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#42 (permalink) | |
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CEO
Join Date: Apr 2008
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1. About 90% of our testers complained about running out of stam not being able to kill anyone fleeing. See in combat beta you build nothing and loose nothing you plaid it like a duel to death kinda way. So this wasnt noticed by everyone of the way of you fighting back there. But if you thought about chase someone and kill him, then just forget about it, you would never kill him as you would run out of stam with 1 swing when chasing someone. Ya we all plaid combat beta pretty much so we know what you mean by some things "felt" better back then. But stripping everything down and back to that "generic" system you would probably feel, wtf happend, was this what we enjoyed back then? I cant even finish someone off now wtf change it back and then make it better! That is somewhat fixed in todays combat system, something most people think works better compared to combat beta.. 2. Everyone started as a generic character with 100ish value in everything, no skills no nothing invloved effecting combat. Everyone learned what to build and used that and they all went down in like you said, a few hits. Today we have 10 things to include into these calculations which affect the outcome totally. So its easy just to say combat beta was better make it happen. I think we have a decent core to build from here, we are listening to you each patch to see what we can improve, as we are not totally happy with the combat as well. But We believe we will get there soon enough with your feedback. I just want to remind everyone again that we want to have all parts in our combat before we talking about rebuilding it. As we lack some important things other than overall ballance. As in special moves, more balance in the spam klick=crap dam and stam usage. Counter block attack which we are enabling in this next patch, some of you got to try this back in the old beta as well which worked pretty well. Each weapon group will shortly get their "special" move "special purpose". Optional how to swing from one side to another ala m&b, or MO way. to give more options. With armor to correctly calculate diff damage types and weapons getting different damage types different ways of using them to affect the damage is just multiplaying the strategic of fighting. It's getting more and more complex and player skill driven to success. So like you can see, we got a few things to add before we discuss to totally rework the core if necessary. And no, its never valid to compare or say make MO combat as any single player or multi player combat game. It simply doesnt work that way even if the mp supports 128 players. Its still a huge difference compared to our mmo world. But some areas is more or less doable to get close to or simulate. This is what we are looking at when "comparing" to a mp/sp combat game.
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#43 (permalink) | |
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CEO
Join Date: Apr 2008
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Reminds me of our first large scale battles, almost as laggy
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#44 (permalink) | |
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Join Date: Aug 2008
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I think there are ways to have combat beta stam and still be able to finish ppl. Sure you're not going to take off sprinting immediately if you've just got done swinging your sword around, but your enemy at 1/3 life is going to be limping away. He shouldn't even be able to replenish stam at that point, if he wanted to get away he should have though about not getting his knee bashed in by your hammer. Your stam, meanwhile, should shoot right back up since you're recovering your balance and swing momentum (unless he carved you up). Age of chiv got this balance right after a lot of testing. Just copy all the code over, right?
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<@HenrikNystrom> I have to agree hehe, wasnt long time ago I watched our females and thought, damn we have pretty ugly females, especially compared to other mmos.. <@HenrikNystrom> problem is, it takes some time as it goes through a few people before they are updated. <@Maerlyn> that sounded... a little dirty <@HenrikNystrom> its dirty.. |
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#45 (permalink) | |
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Join Date: Apr 2009
Location: Denmark
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i just felt if we had the old system, with slower run speed, if you are hurt it would work pretty ok. But cant wait to try the new stuff out. Last edited by madsholme : 22nd July 2010 at 08:56. |
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#46 (permalink) | |
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Junior Member
Join Date: Mar 2009
Posts: 246
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Personally i think the "not beeing able to choose to run" is hardly better then the "not beeing able to finish a runner" we had during combat beta, shouldent there be a better way for the future for this? Do you have any ideas on this for the future like perhaps lowering combat sprint speed but beeing able to do attackt to legs that will hurt opponents max running speed for a duration of time? An other idea i had about balancing speed while not on mount would simply be giving STR attribute a negative modifier to maximum running speed, this would remove the possibility that we have now to have the fastest, strongest, most hp possible, most stamina possible char combo. In other words there would not be the ultimate easy tank build you would be forced to do some tradeoff between speed/hp/damage maxed in 2 would be possible but not all as it is atm. Last edited by Baggen : 22nd July 2010 at 09:43. |
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#47 (permalink) | |
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Senior Member
Join Date: Jun 2009
Location: U.S.
