Poll

Want?

Yes
242 (84.6%)
No
44 (15.4%)

Total Members Voted: 285

Author Topic: Possible new feature: different hilt/blade damage  (Read 16370 times)

0 Members and 1 Guest are viewing this topic.

Offline Lech

  • Permanently Banned
  • **
  • Renown: 123
  • Infamy: 348
  • cRPG Player
    • View Profile
Re: Possible new feature: different hilt/blade damage
« Reply #210 on: June 20, 2012, 10:11:35 pm »
0
Then it is catering to certain 'unrealistic' unlimitations [sic] while 'realistically' penalizing others.

Just add another layer to the combat system.

Problem with stamina implementation is that entire game to be built around it. This one isn't.

This one can incorporate some stamina elements just fine.

Offline Zisa

  • Count
  • *****
  • Renown: 272
  • Infamy: 124
  • cRPG Player
    • View Profile
  • Faction: I am not at liberty to say.
Re: Possible new feature: different hilt/blade damage
« Reply #211 on: June 20, 2012, 10:12:30 pm »
0
Just add another layer to the combat system.

This one can incorporate some stamina elements just fine.
wtf does that even mean dude.
Alas nodachi
remembers glorious spring
a tin can's hatchet.
http://www.moddb.com/members/psychotropicdog

Offline Jarlek

  • King
  • **********
  • Renown: 1173
  • Infamy: 307
  • cRPG Player Sir White Pawn A Gentleman and a Scholar
  • The walking wiki
    • View Profile
  • Game nicks: Jarlek_The_Blue, Jarla, Jarlen, Jarler, Jarlec, Jarled OH GOD ALL THESE ALTS
  • IRC nick: Jarlek
Re: Possible new feature: different hilt/blade damage
« Reply #212 on: June 20, 2012, 11:15:30 pm »
0
And here I didn't think we would see this in this generation of M&B...

(click to show/hide)
This game isn't about being skillful as much as its about saying things in general chat that enrage people who then go to murder you but in their rage they make dumb mistakes which gets them killed.
In memory of Jarlek_zeh_Blue, ruler of Ilvia

Offline Kafein

  • King
  • **********
  • Renown: 2203
  • Infamy: 808
  • cRPG Player Sir White Rook A Gentleman and a Scholar
    • View Profile
Re: Possible new feature: different hilt/blade damage
« Reply #213 on: June 21, 2012, 01:09:42 am »
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.

When referring to stamina it seems everybody is like you and thinks stamina should be some kind of amount of actions you can do in the entire round.

I don't think that's the kind of stamina that could be successfully implemented in Warband. But it's not the only one either. A stamina system that would seem a lot more sound to me would work on the short term. You do actions and your stamina goes down quickly, but it is also regained quickly when you do nothing. I'm thinking the kind of stamina as in Demon's and Dark Souls : (it's the green bar, below the red one)

http://www.dailymotion.com/video/xkguq6_e3-2011-dark-souls-combat-gameplay_videogames

In the game you can do a couple of attacks depending on your weapon and which type of attack you use (there are light and heavy attacks) before lacking stamina. When you hold your block, stamina is regained, but quite slowly. You lose stamina when you block an incoming attack, but your opponent loses more. Also there are attacks such as shield bashes that don't do a lot of damage when they succeed but draw a lot of your opponent's stamina if blocked. You can always block but depending on the strike and your remaining stamina it might crush through (I'm not sure that would apply well to warband though). When you stand still/walk/run slowly, you fill up your stamina very quickly, but sprinting slowly draws it.


Also note that could be a good way to introduce a new consistution attribute that would govern iron flesh and an "endurance" skill defining your maximum stamina and it's refill speed when idle.

Offline Tzar

  • Marshall
  • ********
  • Renown: 996
  • Infamy: 564
  • cRPG Player
    • View Profile
  • Faction: Byzantium
  • Game nicks: Byzantium_TzarOfRushYa
  • IRC nick: TZAR
Re: Possible new feature: different hilt/blade damage
« Reply #214 on: June 21, 2012, 01:15:07 am »
0
Aoc was helluva fun with their stamina bar system an it did prevent mindless spam..

But then again Aoc is dead due to lack of players  :lol:
I've never played a server where people split up as much or as often as on EU1.  No wonder range is having a field day.

