Author Topic: DOUBLE HITS: a few things to consider for the next patch  (Read 3969 times)

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Offline Erzengel

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Re: DOUBLE HITS: a few things to consider for the next patch
« Reply #15 on: January 10, 2013, 02:53:36 pm »
+3
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
 Yellow Tunic - body armor:7

That is pretty much realistic future.

I can tell you what happened. You are a spammer that needs such a stupid "feature" to win against people in peasant gear.

The better player should always win and not the one with the better armor.

Offline masasa

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Re: DOUBLE HITS: a few things to consider for the next patch
« Reply #16 on: January 10, 2013, 03:02:08 pm »
-1
Quote
Died at least 3 times thanks to this shit today. It is disaster for Agi Builds

wow, 3 times. And how many hours did you play? Sure sounds like a disaster. Get a grip dude...

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?

Yeah, you pretty much talking bs.

To my experience double hits only happen when both guys connect almost the same time. So you can still interrupt with fast weapons, you just have a slightly smaller window to do it than before. If you ask me this change is good and makes combat more fun and realistic.
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Offline Gurnisson

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Re: DOUBLE HITS: a few things to consider for the next patch
« Reply #17 on: January 10, 2013, 03:02:50 pm »
+7
Better player did win. Why didn't the guy in cloth block and than attack? It looks to me like HE is the spammer.

Sagar attacks, yellow guy blocks. Yellow guy follows up with another attack, sagar starts a double-attack. Yellow guy takes some of his health but still get hit and dies by Sagar.

Not saying that's how it happens, but I doubt it will always reward the better players. :wink:
I voted Gurnisson cause of his fucking bendy pike, I swear noone can roflcopter stab like he can.

Offline Leshma

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Re: DOUBLE HITS: a few things to consider for the next patch
« Reply #18 on: January 10, 2013, 03:05:47 pm »
+1
Why do we have two threads on the same topic?

Offline Piok

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Re: DOUBLE HITS: a few things to consider for the next patch
« Reply #19 on: January 10, 2013, 03:07:42 pm »
0
wow, 3 times. And how many hours did you play? Sure sounds like a disaster. Get a grip dude...

Yeah, you pretty much talking bs.

To my experience double hits only happen when both guys connect almost the same time. So you can still interrupt with fast weapons, you just have a slightly smaller window to do it than before. If you ask me this change is good and makes combat more fun and realistic.
Today I hit 2h hero to face and died almost 1 second later. Truly connecting hit.

Offline Kafein

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Re: DOUBLE HITS: a few things to consider for the next patch
« Reply #20 on: January 10, 2013, 03:08:23 pm »
+5
Better player did win. Why didn't the guy in cloth block and than attack? It looks to me like HE is the spammer.

What Sagar was saying is that the mistake are paid more lethally for those who wear lighter armor. But isn't that why armor is there anyway?

So following this logic, when I see someone with lots of HP attacking me I should block just like normal then when it's "my turn" to hit and that this person is attacking again (that is, spamming), I have to block again because otherwise I will be hit and die ? And after having blocked that, as the same guy does the same thing again, I have to block again ? Do you see the problem here ?

Sagar attacks, yellow guy blocks. Yellow guy follows up with another attack, sagar starts a double-attack. Yellow guy takes some of his health but still get hit and dies by Sagar.

Not saying that's how it happens, but I doubt it will always reward the better players. :wink:

This.

Offline Dalhi

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Re: DOUBLE HITS: a few things to consider for the next patch
« Reply #21 on: January 10, 2013, 03:08:29 pm »
+5
Better player did win. Why didn't the guy in cloth block and than attack? It looks to me like HE is the spammer.

It's quite ironic as interrupting attacks is a pretty basic way to deal with spammers :x

Offline Gurnisson

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Re: DOUBLE HITS: a few things to consider for the next patch
« Reply #22 on: January 10, 2013, 03:14:50 pm »
+5
So you are saying that cloth guy will always lose like that? Is the melee combat really that shallow? Let's go and test it on duels. You just keep attacking when I do, and let's see who wins.

I didn't say that. I said that I doubt it will always reward the skilled players, especially in forms of combat that is decided on small timing differences.

When you're fighting a skilled player and it's about catching him just a tiny amount of time before he hits you, so he won't just step back and block the attack. Feels bad getting hit when you actually play it right and beats him fair and square in your timing.. Fighting a great hiltslasher might also be a pain (won't say yay or nay on that one yet, since I haven't met the best ones since the patch), but considering how quick they can connect their attacks, their "spamming" might just've been a bit buffed, and I'm not sure I like that. Also, lance duels are fucked up. If you time better than your opponent and hits first but still lose because he stacked more armor than you and had more ps/loomed lance is just stupid.
I voted Gurnisson cause of his fucking bendy pike, I swear noone can roflcopter stab like he can.

Offline Leshma

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Re: DOUBLE HITS: a few things to consider for the next patch
« Reply #23 on: January 10, 2013, 03:19:41 pm »
+2
Next step, make agi function of blocking speed :wink:

Offline Ujin

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Re: DOUBLE HITS: a few things to consider for the next patch
« Reply #24 on: January 10, 2013, 03:32:09 pm »
+8

Basically, what we have here is a new element that deepens the melee combaT

Muahahahahaahahahhaahahahahahahha


Seriously though. Trading hits was shit in Chivalry, never tried it but from what i understood it was shit in WoTR and quite frankly it's shit for the Warband mechanics too. It might work for a new melee game one day , with balanced mechanics and physics, but so far it's only proven to be a complete piece of shit of a gameplay feature .

Offline Piok

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Re: DOUBLE HITS: a few things to consider for the next patch
« Reply #25 on: January 10, 2013, 04:10:27 pm »
0
Time for Kulin_ban to respec to mauler again :twisted:

Offline Torben

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Re: DOUBLE HITS: a few things to consider for the next patch
« Reply #26 on: January 10, 2013, 04:12:53 pm »
0
i see the main problem not when encountering a normal enemy but either knockdown,  high damage guys or when the hole idea of frontal/ aware cav assault is being questioned.
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Offline highglandeur

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Re: DOUBLE HITS: a few things to consider for the next patch
« Reply #27 on: January 10, 2013, 04:20:21 pm »
0
My feelings as 2h nub:

Maybe the 2nd hit should only deal 50% dmg (i dont care for realism but you could say this hit is inertia lacking the strength behind it).

Maybe the window should be shortenned as it happens quite often with 2h and it kind of ruins the main feature in the duels: make sure you hit first.

Needs more tweaking surely, lets be patient.

Offline Leshma

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Re: DOUBLE HITS: a few things to consider for the next patch
« Reply #28 on: January 10, 2013, 04:23:00 pm »
+1
Short version: cmp mad cause held swings yo! I say nab, he says ban.

Don't buy his explanation, mistake pfft. It's real like Meow's habbit to tell the truth lol


Offline Torben

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Re: DOUBLE HITS: a few things to consider for the next patch
« Reply #29 on: January 10, 2013, 04:23:22 pm »
+1
My feelings as 2h nub:

Maybe the 2nd hit should only deal 50% dmg (i dont care for realism but you could say this hit is inertia lacking the strength behind it).

Maybe the window should be shortenned as it happens quite often with 2h and it kind of ruins the main feature in the duels: make sure you hit first.

Needs more tweaking surely, lets be patient.

this thread is just about that:  helping them tweak it with our input.  the changes you mentioned are already on cmps checklist afaik,  he wants to lessen the timefrime by 10ms to 30 and do the 50% thing,  which should also help with knockdown.
as a horselover id like to see something that helps the horse not to rear.
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