TURBOBRUH
Member
So originally this was supposed to be a rant on the plavyer vs npc fairness aspect. About how saying theyre on even ground is a joke since one makes mistakes based on wrong judgemend/reactions while other makes mistakes because of those AND because hes often unable to see, whats going on or execute the intended action. About how the npcs swing the way they want to swing and how they see in the darkness (undead having no problems killing you in absolute darkness -which makes sense- and arena fighters do just fine in the dim lights of that claustrophobic room -which also makes sense considering their point of view; they actually see whats going on most of the time-. About how would 2 players fitght 1v1 if one of them was unable to see whats going on for a couple seconds every once in a while or about the fact than its never truly 1v1- be it arena or dungeon. Its always you versus at least 1 enemy AND the controls/camera. About how those sadistic mechanics wil turn alot of people off, yadda, yadda, yadda...
But ranting alone would do no good, would it?
So instead I wondered how could it be done better. Saw a few suggestions already like Mount and Blade type combat controls for example.
People being against said that it would be too much camera movement during combat, and u cant just slightly move your mouse like in mount and blade since powering up the swings requires more of the mouse movement.
So how about this - OPTION - and I say again totally optional option which noone is forced to use- of a first person/ close zoom in third person mode with mouse controlled direction of attack left/right, move mouse up for thurst, down for overhead with 1 SIMPLE TWEAK - while having the swing mouse button pressed, camera rotation speed slows down but lets say 80-90%, so you barely move it even making a wild horizontal slash.
Are there any chances for such an option? What would be cons of such option? What features would suffer/could not work with this? What other potential problems would it cause?
Another thing I would like to see would be active blocking. Could be alot like it is now, just activated manually and more reliable than it is now since you could move your weapon shield towards the incoming blow with better camera. Would add some more action and immersion to the fighting, rather than holding your cursor in front of enemy and hoping it will work. It might also make shield bash and other cool features more accessible.
Last topic I would like to mention would be the defence itself. I think all weapons should have a chance to crush through block if the attacking "power" is much greater than blocking "power". What i mean by "power" is the weapon weight, connection speed and angle, part of the weapon hitting and obviously physical prowess of the attacker versus those of the one blocking. Lets say we have a skeleton and a big beefy orc warrior (or any other big beefy warrior if you will) fighting, both using mauls. The beefy guy performing an overhead swing should have a pretty good chance of crushing through the block and dealing a big part of the damage. The wimpy skeleton however should not swing too fast or hard. Blocking heavy weapon swung by a weak guy by a heavy weapon held by a stronger guy should favor the stronger. It would obviously favour the big, heavy, slow weapons but hey- thats how they are supposed to work. And you can always just take a step back.
( I've seen heavy blows being able to knock you down even if you defended them, but I did not notice taking any damage, so If the feature is already in game, forgive me)
And speaking of the blocking - I don't think that every undead servant wielding a candlestick should be a master fencer, being able to parry few blow in a row. It's understandable for arena fighters ( which could have their blocking toned down a little bit in my opinion), but not every weapon wielding creature encountered should be a mighty warrior.
Yes, I know, it's a wal of text, but I would really this game to tap into the potential it has, and these few things bug me quite alot.
But ranting alone would do no good, would it?
So instead I wondered how could it be done better. Saw a few suggestions already like Mount and Blade type combat controls for example.
People being against said that it would be too much camera movement during combat, and u cant just slightly move your mouse like in mount and blade since powering up the swings requires more of the mouse movement.
So how about this - OPTION - and I say again totally optional option which noone is forced to use- of a first person/ close zoom in third person mode with mouse controlled direction of attack left/right, move mouse up for thurst, down for overhead with 1 SIMPLE TWEAK - while having the swing mouse button pressed, camera rotation speed slows down but lets say 80-90%, so you barely move it even making a wild horizontal slash.
Are there any chances for such an option? What would be cons of such option? What features would suffer/could not work with this? What other potential problems would it cause?
Another thing I would like to see would be active blocking. Could be alot like it is now, just activated manually and more reliable than it is now since you could move your weapon shield towards the incoming blow with better camera. Would add some more action and immersion to the fighting, rather than holding your cursor in front of enemy and hoping it will work. It might also make shield bash and other cool features more accessible.
Last topic I would like to mention would be the defence itself. I think all weapons should have a chance to crush through block if the attacking "power" is much greater than blocking "power". What i mean by "power" is the weapon weight, connection speed and angle, part of the weapon hitting and obviously physical prowess of the attacker versus those of the one blocking. Lets say we have a skeleton and a big beefy orc warrior (or any other big beefy warrior if you will) fighting, both using mauls. The beefy guy performing an overhead swing should have a pretty good chance of crushing through the block and dealing a big part of the damage. The wimpy skeleton however should not swing too fast or hard. Blocking heavy weapon swung by a weak guy by a heavy weapon held by a stronger guy should favor the stronger. It would obviously favour the big, heavy, slow weapons but hey- thats how they are supposed to work. And you can always just take a step back.
( I've seen heavy blows being able to knock you down even if you defended them, but I did not notice taking any damage, so If the feature is already in game, forgive me)
And speaking of the blocking - I don't think that every undead servant wielding a candlestick should be a master fencer, being able to parry few blow in a row. It's understandable for arena fighters ( which could have their blocking toned down a little bit in my opinion), but not every weapon wielding creature encountered should be a mighty warrior.
Yes, I know, it's a wal of text, but I would really this game to tap into the potential it has, and these few things bug me quite alot.