Offline Wraist

  • Knight
  • ***
  • Renown: 44
  • Infamy: 14
  • cRPG Player
    • View Profile
Re: Possible new feature: different hilt/blade damage
« Reply #215 on: June 21, 2012, 01:24:23 am »
0
^What would you spam in AoC, slam? Also not sure if you were being sarcastic, but the stamina system there sucked.

Offline Tzar

  • Marshall
  • ********
  • Renown: 996
  • Infamy: 564
  • cRPG Player
    • View Profile
  • Faction: Byzantium
  • Game nicks: Byzantium_TzarOfRushYa
  • IRC nick: TZAR
Re: Possible new feature: different hilt/blade damage
« Reply #216 on: June 21, 2012, 01:36:23 am »
0
^What would you spam in AoC, slam? Also not sure if you were being sarcastic, but the stamina system there sucked.

Age of Chiverlry not Age of Camelot

 :arrow: http://www.age-of-chivalry.com/
I've never played a server where people split up as much or as often as on EU1.  No wonder range is having a field day.

Offline Bobthehero

  • Duke
  • *******
  • Renown: 515
  • Infamy: 195
  • cRPG Player
  • Grandmaster Ultimate God Of Swashbucklin'
    • View Profile
  • Faction: Bridgeburners
  • Game nicks: Bobthehero_Whals and I am totally not all the Not_Bobthehero alts ever.
  • IRC nick: Buff Swashbuckling
Re: Possible new feature: different hilt/blade damage
« Reply #217 on: June 21, 2012, 01:40:32 am »
0
Stamina's unrealistic in 5-6 minutes skirmishes.
visitors can't see pics , please register or login
The Narwhals, dedicated swashbuckler part of FCC


Stabbing is my speciality and one hitting people, my art

Offline Wraist

  • Knight
  • ***
  • Renown: 44
  • Infamy: 14
  • cRPG Player
    • View Profile
Re: Possible new feature: different hilt/blade damage
« Reply #218 on: June 21, 2012, 01:43:32 am »
0
Age of Chiverlry not Age of Camelot

 :arrow: http://www.age-of-chivalry.com/

I thought you meant Age of Conan  :oops:

Offline Joker86

  • Mad & Bad
  • King
  • **********
  • Renown: 1226
  • Infamy: 324
  • cRPG Player
  • Why so serious?
    • View Profile
  • Faction: Companions
  • Game nicks: Joker86_TP
Re: Possible new feature: different hilt/blade damage
« Reply #219 on: June 21, 2012, 02:06:36 am »
+1
Stamina's unrealistic in 5-6 minutes skirmishes.

Fight for 2 minutes with all you have for your life, and let's see. And yes, even trained soldiers start to breath heavily after a few minutes of real fighting.

I think the stamina should be completely different from what people know from game like Skyrim for example. Actually I would make it so that without enough stamina you can still perform any action you want, but it will be weaker/slower than normal. As soon as you stopped performing stamina consuming actions your stamina goes up rapidly. For the whole bar to fill from 0 to 100% you need like 5 seconds. And let's say a blow which inflicted damage or got blocked costs 5% stamina, a blow which got stopped by you costs 10%. (It's because you need to waste energy to stop your blow again). That way you would already have that mass feinting lowered. Of course the value can get modified by weapon weight and length. Running takes about 2% per second (for horses too). Again this is modified by item weight.

The less stamina you (or your horse) have, the slower you (or it) will run. Your hits will deal less damage if you approach the bottom of the stamina bar, and your swings will be slower. Blocking a few times will give you time to recover.

I would like to see a reason to make "light equipment" viable again.
Joker makes a very good point.
î saved for eternety (without context  :mrgreen:)

Offline Dezilagel

  • Marshall
  • ********
  • Renown: 722
  • Infamy: 209
  • cRPG Player
  • (X) probably goes well with Nutella
    • View Profile
  • Faction: Guards, Guards!
  • Game nicks: Dezi_the_Bagel
  • IRC nick: Dezilagel
Re: Possible new feature: different hilt/blade damage
« Reply #220 on: June 21, 2012, 02:13:07 am »
0
Poor you, having to deal with feinting.