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Well combat is way off, because there is no base. Currently, there are weapons that require little, or no stamina... the only weapons that should have such a benefit are daggers, which have limited range and output. Not spears, etc.. I think you need to balance stamina use on all weapons, pronto. To be able to blindly swing your weapons with absolutely no thought/worry of stamina control is wrong. Currently through macro'ing certain players are swinging/thrusting their weapons as fast as 3x per second, and doing so while following their prey and engaging them in mid run... Even a 5% increase on per swing use of stamina on all weapons will change the game tremendously. There just doesn't seem to be pros & cons anymore. Such as... why can mounted horsemen climb and chase after people on un-even terrain with such ease? , in full gallop? Wouldn't such a feat REQUIRE a walk, or trot pace..? Just simple things like that make an incredible difference. Also, why doesn't it require stamina to get on (off) a horse? Shouldn't doing so, cost as least as much stamina as jumping, or even slightly more? Since you are heaving yourself up on top of an animal... (again) a massive difference in combat, if a person has to wait 5 seconds, before climbing up on his horse.. or must dismount to effectively give chase in the mountains, etc.. These are easy, logical steps that add pros and cons to each choice in game, each ability, skill & mechanic. Also, stamina can be used to slow down/shrink the circle (or area) of combat, so that when weapons are drawn... it means something. First to draw their weapon might put themselves as a dissadvantage... if someone decided to flee... (but doing so ONLY after their foe pulls their weapon...), knowing it take more stamina to give chase when weapon is out, or that it will take 1.5 seconds to put it away and give chase.. The game mechanics are solid, you need to have a Pro & Con to every action. Not just balance..
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~metavision~ thinking beyond normal means
Last edited by metavision : 22nd July 2010 at 10:14. |
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#48 (permalink) | |
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Join Date: Mar 2009
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I actually think if a player wants to flee then that should be a real and viable option, lets face it many character builds have no chance in fight and running is their only defensive option. Take that away and you are just pushing the game ever further towards pure PvP and away from varied playstyles. If you want to spring an ambush on someone then it should require team work, you should surround them and/or have archers to bring them down if they flee. An armoured man with a whacking great big sword or spear in hand cannot hope to keep pace with a fleeing light armoured or cloth wearing man let alone actually attack him mid run. This is as it should be, those who want to fight will do so, those who don't will rabbit and the onus is on the attacker to find a way to prevent this if he can. One option I think someone mentioned (might of been in conversations with my work mate here actually) would be to lockout sprinting/jogging when within a certain radius of someone in combat mode. Not sure if this would really work but its worth thinking about. That way once you are "in melee" you can only break and run if you can force some distance between you and your attacker. Alternatively add a stagger effect if someone lands a hit on you while you are sprinting or jogging. This would both serve to discourage sprinting around in combat (IE jousting) and also mitigate someone ability to escape, although they would have to do so quickly before the person got out of effective weapons range. I would not recommend this working for arrows however. |
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#49 (permalink) | |
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Senior Member
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The rest of you post however, I think you had some interesting ideas. =)
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#50 (permalink) | |
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Banned
Join Date: Aug 2009
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The crafting could be improved. The biggest thing that may balance the economy and solve the "wisent" farming problem is butchery. We have the tables, but not the skills. |
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#51 (permalink) |
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Junior Member
Join Date: Nov 2008
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It will be a good option that the speed can be connected to HitPoints:
100% HP = Full Speed of possible speed -50% HP = 75% Speed of total possible speed -25% HP = 50% Speed of total possible speed With this, you can avoid the people fleeing when they are losing. |
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#52 (permalink) | |
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Senior Member
Join Date: Aug 2009
Location: In those bushes...
