Poll

Which of the following most expresses what you think...

I like the possibilities.
104 (41.6%)
I don't think this can be good for the mod.
110 (44%)
How about a different approach.
36 (14.4%)

Total Members Voted: 249

Author Topic: New Mechanic: Dodge  (Read 8765 times)

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Offline Crob28

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Re: New Mechanic: Dodge
« Reply #90 on: July 03, 2013, 09:57:14 pm »
0
Server acrobatics training is progressing well :


Serious answer though, I'm not to sure about the 2nd and 3rd options but the 1st seems to be a good idea, possibly because knockdown REALLY irritates me :P but it would be a good way to "balance" that aspect of gameplay.  Best thing to do imho is give it a while for the current changes to settle in and then, after the ideas have been refined ofc, release the dodge change(s) on one server only as a test.
« Last Edit: July 03, 2013, 10:00:44 pm by Crob28 »

Offline ROHYPNOL

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Re: New Mechanic: Dodge
« Reply #91 on: July 03, 2013, 09:58:09 pm »
+3
NO! ... just NO!
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Offline Gmnotutoo

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Re: New Mechanic: Dodge
« Reply #92 on: July 03, 2013, 10:02:58 pm »
+1
NO! ... just NO!

Then nerf strength/iron flesh into the ground, just like every other build has experienced.
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Offline Visconti

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Re: New Mechanic: Dodge
« Reply #93 on: July 03, 2013, 10:12:21 pm »
+1
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Offline Konrax

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Re: New Mechanic: Dodge
« Reply #94 on: July 03, 2013, 11:00:46 pm »
+1
The best melee weapon fighting game of all time had a double tap leap mechanic.

Bushido Blade 1 for PS1

You could leap to dodge attacks, and leap in with an attack also.

For crpg sake, I think it would balance itself really well because if someone lunges the wrong way think of the speed bonus on that swing you could get.

EDIT: It also had a roll option when knocked down as well.
« Last Edit: July 03, 2013, 11:04:06 pm by Konrax »

Offline Silveredge

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Re: New Mechanic: Dodge
« Reply #95 on: July 04, 2013, 02:33:33 am »
+4
Please allow a key to initiate the dodge/roll as well as double tap.  I am not a fan of the double tap because of small adjustments to aim (like when you barely move out to shoot and you tap the movement one more time to avoid the invisible wall or to avoid an incoming arrow without moving too much to be obvious to the rest of the enemy team), so you will see people accidentally dodging all over the place and off of roofs/cliffs.  This will also happen in infantry combat in the middle of battle when performing quick counter movements or faking a move in a certain direction.  I feel that if you force a double tap without the ability to rebind, you will only end up irritating a lot of people.  And it can only get worse when you think about uncoordinated players.

I think it would be better if you take the approach of having it bound to a remappable key by default.  And have the option to enable the double tap of directional keys.  Then you won’t end up frustrating the general population of cRPG who won’t make use of dodge and would only end up hating the change, instead of possibly appreciating another layer in overall gameplay.  All changes should be thought out in the way where you want to make it well received by the player base.  Not by introducing new features in the way of, “That’s how it is, shut up and get used to it”.  But instead, “Here’s a new awesome feature, customize it how you would like, make it your game”.

Offline Jona

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Re: New Mechanic: Dodge
« Reply #96 on: July 04, 2013, 05:33:07 am »
0
any chance that we could see that long-rumored wpf patch or some other things that will help balance this game before you continue to add more (potential more unbalanced) things to it?

Like, say.. nerf strength builds (or buff agi), nerf 2handers, etc etc.

buffing archery was a start, now time to shake up melee a little.



but, on topic: i like the roll while knocked down the best. quite unfair when a guy with knockdown gets one lucky hit on you; you fall down, they hit you on the ground, you get up, they kick you, and then hit you again... and by that point you are probably dead.
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Offline Dalfador

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Re: New Mechanic: Dodge
« Reply #97 on: July 04, 2013, 05:36:43 am »
+6
add crouch
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Offline dreadnok

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Re: New Mechanic: Dodge
« Reply #98 on: July 05, 2013, 06:00:47 am »
+2
Nooooooooo. Being knocked down, you should get hit not a pass because your an agi twagiole
« Last Edit: July 05, 2013, 06:16:24 am by dreadnok »
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Offline brunoII

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Re: New Mechanic: Dodge
« Reply #99 on: July 05, 2013, 11:45:00 am »
0
will be like at a conference of drunks  :mrgreen: ..... However, as might be curious situation.  :D

Offline Kuyamzoleta

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Re: New Mechanic: Dodge
« Reply #100 on: July 05, 2013, 12:08:01 pm »
+2
The problem with adding another mechanic is that it muddies down the mechanics that we all know and love. Nudge was added and that's fine, but the more user friendly we get by adding more and more mechanics the more we lose in having a sense of pride and skill in the mechanics that we all took so long to master.

Things like jumping away from a cavalry player and stabbing him/her instead, or being lucky and avoiding an overhead hit and retaliating with a slash. These moments are moments where the player pats himself on the back saying, "god damn i just dodged that and gave him a piece of my mind."

If we add a dodge mechanic we risk losing that sensation of footwork on the battlefield and risk angering players by having the ability to slide to bases.

I'm against adding another mechanic, but if you truthfully believe it will level out the playing field even more and provide solid reason then feel free to.
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Offline RobertOfDrugsley

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Re: New Mechanic: Dodge
« Reply #101 on: July 05, 2013, 03:02:47 pm »
0
Jeez, I can barely manage the options I have now!

Part of me wants to see a traditional backpedal+swing retreat where all parties also jump around like crazy though.
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Offline Haboe

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Re: New Mechanic: Dodge
« Reply #102 on: July 05, 2013, 04:22:01 pm »
0
I like the idea, but you are going to make an animation that you say is:

Nothing too game changing here, just another tool in the bag.

I remember you being against adding crouch to the game with the following reasoning:

It's a lot of work considering I'm not convinced that it adds depth to combat.

Why you do wanna do 1, and not the other?
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Offline Konrax

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Re: New Mechanic: Dodge
« Reply #103 on: July 05, 2013, 06:36:28 pm »
0
I like the idea, but you are going to make an animation that you say is:

I remember you being against adding crouch to the game with the following reasoning:

Why you do wanna do 1, and not the other?

Crouch only makes sense for crossbowmen.

Dodge would be something that every player can utilize.

Offline Angantyr

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Re: New Mechanic: Dodge
« Reply #104 on: July 05, 2013, 06:59:01 pm »
+3
I only played infantry in Vikingr but saw plenty of use for crouching.