Greeny
Member
Hi all!
First of all, sorry for my bad english.
I'm big fan of you, guys, and I watching development of Sui Generis/Exanima since kickstarter campaign. Medieval rpg and slashers are my favorite genres, I have spent many hours in Mount&Blade, War of the Roses/Vikings, and when i saw your game first time I immediately fell in love with it.
So when it come to Steam, I bought it without hesitation, and at this time I have about 20 hours in it.
I finished novice and expert arena with two handed weapons at first, then I go to story mode, but I am so excited by your fighting sistem, that I did not finished even first level and go back to arena, because I wanted to beat it with 1h + shield and without armour.
When I going through arena first time, i used "step in - step out" technique, avoiding strikes by dodges and get enemies using distance and timing. At the second time I wanted beat it another way - with blocking. "I am using a shield", I thought, "so i have no advantage at weapon length, but my strikes faster and blocking with shield is easy". I started trying and I started failing again and again. I finished the novice arena and now am stuck at 4th enemy at expert arena. Ok, i will beat it, but not with blocking technique, i think.
I trying to rise my blocking skill, but my mood is getting worse because i think, that this game are not intended for this fighting style. It has some serious mechanic features, that make it impossible to rely on blocking.
I even made a video to illustrate it (which is full of my pain and death).
1) Low strikes are unblockable. The smallest problem. I agree, if you have not enough length of arms, you cant dispose your shiled low enough, and all that you can - make a step back or crouch with shield. Or take a big seige shield. But it still bothers me, because I am afraid that when the game will have a spears and we will be able to choose how high or low to make a thrust - then small and even medium shield become almost useless.
2) Glancing(gliding?) hits. Even if you turn in the right direction with a raised shield, sometimes you can get the hit, which still reaches the body even after gliding up or down the shield. Sometimes it deals damage, sometimes not - I do not know what it depends on (at video you can see, that even high-forced strikes to head or neck sometimes does not damage you, but only pushes).
3) Bad blocking AI. Seriously, it can move the shield in wrong direction. And I didn't pressing attack button in this times of course.
So my experience (not very rich, I know) makes me feel that success of blocking depends on luck as well as on skill.
I know that your game is RPG, and it is not only about fencing, but so many people were interested in this game only because of revolutionary fighting system, and it will be very bad, if when we will have a broken fighting mechanic. It may happen, that if we have the multiplayer, it will be filled by players, flapping with two-handed swords at a distance from each other, and attempt to enter the close-combat by blocking the counterblow will depend on luck, not on skill. And the campaign will be played the same way - especially with high risk of blocking and with high price of death in game, where we have no saves.
It will not break Sui Generis as another broken game mechanics ruined some another action games(for me it will be War of the Vikings, parry delay made that game dead for me), beacause Sui Generis is mainly singleplayer RPG with (as i hope) beautiful sandbox world and interesting story, and it still has a masterpiece combat system even with this bad moments, but it can make the game much worse and make it lose some of the atmosphere and fun, if such an important component of the combat as blocking will be broken.
I want to be wrong, but all video with arena beating that I have seen, represent the step in - step out strategy, even with 1h weapons, even with shields. If I am wrong - please, can you show me another video, where you avoiding attacks principally by blocking, or give me hope that the combat mechanics will be corrected by future improvements.
First of all, sorry for my bad english.
I'm big fan of you, guys, and I watching development of Sui Generis/Exanima since kickstarter campaign. Medieval rpg and slashers are my favorite genres, I have spent many hours in Mount&Blade, War of the Roses/Vikings, and when i saw your game first time I immediately fell in love with it.
So when it come to Steam, I bought it without hesitation, and at this time I have about 20 hours in it.
I finished novice and expert arena with two handed weapons at first, then I go to story mode, but I am so excited by your fighting sistem, that I did not finished even first level and go back to arena, because I wanted to beat it with 1h + shield and without armour.
When I going through arena first time, i used "step in - step out" technique, avoiding strikes by dodges and get enemies using distance and timing. At the second time I wanted beat it another way - with blocking. "I am using a shield", I thought, "so i have no advantage at weapon length, but my strikes faster and blocking with shield is easy". I started trying and I started failing again and again. I finished the novice arena and now am stuck at 4th enemy at expert arena. Ok, i will beat it, but not with blocking technique, i think.
I trying to rise my blocking skill, but my mood is getting worse because i think, that this game are not intended for this fighting style. It has some serious mechanic features, that make it impossible to rely on blocking.
I even made a video to illustrate it (which is full of my pain and death).
1) Low strikes are unblockable. The smallest problem. I agree, if you have not enough length of arms, you cant dispose your shiled low enough, and all that you can - make a step back or crouch with shield. Or take a big seige shield. But it still bothers me, because I am afraid that when the game will have a spears and we will be able to choose how high or low to make a thrust - then small and even medium shield become almost useless.
2) Glancing(gliding?) hits. Even if you turn in the right direction with a raised shield, sometimes you can get the hit, which still reaches the body even after gliding up or down the shield. Sometimes it deals damage, sometimes not - I do not know what it depends on (at video you can see, that even high-forced strikes to head or neck sometimes does not damage you, but only pushes).
3) Bad blocking AI. Seriously, it can move the shield in wrong direction. And I didn't pressing attack button in this times of course.
So my experience (not very rich, I know) makes me feel that success of blocking depends on luck as well as on skill.
I know that your game is RPG, and it is not only about fencing, but so many people were interested in this game only because of revolutionary fighting system, and it will be very bad, if when we will have a broken fighting mechanic. It may happen, that if we have the multiplayer, it will be filled by players, flapping with two-handed swords at a distance from each other, and attempt to enter the close-combat by blocking the counterblow will depend on luck, not on skill. And the campaign will be played the same way - especially with high risk of blocking and with high price of death in game, where we have no saves.
It will not break Sui Generis as another broken game mechanics ruined some another action games(for me it will be War of the Vikings, parry delay made that game dead for me), beacause Sui Generis is mainly singleplayer RPG with (as i hope) beautiful sandbox world and interesting story, and it still has a masterpiece combat system even with this bad moments, but it can make the game much worse and make it lose some of the atmosphere and fun, if such an important component of the combat as blocking will be broken.
I want to be wrong, but all video with arena beating that I have seen, represent the step in - step out strategy, even with 1h weapons, even with shields. If I am wrong - please, can you show me another video, where you avoiding attacks principally by blocking, or give me hope that the combat mechanics will be corrected by future improvements.