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Remove sprinting, jumping, and dodging from the main stamina bar, and add them to their own seperate stamina system. The movement stamina bar could simply be hidden from the player, and have audio cues as to how low it is. Slight breathing noise at 75% and just make it louder/faser from there. All players should be able to hear it. What this will do is allow you to not have to worry about giving players enough stamina to fight AND chase people down. Many popular single player or arena-based multiplayer games have seperate stamina systems for movement and combat. Either their seperate, or the stamina bar only functions for one of them. Trying to balance movement and combat on the same stamina sytem is extremly difficult, I've had to do it with a previous project before and eventually came to the conclusion that the best way to manage it is with 2 stamina systems. To keep it balanced though, each stamina system would have to influence the other in some way. I guess there are countless ways to create some type of connection but the easiest way would be something like this: combat stamina is below 20% - decrease movement stamina regen movement stamian is below 20% - decrease combat stamina regen combat stamina is below 10% - decrease movement speed movement stamian is below 10% - decrease damage This all could be a lot more complex, and a lot better, but the basic idea is this, 1 main stamina bar for combat, a hidden bar for movement, and some type of system for making each bar influence the other. This would give you complete fredom to focus completly on combat stamina costs without needing to balance sprinting and dodging. |
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#53 (permalink) | ||
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Join Date: Feb 2009
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___________________ +1 Last edited by chickenkicker : 22nd July 2010 at 17:34. |
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#54 (permalink) | |
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Senior Member
Join Date: Jun 2009
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I don't like this idea^, because all you are doing is adding another bar for combat. Stamina is stamina... how out of breath your character is. Secondly, combat is movement... just more engaging, so manage it accordingly. You can't separate it from jumping, or swimming.. or swinging your axe..
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~metavision~ thinking beyond normal means
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#55 (permalink) | |
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Join Date: Feb 2009
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with that said i dont see why mutable stam counters that are working together to find calculate your real exhaustion unreasonable.
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___________________ +1 Last edited by chickenkicker : 22nd July 2010 at 21:08. |
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#56 (permalink) | |
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Banned
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#57 (permalink) | |
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Senior Member
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I know that probly sounds like one step towards TOO realistic, but the main thing is this, it solves several major balance issues that SV has been constantly tweaking since mid-beta. Like he said, one of the first stamina issues was that combat "felt" awesome when people didn't have to chase eachother, then when death got more annoying people needed to be able to fight on the move, factor in a shitload of possible weapon builds and stamina costs, and things get complicated real fast. So yea, it's not just stamina I'm trying to replicate, it's just an overal more accurate simulation of fatigue and a more powerful tool for balance. edit: about you saying combat is movement, I attempted to address that by suggesting that each stamina bar have a substantial effect on the other, so they are "connected" through some means. That way, you can't just attack like crazy, run out of combat stam, sprint til your out of movement stam, then attack again when your combat stam is full. There should be built-in penalties for that type of play style. |
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#58 (permalink) |
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Join Date: Apr 2009
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Ummm.... Yeah sideways sprinting = WTF twitch pwned n00b = unrealistic and retarded looking = not wasting my money.
I think overall it beats the shit out of WoW and 99% of all the other games out there and the game has already been released so.... Balance, Polish, Rinsh, Repeat. I'm pretty excited about the "special moves" they're adding and want to see how they defer from other mmos where it's just a hotkey spam race. Also, unless I'm mistaken, I have to open my paper-doll and manually change my weapon every time. How about you add another slot so we can scroll weapons so that we can accually be mages and archers effectively. In it's current state it makes the game seem very unprofessional, and I'd have to agree. Just a thought. |
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#60 (permalink) |
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Impressive sounding game, no mortal online though.
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" For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's future. And we are all Mortal.-JFK |
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#61 (permalink) |
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Junior Member
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Maybe this was already said but... M&B has a cRPG mod of 150 people that has it's "Leveling aspect" in place. You can buy armor etc, and start off as a peasant with some basic weapons. You get exp for kills and gold to buy stuff.
