Author Topic: Dev Blog #5 Combat  (Read 86910 times)

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Offline Falka

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Re: Dev Blog #5 Combat
« Reply #135 on: February 25, 2016, 05:49:38 pm »
+16
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Offline chadz

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Re: Dev Blog #5 Combat
« Reply #136 on: February 25, 2016, 06:58:30 pm »
+4

Offline karasu

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Re: Dev Blog #5 Combat
« Reply #137 on: February 25, 2016, 08:38:32 pm »
+2
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Offline Hellsing

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Re: Dev Blog #5 Combat
« Reply #138 on: February 25, 2016, 08:43:31 pm »
-1
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Offline enigmatic_stranger

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Re: Dev Blog #5 Combat
« Reply #139 on: February 25, 2016, 08:54:03 pm »
+1
Can I continue to post cat gifs already? :mad:

Offline Ikarus

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Re: Dev Blog #5 Combat
« Reply #140 on: February 25, 2016, 09:06:25 pm »
+4
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there, fixed it for you

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« Last Edit: February 25, 2016, 09:11:17 pm by Ikarus »
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Offline Golem

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Re: Dev Blog #5 Combat
« Reply #141 on: February 26, 2016, 06:39:54 am »
+4
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there, fixed it for you

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Heard you like to fix things..
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« Last Edit: February 26, 2016, 06:52:51 am by Golem »
This is about being straight out retarded. Children see in slow motion like owls.

Offline The_Bloody_Nine

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Re: Dev Blog #5 Combat
« Reply #142 on: February 26, 2016, 09:18:16 am »
0

Heard you like to fix things..
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Offline Son Of Odin

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Re: Dev Blog #5 Combat
« Reply #143 on: February 26, 2016, 12:23:42 pm »
+4
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There is no sight in my third eye

Offline McKli_PL

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Re: Dev Blog #5 Combat
« Reply #144 on: February 26, 2016, 12:46:20 pm »
+6
Wow nice work DCrew :D (Fin learn2block :lol:)

wow this stamina system can be double edged sword, seriously with a good and nice fluent implement stamina can make your game even more skillbased and epic than crpg but :!: :!: :!: if u will fuck it it will ends up with some full retard abuse even more than some broken mechanics in crpg or native, please please do it freaking Right.

-stances- like other ppl here got the same strange feeling, it looks very nice .....but in duel scenario so in team fight it will be just a hardcore (thats why so many ppl love crpg even if ur fighting 1v6 u can win this fight with awesome play) but with those stances 1vs3 its just a no go(3 random nubs trying to spam in 3random stances how to defend in this scenario?)so my another BIG PLEASE :mrgreen: in next video show us  TEAM FIGHTS WITH STANCES and some SCENARIO 1vs3 or something like that (like normal public battle scenario) not only dueling :!:

-hit reg- Like Nebun said can u show us in next video, hit reg in slow motion because if im right(correct me if im wrong) collision on hits are just strange for me (checked it couple of times pausing on hits) and it looks like it will be very easy to bypass blocking mechanic with something like huggin or trying to run straight into opponent collision and slashing like in crpg/native

well awesome work lads, keep it up can't kurwa wait for new videos :mrgreen:

Offline Jezbelle

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Re: Dev Blog #5 Combat
« Reply #145 on: February 27, 2016, 03:48:43 am »
+1
n
« Last Edit: May 11, 2018, 06:43:53 pm by Jezbelle »

Offline Golem

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Re: Dev Blog #5 Combat
« Reply #146 on: February 27, 2016, 05:04:31 am »
0
Yeah, I'm also concerned about stance management when fighting in a crowded battle. With attacks coming from all sides, a person's split-second reaction time is his only defense.

It appears that changing stances will be one action, and THEN parrying an attack from that new side will be another separate action. So even if a player has good enough reflexes, the mechanic may restrict him from successfully performing the parry he deserved to make.

MY HOPE is that simply changing stances to the new side of a incoming attack for a PASSIVE BLOCK will be good enough to reward a player's perfect reflexes.

Still, I'm afraid, because in the video it appears that a passive block will drain so much stamina that it will greatly disadvantage that person. Maybe if a passive block did NOT drain AS MUCH stamina, or knock a person off balance, everyone would be happy.
You are right, though they also say in the video that you don't have to wait for the character to finish chanig stances and can start the parry right after the initial input, which is quite nice.
This is about being straight out retarded. Children see in slow motion like owls.

Offline Jezbelle

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Re: Dev Blog #5 Combat
« Reply #147 on: February 27, 2016, 05:46:05 am »
0
N
« Last Edit: May 11, 2018, 06:52:39 pm by Jezbelle »

Offline Golem

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Re: Dev Blog #5 Combat
« Reply #148 on: February 27, 2016, 10:02:17 am »
0
Right, but I assumed that just meant you don't have to wait for the "stance-change ANIMATION" to finish before you begin your parry. But my understanding is that you still have to make 2 separate, consecutive swipes with your mouse. At the very least, 2 separate RMB clicks.

To me, that still sounds like a slower parry response.

Would there be any way to change stances and parry within the SAME action? I don't think this is possible.
It's possible, if they changed it like this.

Quote
Stances(leftStance, rightStance, upStance, downStance)
       
      leftStance(1, 2, 3)
      rightStance(4, 5, 6)
      upStance(7, 8, 9)
      downStance(10, 11, 12)

current.stance leftStance
{
                                     IF
                                     LMBcontrolSwipeX = leftStance
                                     THEN
                                     attack.direction = LMBcontrolSwipeX
//initiates an attack animation in one of the 3 directions of leftStance
                                     ELSE
                                     parry.direction = LMBcontrolSwipeX
                                     change.stance = LMBcontrolSwipeX

//initiates a parry in one of the irections that isn't 1, 2 or 3 and changes stance, so if I choose direction 5, it will do a parry there and then return me to rightSTANCE
}
{
                                     IF
                                     RMBcontrolSwipeX != leftStance
                                     THEN
                                     change.stance = RMBcontrolSwipeX
//changes my stance depending on swipe direction as referenced above
                                    ELSE
                                     parry.direction = RMBcontrolSwipeX
//initiates a parry just like it would in the current game
                                   
}

PS: hope CMP sees this and realizes the genious, then persuades the others to do it like this
                                     
This is about being straight out retarded. Children see in slow motion like owls.

Offline Golem

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Re: Dev Blog #5 Combat
« Reply #149 on: February 27, 2016, 01:47:50 pm »
-3
Feedback?
This is about being straight out retarded. Children see in slow motion like owls.