Firstly you are obviously very new.Schiester said:I have made mentions of improvement in other threads. Please don't be simple minded.Rallix said:Stop whining about how **** the game is and make suggestions about how to improve it, if it's so bad.Schiester said:Tldr please.
Clearly you have a very deep understanding of the combat to be such a vocal critic.
The fact that you say things like "It took three hits to kill an unarmoured guy and 2 hits to kill me in mail with the same weapon" and are confused by this suggests you lack much knowledge at all about the math of the game, which also suggests you have little experience. You made this post only a couple weeks ago.Schiester said:For some reason when I play MP in this game armour has no effect. For instance I was playing DM on arena and I equipped chainmail, a flat top steel helmet, and leather gloves. I had a shield and arming sword. I was using swadian.I came across a nearly naked player with a bastard sword and it took 3 hits to kill him. Whereas I've had times where I've been slashed twice with a bastard sword (while wearing mail) and died. It just seems like armour doesnt matter because it appears I die in the same amount of blows that someone wearing a simple gambesson would. Is this a lag issue or the way the game was intended to be?
You do not know how the combat even works. Your opinion about it being good or bad is therefore quite uninformed compared to a more experienced player.
But let's move on to your suggestions.
1: You do not need a blacksmith to do something like sharpen a blade, at least, not for the sharpness required of a normal sword. That can be achieved and maintained by any soldier. Keep in mind, the sharper a blade is, the easier it is to damage the edge. Blacksmiths will be more useful in bannerlord because you can have custom weapons now.Ten things I would like to see in Bannerlord relating to combat, note this is what I personally want to see.
1. Add weapon blunting. If the weapon impacts shields or armor (plate,chain) it should dull over time and require you to sharpen it. Thus the need for blacksmiths
2. Chance of sword breaking if striking hard materials (walls,chain,plate)
3. Chance to do Bleed damage over time if impacted while wearing minimal clothing (weaker armor, not plate, thick cloth, or chain)
4. Shield bashing
5. Thinner pointed weapons have a higher chance ( longswords, rapiers) than broader points (arming swords, sabres) to pierce armor
6. Allow players to use off-hand daggers to parry more effectively
7. Smaller shields, like bucklers
8. Hunting system, being able to actually use hunting bows and crossbows for their intended purposes
9. Bandits have clans that war with one another, you can be apart of a bandit group or lead a bandit army
10. Lances aren't laser like, add actual weight and impact to them, for instance making it actually throw someone off the horse instead of them just bending backwards and slowly falling over
2: A normal sword does not break easily. It would require a great deal of force or previous damage to make a sword break, assuming the steel isn't made too hard. A good sword will also resist permanent bends better than a bad sword. Hitting a man in maille or plate will not damage your weapon significantly at all, again assuming you do not have a lemon made of improper iron. Another question you need to ask is what purpose adding such a mechanic has besides adding an annoyance to the player's list of problems.
3: Chance to do? One thing hated almost universally, like tripping in Super Smash Bros, is adding random chances for bad things to happen. There should be definite specific circumstance at which bleeding always happens, or not at all. This should serve a gsameplay purpose other than realism imo. Just imagine you start losing health at a steady rate in warband multiplayer any time you take a blood drawing wound. Do you want that?
4: Every time I've seen shieldbashing implemented it has been either game-breaking or unimportant. The kick mechanic is a circumstantial and skill based method of breaking an attacker's block. It can be countered and prevented. This makes it fair, and also take up the slack any shieldbashing mechanic would add. In cRPG shieldbash knocks your opponent far back, and creates an opening for a team mate, but does not allow you to hit through a block by itself, while being easier to hit with than a kick. This is also balanced. Just saying Shield Bashing should be added without a real need or purpose would be a bad decision.
5: This would have to depend on the armour. Here's a detailed post about this sort of thing I made in the historical discussion board. http://forums.taleworlds.com/index.php/topic,51090.msg7992996.html#msg7992996/topic,51090.msg7992996.html#msg7992996
6: The devil is in the details.
7: This has been done in mods. It does not serve much purpose in native. cRPG probably did this best.
8: I'm not very personally interested in hunting in a game about war. If this is to be done, there are hunting games which do this much better than mods that have been made for warband which should be learned from. Such a thing as this should be ignored in development until more important things are dealt with.
9: This has been much requested in the past, and for good reason. It would be an interesting way to play. Gangs and criminals are really much like little states and soldiers. They compete with the government for taxes and incomes, contesting a monopoly of force, often in very destructive ways.
10: Are you proposing that couching or thrusting an opponent with a lance should knock you off your horse? Again, this would require context. You can't just dismount a horseman every time he touches a footman with a speartip.