Author Topic: DOUBLE HITS: a few things to consider for the next patch  (Read 4119 times)

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Offline Torben

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DOUBLE HITS: a few things to consider for the next patch
« on: January 10, 2013, 02:03:30 pm »
+9
i'll list things up here that you think are good/bad about this change,  so the devs can use our experience with it.


pros:
- to a certain degree more realistic, especially when dealing with light, stabby weapons that irl take several seconds to affect the victim
- Inertia. Combat has now been expanded to include more physics, which means that solid and heavy objects traveling at speed retain energy until they hit something, basically


cons:


- makes fighting with weaker, short weapons harder because they relied on their ability to interrupt;
maybe more forgiving sweetspots for short (1h) weapons could give some compensation here
- lancer cav: well placed attacks dont protect you against the enemy attack anymore,  you or your horse get hit anyway. 
  skill matters less now,  attacking aware opponents and other cav will result in damage or a reared horse most likely,  depending on enemy class.
(- fighting a knockdown dude:  you hit first,  you still get knocked down and killed by second hit. cmp said he fixed that.)
(- str dude: he can just spam the shit out of everyone. ( second hit deals 1/2 damage,  is it ok now?.)

keep it coming,  anyone want to add something?

at some point ill add a pole for the different points to see if the player base is d'accord with them.
« Last Edit: January 10, 2013, 05:42:47 pm by Torben »
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Offline Molly

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Re: Double hits: a few things to consider for the next patch:
« Reply #1 on: January 10, 2013, 02:06:53 pm »
+1
Thrower can't jump-shoot anymore - rendering a lot of throwing gameplay useless

Headshots don't instakill anymore (PT7, MW Throwing Spear directly to the center of the head... dude walks away)
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Offline no_rules_just_play

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Re: Double hits: a few things to consider for the next patch:
« Reply #2 on: January 10, 2013, 02:09:38 pm »
0
Thrower can't jump-shoot anymore - rendering a lot of throwing gameplay useless

Headshots don't instakill anymore (PT7, MW Throwing Spear directly to the center of the head... dude walks away)
i think they wanted to make plate armor more realistic, most arrows cant pierce that. however throwing weapons should considerably damage the player because of the impact

Offline Torben

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Re: Double hits: a few things to consider for the next patch:
« Reply #3 on: January 10, 2013, 02:09:46 pm »
0
Thrower can't jump-shoot anymore - rendering a lot of throwing gameplay useless

Headshots don't instakill anymore (PT7, MW Throwing Spear directly to the center of the head... dude walks away)

although i value your input,  this was more about the double hit phenomenon,  which cmp want to keep tweaking for a while.  I want to gather information here that he might consider whilst tweaking.
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Offline no_rules_just_play

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Re: DOUBLE HITS: a few things to consider for the next patch
« Reply #4 on: January 10, 2013, 02:11:26 pm »
0
I am sure you thought really hard about pros but just couldn't find any.
in some cases, realism

Offline Torben

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Re: Double hits: a few things to consider for the next patch:
« Reply #5 on: January 10, 2013, 02:11:43 pm »
0
I am sure you thought really hard about pros but just couldn't find any.

I did not think at all,  its ingame experience.  as you see i am not biased or anything,  put the pros on top and am asking for everyone's experiences.  so drop the sarcasm and chip in mate.
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Offline Torben

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Re: DOUBLE HITS: a few things to consider for the next patch
« Reply #6 on: January 10, 2013, 02:22:18 pm »
0
Pros: Inertia. Combat has now been expanded to include more physics, which means that solid and heavy objects traveling at speed retain energy until they hit something, basically. What's not to like there?

the consequence of being hit without having made a mistake for instance.  Inertia would imply that the object travels via the last vector it had before being released,  and i would let that mofo go if i was hit midswing,  sending it wherever but not to land a perfect hin on my enemy.
edit: that mofo being a heavy ass polearm btw ^^

never the less,  added.
« Last Edit: January 10, 2013, 02:25:37 pm by Torben »
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Offline Paul

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Re: DOUBLE HITS: a few things to consider for the next patch
« Reply #7 on: January 10, 2013, 02:23:40 pm »
0
pro: - to a certain degree more realistic, especially when dealing with light, stabby weapons that irl take several seconds to affect the victim

contra: - makes fighting with weaker, short weapons harder because they relied on their ability to interrupt;
maybe more forgiving sweetspots for short (1h) weapons could give some compensation here

Offline Teeth

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Re: DOUBLE HITS: a few things to consider for the next patch
« Reply #8 on: January 10, 2013, 02:25:08 pm »
+12
Imagine fighting Skono or Butan, for those that do not know, think 80 body armor, 13 ps and 80 if not 90 hp. Now in such a case where you manage to hit him before he hits you, but his hit hits you anyway, you are dead. If it was the other way around he would lose 10% hp.

Yeah, fuck that shit.

Apart from that it goes against the base mechanics on which this entire combat system is built on.

Offline Torben

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Re: DOUBLE HITS: a few things to consider for the next patch
« Reply #9 on: January 10, 2013, 02:26:44 pm »
+2
Imagine fighting Skono or Butan, for those that do not know, think 80 body armor and 80 if not 90 hp. Now in such a case where you manage to hit him before he hits you, but his hit hits you anyway, you are dead. If it was the other way around he would lose 10% hp.

Yeah, fuck that shit.

or drz_nicko.  all he does is right swing the live long day,  and you is even more effective now im sure.
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Offline Piok

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Re: DOUBLE HITS: a few things to consider for the next patch
« Reply #10 on: January 10, 2013, 02:33:55 pm »
0
Died at least 3 times thanks to this shit today. It is disaster for Agi Builds :cry: 
« Last Edit: January 10, 2013, 02:39:17 pm by Piok »

Offline Gurnisson

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Re: DOUBLE HITS: a few things to consider for the next patch
« Reply #11 on: January 10, 2013, 02:38:52 pm »
+6
Win a duel versus another lancer, dies anyway.
I voted Gurnisson cause of his fucking bendy pike, I swear noone can roflcopter stab like he can.

Offline Sagar

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Re: DOUBLE HITS: a few things to consider for the next patch
« Reply #12 on: January 10, 2013, 02:46:59 pm »
-6
Just heppend before 5 mins ago.

Guy hits me and left me with 20% of hp, I hit him second after and he die. Why?

Because I was wearing 51 body armor, and guy just a visitors can't see pics , please register or login
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That is pretty much realistic future.


Offline Erzengel

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Re: DOUBLE HITS: a few things to consider for the next patch
« Reply #13 on: January 10, 2013, 02:49:46 pm »
0
I am trying to imagine just melee duel scenario here:

Only time a str crutcher would benefit from this intentionally is if he could know exactly when you will attack, so he could attack at the same time as you. But even than, he would lose HP and strategy based on losing HP is never an option for good players like Skono or Butan.

Basically, what we have here is a new element that deepens the melee combat, but is mostly effecting when one take a risk of breaking the attack-block-attack routine, but that was already risky before.

Or if he just spamms like most of them already do...

The other players dies after one or two hits and he just loses about 15%. Good deal if you ask me.

Offline Zaar

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Re: DOUBLE HITS: a few things to consider for the next patch
« Reply #14 on: January 10, 2013, 02:50:25 pm »
0

cons:
- fighting a knockdown dude:  you hit first,  you still get knocked down and killed by second hit.
- str dude: he can just spam the shit out of everyone

ABout knockdown, perhaps the KD effect can be turned of in event of double hit?

Regarding str dude...not sure what to think about this, hmm...I mean if they lessen the window for double hit...it'll stay almost the same as before

or I'm missing something?
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