Crazed Rabbit
Squire
Here’s some of my thoughts on fine tuning combat, relating to the dynamics of movement.
Currently, it seems like there’s a lot of unrealistic running in circles and awkward maneuvering to hit other players. These ideas are designed to encourage a more realistic approach to melee combat, and improve the depth of game play.
One of the issues stems from how players can turn while attacking. I think a restriction on how much players can turn while attacking will encourage players to attack while they face their opponents, instead of trying to catch them with unrealistic swinging and moving.
To that end, I propose that players can turn no more than 55 degrees while attacking. Some clarification; I do not count priming or chambering a melee weapon as attacking; rather it is only once the player releases the mouse button and the swing begins that the turn restriction would take effect. This restriction is near to a realistic representation of how much a person could change their attack direction in mid-swing. There'd be no turn restriction when defending (beyond the normal movement restriction).
I believe this would help game play immensely. Right now, with a character standing still, you can attack with a one handed weapon and change the attack direction by over 90 degrees. While moving forward (simply holding down ‘W’ and moving the mouse), you can change it by nearly 180 degrees. (These are values estimated after some quick experimentation online.) The most important part of this would be to reduce the amount you can spin while moving forward. Being able to do an about-face while running forward and slashing is simply not realistic and detracts from game play.
It would mean you would have to be facing, at least somewhat, the person you were trying to hit. So we’d have less running and circling and slashing. Players would have to be more aware of their footing, which would add to the depth of game play.
Secondly, the current battlefield features players always running around. But in real life, stable footing from a stationary stance helps when swinging a weapon or just one’s fists. But no one bothers to pause to attack in the game because it provides no advantage.
Therefore, I propose a ‘stable footing’ bonus; small speed and damage bonuses added to a swing when the attacker starts the forward swing (not when they chamber/prime the swing, but when they release the mouse button) when they aren’t pressing any movement keys (WASD). They wouldn’t have to stand still for long; only 250ms (1/4 of a second) to get the bonus.
So a person could be running around, press the mouse button to prime an attack, stop moving, and a quarter of a second later release the mouse button to get the ‘stable footing’ bonus. They could press movement keys again as soon as they let go of the mouse button, during the swing, and still receive the bonus. This would encourage less constant circling by allowing more thoughtful players to take advantage of the tactical depth this provides.
I think increasing the overall speed of all melee weapons would also help, by changing the relative difference between weapon speed and melee speed. We have a lot of circling because movement is fast compared to weapon speed. Realistically, I think you’d be able to swing a weapon faster than it takes now in game. I think all the pauses in animation between the backswing to get a weapon in position and the forward attacking swing should be removed. If weapon speed was increased relative to movement speed players would be less likely to run and circle because they’d be more likely to get hit while doing so.
On weapon mesh sweet spots. I think this is a good idea, and I included several diagrams below to represent differing damage values based on where a weapon impacts the target. In these diagrams, red indicates where 100% damage is done, and yellow indicates where a minimum of damage is done; white indicates no damage at all. These are, of course, just suggestions for such a system.
Another thing that would be helpful is weapon swing sweet spots; weapons would do more damage during certain parts of the swing. Hitting someone with the tail end of the swing animation would do significantly reduced damaged compared to hitting them in the middle of the swing. Hitting them with the very beginning of the swing would generate no damage. Below, you can see a diagram that shows a potential relative damage layout. Again, red means full damage, yellow means minimal damage, and white means no damage.
This would improve game play and realism as well. Players would have to take care to aim more with their swings. They couldn’t circle and slash while counting on any part of their swing to do a lot of damage.
I think these changes would do several very good things for the game. It would improve game play, by offering another layer of tactical depth to fighting, and forcing players to take into consideration more factors when fighting. Those who did so would fare better. There’d be less spamming, because the effectiveness would be greatly reduced. It would also improve realism, because players would be encouraged to fight in a more realistic manner.