...
visitors can't see pics , please register or login

Quote from: Rumblood
You fuck, or you get fucked.
Valour Multghulis - All Krems Must Die

Offline Bobthehero

  • Duke
  • *******
  • Renown: 515
  • Infamy: 195
  • cRPG Player
  • Grandmaster Ultimate God Of Swashbucklin'
    • View Profile
  • Faction: Bridgeburners
  • Game nicks: Bobthehero_Whals and I am totally not all the Not_Bobthehero alts ever.
  • IRC nick: Buff Swashbuckling
Re: Possible new feature: different hilt/blade damage
« Reply #221 on: June 21, 2012, 02:15:46 am »
0
To me, Stamina will make heavy armor even shittier.
visitors can't see pics , please register or login
The Narwhals, dedicated swashbuckler part of FCC


Stabbing is my speciality and one hitting people, my art

Offline _GTX_

  • I <3 Shemaforash
  • Duke
  • *******
  • Renown: 535
  • Infamy: 960
  • cRPG Player Sir White Knight
  • O===((:::::::::::::::>
    • View Profile
  • Faction: Kalmarunionen
  • Game nicks: GTX
  • IRC nick: GTX
Re: Possible new feature: different hilt/blade damage
« Reply #222 on: June 21, 2012, 02:16:08 am »
0
Fight for 2 minutes with all you have for your life, and let's see. And yes, even trained soldiers start to breath heavily after a few minutes of real fighting.

I think the stamina should be completely different from what people know from game like Skyrim for example. Actually I would make it so that without enough stamina you can still perform any action you want, but it will be weaker/slower than normal. As soon as you stopped performing stamina consuming actions your stamina goes up rapidly. For the whole bar to fill from 0 to 100% you need like 5 seconds. And let's say a blow which inflicted damage or got blocked costs 5% stamina, a blow which got stopped by you costs 10%. (It's because you need to waste energy to stop your blow again). That way you would already have that mass feinting lowered. Of course the value can get modified by weapon weight and length. Running takes about 2% per second (for horses too). Again this is modified by item weight.

The less stamina you (or your horse) have, the slower you (or it) will run. Your hits will deal less damage if you approach the bottom of the stamina bar, and your swings will be slower. Blocking a few times will give you time to recover.

I would like to see a reason to make "light equipment" viable again.

I dont think this add more depth to the melee, and more fun fights. I just think it adds more limits, making the melee fights even more dull.

And spamming feints is not good, while u are spamming feints, u are weak against attacks. Thats why u never see any top player do ridicolous amounts of feints, unless he is fucking around.
visitors can't see pics , please register or login

Offline Joker86

  • Mad & Bad
  • King
  • **********
  • Renown: 1226
  • Infamy: 324
  • cRPG Player
  • Why so serious?
    • View Profile
  • Faction: Companions
  • Game nicks: Joker86_TP
Re: Possible new feature: different hilt/blade damage
« Reply #223 on: June 21, 2012, 02:20:19 am »
0
Why does everyone fix on that feint thing? I just mentioned it because I think it looks unrealistic and idiotic.

And in my eyes limitations don't make fights dull. If anything, the opposite. Becuase being allowed to run around the battlefield and swing your weapon without any limitations seems more dull an plain to me than having to look for your fatigue and to take care you don't overstrain yourself.

But, as always, it's a matter of taste.
Joker makes a very good point.
î saved for eternety (without context  :mrgreen:)

Offline _GTX_

  • I <3 Shemaforash
  • Duke
  • *******
  • Renown: 535
  • Infamy: 960
  • cRPG Player Sir White Knight
  • O===((:::::::::::::::>
    • View Profile
  • Faction: Kalmarunionen
  • Game nicks: GTX
  • IRC nick: GTX
Re: Possible new feature: different hilt/blade damage
« Reply #224 on: June 21, 2012, 02:22:07 am »
0
Why does everyone fix on that feint thing? I just mentioned it because I think it looks unrealistic and idiotic.

And in my eyes limitations don't make fights dull. If anything, the opposite. Becuase being allowed to run around the battlefield and swing your weapon without any limitations seems more dull an plain to me than having to look for your fatigue and to take care you don't overstrain yourself.

But, as always, it's a matter of taste.

So u like an even slower game, where can u do even less hits, as more fun?. Anyway yeah, matter of taste.

Just one thing: U cant use realism as a valid reason for balancing this mod....
visitors can't see pics , please register or login