking won't be easy as many like to think. Blocking seems easy when two truly experienced players are fighting. But that's duel server issue.
It is trivially easy to block if both opponents just stand at the edge of their weapon range and swing. Sideswing chambers are easy to block if the person chambering can't push in and make the chamber occur at near point blank range.

At the moment, usually the only time you see really good duelist get hit in a 1v1 is when he plays suboptimally by taking risks (usually just to make the fight more exciting). Somebody will eventually make a mistake, of course, but with greatswords it can literally take over a minute if both players are playing defensively.

Quote
Duel, dtv and rageball are nice adition but main gamemodes shouldn't suffer because of them.
Keeping melee as deep as it currently is does not make battle 'suffer'. It makes the game worth playing. The fewer tricks there are, the lower the skill ceiling of the game is.

The less there is to learn, and the less of a difference there is between a brand new player and an experienced player, the less reason there is to keep playing the game for a long period of time.
« Last Edit: June 20, 2012, 08:16:13 pm by Vodner »

Offline Zisa

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Re: Possible new feature: different hilt/blade damage
« Reply #198 on: June 20, 2012, 07:56:06 pm »
0
Start talking stamina, and make sure it gets used by everything...
including blocking, aiming, moving...

Though with the current speed, and this game, may just mean we have to wait 30 seconds for the last two players to catch their breath before trying to outblock each other.
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Offline Joker86

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Re: Possible new feature: different hilt/blade damage
« Reply #199 on: June 20, 2012, 08:02:56 pm »
0
Though with the current speed, and this game, may just mean we have to wait 30 seconds for the last two players to catch their breath before trying to outblock each other.

Could be fun if an actual animation of recovering would be implemented, where both fighters bend over and put their hands onto their knees, breathing deeply while just staring at each other with this "Just wait a second there, I will get ya in a few minutes!" expression.
Joker makes a very good point.
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Offline _GTX_

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Re: Possible new feature: different hilt/blade damage
« Reply #200 on: June 20, 2012, 08:12:06 pm »
0
Yeah u think im talking about removing kick, no. I just want that kick to have a high danger which fits the high reward it has, when u land it. Instead of being a move u can use whenever u want, since u can just block, if it fails. Then u just try again, if it fails, then u just block. If u succed, u get a free hit on him.

Every trick so far required skill, some more than others. So if u messed that trick up, u would get hurt, which is why u trained on it, so that wouldent happen. Now kick on the other hand is free to use, with no real danger.  And for some reason, its the only trick left.... sadly.
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Offline oprah_winfrey

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Re: Possible new feature: different hilt/blade damage
« Reply #201 on: June 20, 2012, 08:17:14 pm »
0
Yeah u think im talking about removing kick, no. I just want that kick to have a high danger which fits the high reward it has, when u land it. Instead of being a move u can use whenever u want, since u can just block, if it fails. Then u just try again, if it fails, then u just block. If u succed, u get a free hit on him.

Every trick so far required skill, some more than others. So if u messed that trick up, u would get hurt, which is why u trained on it, so that wouldent happen. Now kick on the other hand is free to use, with no real danger.  And for some reason, its the only trick left.... sadly.

If you know your opponent is trying to kick you you can poke them since you can't block down and kick (not sure how viable that strategy is since the spin nerf)

Offline _GTX_

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Re: Possible new feature: different hilt/blade damage
« Reply #202 on: June 20, 2012, 08:19:17 pm »
0
If you know your opponent is trying to kick you you can poke them since you can't block down and kick (not sure how viable that strategy is since the spin nerf)

Thats not really a high danger, and that doesnt require skill from the kickers side. That requires skill from the opponents side. And good luck getting a hit in, in that small time period.
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Offline Phew

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Re: Possible new feature: different hilt/blade damage
« Reply #203 on: June 20, 2012, 08:29:27 pm »
+1
Thats not really a high danger, and that doesnt require skill from the kickers side. That requires skill from the opponents side. And good luck getting a hit in, in that small time period.

The people in the most danger of being kicked (1h facehuggers with short weapons), would just glance their thrust at facehug range. Not to mention most of the short 1h weapons don't have thrust anyway (axes, picks). Warhammer is an odd exception, but 18p isn't going to win a lot of fights.

It sucks that the people with the highest risk of getting kicked (short 1h/shield users) can't use kick reliably themselves (since you can't block with a shield while kicking). Shield bash please!

Offline Yachdiel

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Re: Possible new feature: different hilt/blade damage
« Reply #204 on: June 20, 2012, 08:47:08 pm »
0
Just hope the hilt part of the weapon actually hurts less and doesn't stagger or the whole broken mechanic isn't fixed. But as long as it does less damage to the decently armored and doesn't glance off the annoying superlights with high ATH I think this is perfect, and spamlords can still pad their stats on peasants and not cry about nerfing. Love this new mechanic if it gets implemented, more realistic, just hope it both fixes the problem and doesn't result in an new exploiting

Offline Zisa

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Re: Possible new feature: different hilt/blade damage
« Reply #205 on: June 20, 2012, 09:10:18 pm »
0
Lets not forget the biggest problem with a stamina bar - how long are rounds?

Perhaps in a mode other then battle it makes sense, but a trained warrior is not going to be winded after five or six minutes.
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Offline Vodner

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Re: Possible new feature: different hilt/blade damage
« Reply #206 on: June 20, 2012, 09:32:23 pm »
0
If you know your opponent is trying to kick you you can poke them since you can't block down and kick (not sure how viable that strategy is since the spin nerf)
The window for this is really small, to the point where you have to predict they are going to kick, and start your stab chamber animation before the kick animation starts.

That makes for interesting mindgames in duels where you fight the same guy 20-30 times and can get a feel for his rhythm, but it's not really an option in battle.
« Last Edit: June 20, 2012, 09:43:05 pm by Vodner »

Offline Lech

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Re: Possible new feature: different hilt/blade damage
« Reply #207 on: June 20, 2012, 09:48:17 pm »
0
Start talking stamina, and make sure it gets used by everything...
including blocking, aiming, moving...

Though with the current speed, and this game, may just mean we have to wait 30 seconds for the last two players to catch their breath before trying to outblock each other.

Stamina does not only mean all or nothing approach. It can be used as wpf or/and agility or/and athletics penalty, stagger or even as damage system.

Offline Zisa

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Re: Possible new feature: different hilt/blade damage
« Reply #208 on: June 20, 2012, 09:54:24 pm »
-1
Stamina does not only mean all or nothing approach. It can be used as wpf or/and agility or/and athletics penalty, stagger or even as damage system.
Then it is catering to certain 'unrealistic' unlimitations [sic] while 'realistically' penalizing others.
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Offline Leshma

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Re: Possible new feature: different hilt/blade damage
« Reply #209 on: June 20, 2012, 09:59:12 pm »
0
Problem with stamina implementation is that entire game to be built around it. This one isn't.