Hello All,
Since I got addicted to Exanima combat, although I enjoy it tremendously, some stuff does not seem right to me.
First off let me start with the Dash mode, I believe it would be much preferable to have the dash modifier assigned to a mouse button or a key. Say the middle mouse key, or the right (better yet keybound to player's preference). Thus while I am holding the right mouse button key and moving with WASD my character dashes, if not it walks. I believe this would be much better than double tap or hold options, it is a personal preference of course but I would really like to have this as an option.
Let's get to the other issue
I enjoy that the fights are challanging and mastery takes a long time, and I played the arena mod for countless hours with a lot of success in matches, but my main issue is this:
- You cannot simulate the 3D movement of a sword arm with a 2D mouse
And this causes a lot of weird clunky action in combat. Examples:
- My opponents body is wide open, I thrust to their chain shirt? Why not the open face or the neck?
- I perform a L2R swing, opponent moves towards me, I hit their helmet with the hilt of my sword, 0 damage? Why not cut their arm?
With all the drunken movement, and having these issues makes it so that I intend 20-30 attacks in a match and only about 5 of them lands as intended and gives a satisfactory result. Seriously, sometimes I see an opening and do a swing towards their armor, it lands right on their neck with massive damage, but this is not satisfactory it was just lucky, with all the attention to physics and whatnot the combat is most certainly about 85% random. I think this is a serious issue. If I had suggestions on how to fix it, I would suggest them, yet I do not see how these could be remedied, this makes it such that if you parry, backstep and R2L wing all the time, carefully, you will beat every opponent, eventually your swings will land on something.
I know that some people are going to claim that if you have a perfect understanding of the mechanics, calculate the angular and linear momentum of the characters in your head, watch your opponent and their steps you will not come across these issues, let me tell you upfront that I am not going to believe that. You can analyze your combat after the combat is finished all you want (for making tutorials or explaining how the combat works to someone) but after-analyzing is a whole different matter, did you really sidestep and aimed for their exposed neck, or did it just happen to land on their neck? That is the question.
One last issue:
- Weapon movements are also much slower than how they should be, and their impact on character's balance is way too much (maybe excluding poleaxes and stuff like that).
This issue might be remedied, and I do have a suggestion for it, and it is different, how should I call it, sensitivity regions for different weapons?
What I mean is this, you do not need to twist your body 90 degrees and your sword 180 degrees to hurt someone with a sword, and you do not need to throw your body around when using swords and shields, almost all one handed weapons and balanced two handed weapons can be handled easily and you can be very fast with them. The game treats everything like a massive 25 pound object. The sensitivity could be adjusted that only on really extreme extensions of the mouse thee character attempts these over exaggerated strikes? And weapon speeds could be increased overall?
Thanks for reading.
Since I got addicted to Exanima combat, although I enjoy it tremendously, some stuff does not seem right to me.
First off let me start with the Dash mode, I believe it would be much preferable to have the dash modifier assigned to a mouse button or a key. Say the middle mouse key, or the right (better yet keybound to player's preference). Thus while I am holding the right mouse button key and moving with WASD my character dashes, if not it walks. I believe this would be much better than double tap or hold options, it is a personal preference of course but I would really like to have this as an option.
Let's get to the other issue
I enjoy that the fights are challanging and mastery takes a long time, and I played the arena mod for countless hours with a lot of success in matches, but my main issue is this:
- You cannot simulate the 3D movement of a sword arm with a 2D mouse
And this causes a lot of weird clunky action in combat. Examples:
- My opponents body is wide open, I thrust to their chain shirt? Why not the open face or the neck?
- I perform a L2R swing, opponent moves towards me, I hit their helmet with the hilt of my sword, 0 damage? Why not cut their arm?
With all the drunken movement, and having these issues makes it so that I intend 20-30 attacks in a match and only about 5 of them lands as intended and gives a satisfactory result. Seriously, sometimes I see an opening and do a swing towards their armor, it lands right on their neck with massive damage, but this is not satisfactory it was just lucky, with all the attention to physics and whatnot the combat is most certainly about 85% random. I think this is a serious issue. If I had suggestions on how to fix it, I would suggest them, yet I do not see how these could be remedied, this makes it such that if you parry, backstep and R2L wing all the time, carefully, you will beat every opponent, eventually your swings will land on something.
I know that some people are going to claim that if you have a perfect understanding of the mechanics, calculate the angular and linear momentum of the characters in your head, watch your opponent and their steps you will not come across these issues, let me tell you upfront that I am not going to believe that. You can analyze your combat after the combat is finished all you want (for making tutorials or explaining how the combat works to someone) but after-analyzing is a whole different matter, did you really sidestep and aimed for their exposed neck, or did it just happen to land on their neck? That is the question.
One last issue:
- Weapon movements are also much slower than how they should be, and their impact on character's balance is way too much (maybe excluding poleaxes and stuff like that).
This issue might be remedied, and I do have a suggestion for it, and it is different, how should I call it, sensitivity regions for different weapons?
What I mean is this, you do not need to twist your body 90 degrees and your sword 180 degrees to hurt someone with a sword, and you do not need to throw your body around when using swords and shields, almost all one handed weapons and balanced two handed weapons can be handled easily and you can be very fast with them. The game treats everything like a massive 25 pound object. The sensitivity could be adjusted that only on really extreme extensions of the mouse thee character attempts these over exaggerated strikes? And weapon speeds could be increased overall?
Thanks for reading.