Please don't hesitate to respond with questions or criticisms.
Thanks,
CR
Currently, it seems like there’s a lot of unrealistic running in circles and awkward maneuvering to hit other players. These ideas are designed to encourage a more realistic approach to melee combat, and improve the depth of game play.
One of the issues stems from how players can turn while attacking. I think a restriction on how much players can turn while attacking will encourage players to attack while they face their opponents, instead of trying to catch them with unrealistic swinging and moving.
To that end, I propose that players can turn no more than 55 degrees while attacking. Some clarification; I do not count priming or chambering a melee weapon as attacking; rather it is only once the player releases the mouse button and the swing begins that the turn restriction would take effect. This restriction is near to a realistic representation of how much a person could change their attack direction in mid-swing. There'd be no turn restriction when defending (beyond the normal movement restriction).
I believe this would help game play immensely. Right now, with a character standing still, you can attack with a one handed weapon and change the attack direction by over 90 degrees. While moving forward (simply holding down ‘W’ and moving the mouse), you can change it by nearly 180 degrees. (These are values estimated after some quick experimentation online.) The most important part of this would be to reduce the amount you can spin while moving forward. Being able to do an about-face while running forward and slashing is simply not realistic and detracts from game play.
It would mean you would have to be facing, at least somewhat, the person you were trying to hit. So we’d have less running and circling and slashing. Players would have to be more aware of their footing, which would add to the depth of game play.
Secondly, the current battlefield features players always running around. But in real life, stable footing from a stationary stance helps when swinging a weapon or just one’s fists. But no one bothers to pause to attack in the game because it provides no advantage.
Therefore, I propose a ‘stable footing’ bonus; small speed and damage bonuses added to a swing when the attacker starts the forward swing (not when they chamber/prime the swing, but when they release the mouse button) when they aren’t pressing any movement keys (WASD). They wouldn’t have to stand still for long; only 250ms (1/4 of a second) to get the bonus.
So a person could be running around, press the mouse button to prime an attack, stop moving, and a quarter of a second later release the mouse button to get the ‘stable footing’ bonus. They could press movement keys again as soon as they let go of the mouse button, during the swing, and still receive the bonus. This would encourage less constant circling by allowing more thoughtful players to take advantage of the tactical depth this provides.
I think increasing the overall speed of all melee weapons would also help, by changing the relative difference between weapon speed and melee speed. We have a lot of circling because movement is fast compared to weapon speed. Realistically, I think you’d be able to swing a weapon faster than it takes now in game. I think all the pauses in animation between the backswing to get a weapon in position and the forward attacking swing should be removed. If weapon speed was increased relative to movement speed players would be less likely to run and circle because they’d be more likely to get hit while doing so.
On weapon mesh sweet spots. I think this is a good idea, and I included several diagrams below to represent differing damage values based on where a weapon impacts the target. In these diagrams, red indicates where 100% damage is done, and yellow indicates where a minimum of damage is done; white indicates no damage at all. These are, of course, just suggestions for such a system.
Another thing that would be helpful is weapon swing sweet spots; weapons would do more damage during certain parts of the swing. Hitting someone with the tail end of the swing animation would do significantly reduced damaged compared to hitting them in the middle of the swing. Hitting them with the very beginning of the swing would generate no damage. Below, you can see a diagram that shows a potential relative damage layout. Again, red means full damage, yellow means minimal damage, and white means no damage.
This would improve game play and realism as well. Players would have to take care to aim more with their swings. They couldn’t circle and slash while counting on any part of their swing to do a lot of damage.
I think these changes would do several very good things for the game. It would improve game play, by offering another layer of tactical depth to fighting, and forcing players to take into consideration more factors when fighting. Those who did so would fare better. There’d be less spamming, because the effectiveness would be greatly reduced. It would also improve realism, because players would be encouraged to fight in a more realistic manner.
Please don't hesitate to respond with questions or criticisms.
Thanks,
CR