Author Topic: Dev Blog #5 Combat  (Read 85319 times)

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Offline Reapy

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Re: Dev Blog #5 Combat
« Reply #240 on: March 20, 2016, 03:25:52 pm »
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I'm merely thinking how will all this stances and directions work in a 50v05 fuckfest, so many random things and fails the game won't be fun for me. Warbands simplicity worked perfecty in these scenatios.

I think the wording just seems a bit more confusing. There appears to be less complexity here than warband, complexity being how many things you can do at once.  At any given point you can only attack in 3 directions while in a stance, further if you aren't even doing anything and are in the same stance you will passively block it by doing nothing as long as you mirror their stance.  So really at most all you have to do is pick from 4 directions and be in that stance, just like warband, except you should have more time to recognize the stance hopefully.

When you want to try to do the 'good' block you still only have 3 directions to pick from asa the swing is coming in. So objectively speaking it should be easier to block in melee than warband. It probably depends on how quickly you can go from stance to stance though.

I was just thinking, I wonder if you can do something like keep an upper-left attack chambered constantly so you can't tell if i'm in left or upper stance, so can't effectively block it. Not really sure how the diagonals map out in the block system though.

I just think when they talk about the system it sounds scarier than it appears since 'stance' is usually something in a game that implies wildly different attacks, where here it actually is limiting what you can do more than enabling more options.

Offline Golem

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Re: Dev Blog #5 Combat
« Reply #241 on: March 20, 2016, 04:03:14 pm »
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Have you decided what UI and HUD will look like, yet?
This is about being straight out retarded. Children see in slow motion like owls.

Offline Gaz.Spencer

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Re: Dev Blog #5 Combat
« Reply #242 on: March 20, 2016, 07:03:39 pm »
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Why did the devs suddenly go quiet... Something big better be happening  :D

Offline Byrdi

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Re: Dev Blog #5 Combat
« Reply #243 on: March 20, 2016, 07:15:46 pm »
+3
Why did the devs suddenly go quiet... Something big better be happening  :D

Lol. That is just how they are.
They have always been slow to communicate things out.
Most of the cRPG community have come to live with it by now. Thus the "December 2010" joke :)

Offline MacX85

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Re: Dev Blog #6 Tab Target & Quickbar Combos
« Reply #244 on: March 21, 2016, 03:30:11 pm »
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Re: Dev Blog #6 Tab Target & Quickbar Combos

 :lol:

Offline Gravoth_iii

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Re: Dev Blog #6 Tab Target & Quickbar Combos
« Reply #245 on: March 21, 2016, 03:36:03 pm »
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Radio silence usually either means that a whole lot is going on and they're busy, or that nothing's going on at all and the Donkeys are all nursing St Patrick's day hangovers still (+ chadz is cramming Cadbury's Cream Eggs into his mouth for a bet)

Sick ruse bro. Dark souls targetting confirmed? Could be cool. Gotta get the console players too, with dem controllers and shiz
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Offline Falka

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Re: Dev Blog #5 Combat
« Reply #246 on: March 21, 2016, 04:05:01 pm »
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Offline Banok

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Re: Dev Blog #5 Combat
« Reply #247 on: March 22, 2016, 04:36:14 pm »
+2
Pretty late to discussion, no idea how good stances thing is until I try it but stamina system is a must have imo. Stamina works great in games like darksouls, just because it sucks in chivalry or whatever...

Also people seem to agree with chasey that hiltslashing is an intended add on feature that makes the game noob friendly, ok not exactly what he said but I still I had to laugh :lol:

Learning the idiosyncrasies of warband combat to abuse animations (ie using pikes in point blank range), some of you guys might think it made game fun, but I always saw it as incredibly lame and stupid - don't see how this stance system could be more confusing to new players than that bullshit.

Offline MacX85

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Re: Dev Blog #5 Combat
« Reply #248 on: March 22, 2016, 05:38:25 pm »
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...just because it sucks in chivalry or whatever...

I think it works really well in Chivalry. You can easily tire out swing spamming noobs and then finish them off.

hm, that came out vaguely sexual...

Offline Gaz.Spencer

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Re: Dev Blog #5 Combat
« Reply #249 on: March 22, 2016, 07:07:59 pm »
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Hmm devs can you atleast say something so we know you aren't all dead. :D

Offline The_Bloody_Nine

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Re: Dev Blog #5 Combat
« Reply #250 on: March 23, 2016, 08:20:25 am »
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lol, I completely missed that in chases post. "Functions like Hiltslash" wtf? :D

Offline Beauchamp

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Re: Dev Blog #5 Combat
« Reply #251 on: March 23, 2016, 09:45:48 am »
+1
Hmm devs can you atleast say something so we know you aren't all dead. :D

dw, they will send you an email after two years once the game is made asking for your ks support like the last time :)
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Offline Jacko

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Re: Dev Blog #5 Combat
« Reply #252 on: March 23, 2016, 10:33:53 am »
+5
Totally dead.
Monkeys!

Offline Golem

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Re: Dev Blog #5 Combat
« Reply #253 on: March 23, 2016, 02:10:17 pm »
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Are we half way there?

Have you begun work on first person view, yet?
« Last Edit: March 23, 2016, 03:02:23 pm by Golem »
This is about being straight out retarded. Children see in slow motion like owls.

Offline MacX85

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Re: Dev Blog #5 Combat
« Reply #254 on: March 23, 2016, 07:48:58 pm »
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Are we half way there?

Have you begun work on first person view, yet?

If it's anything like in Warband, there won't be much work to do :D