M&B has always been the best game to mod mainly because of it's combat system is so realistic and can be placed into many different RPG elements. http://forums.taleworlds.com/index.php/board,178.0.html http://78.46.65.211/crpgsite/new/index.php This game takes the combat for Fantasy games to the next level, play it, read up on it, then come back. Best 30$ I have ever spent in my life. *Skipped the 2nd page due to extreme trolling |
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#62 (permalink) | |
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From one side you have 'real' FPS games like M&B, on the other side you have MMOs 'automated' systems, MO is just in the middle. That's the lack of the combat system in MO that some are complaining about to my opinion. In MO you just have to trigger your blow, and that's a bit better than other MMOs, thus more immersive (and not only attacking somebody and wait for your char to hit automatically, like in UO or others). Last edited by kliffoth : 23rd July 2010 at 09:22. |
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#63 (permalink) | ||||
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Honestly, this is how I feel now. I think you had a decent core to build from then too, wtf happend Quote:
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Then why did you totally rework it since combat beta? This isn't what I tested at all, every little thing has been changed by a lot: damage, HP, hit detection, stamina, etc....
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#64 (permalink) |
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Ok first off, NO, NO, NO, MO combat should not be the same as M&B combat (although I love that game and have played it for countless of hours) MOs combat is more realistic, more brutal then M&Bs combat, and it should stay that way. I am not saying that it could take some parts of it, but not the same.
MOs combat is actually great and with a bit polishing and finishing it could be awesome, they need to do some small changes though, one is making blocking almost instant for better skill with the system, melee fighting is pretty good IMO, but they need to get rid of some warping and get the hitboxes and collisions smoother. MOs archery should be a bit different though, like they should get rid of the crosshair so it seems more realistic and takes a bit more skill when aiming, and the arrows should not be instant but that should be more like M&Bs arrows i think. The walking and felling when fighting is perfect i think. And dont get me started about the magic system, keyword here is AIM BASED, yeah it should get aim based as fast as it can be, more like Oblivions magic or Dark Messiah of M&M. Theres not much more to say about the magic system until they get it aim based. Some parts like healing and stuff can stay target based but could also be aim based, spells like area effect should just come out of the magic user and expand a bit depending on his skill in that particular magic school or how they are doing that in the end. But overall, they should keep the brutality and realistic feel of the MO combat but make it a tad a bit better. The only thing that is wrong with the combat right now is balancing i think, once they got that sorted they could try to change it a bit to make it more smooth. Just my simple ideas
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A wise man does not fear, a man afraid does not think. Two little goblins out in the sun, down came a griffin, then there was one. The man who begs for mercy is a coward. Leave mercy for the man who begs the sword. |
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#66 (permalink) | |||
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#67 (permalink) | |||
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I wouldn't mind having some aim-based offensive spells, but if they use the same epic trajectory system they use for archery I would mind. On a related note, your still not gonna have any chance to dodge with the client side hitboxes, try dodging an arrow it will take like 2 seconds before you even move on the other persons screen. I wouldn't want to see all of the spells become aim based cause then everone will just use whatever has the biggest splash, unless your knocked down then they will drop the "bolt" equivalents. I'd like to see spells more situational where mages are using a large variety of spells.
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#68 (permalink) |
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Well what i meant about more realistic is how you swing and general feel of combat, M&B combat is a little too softcore actually. M&B mounted combat is pretty badass though.
And i dont know why you would need a crosshair to be able to aim, im sorry to say but you gotta suck at aiming. Their initial stad on it was no crosshair, but they put it in because of all you whining bitches who cant aim without getting a pointer. Its really sad....
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A wise man does not fear, a man afraid does not think. Two little goblins out in the sun, down came a griffin, then there was one. The man who begs for mercy is a coward. Leave mercy for the man who begs the sword. |
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#69 (permalink) | |
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At the end, players would just add a dot in the middle of the screen and be advantaged over legit players. |
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