Author Topic: Feinting - The New Spinning  (Read 3724 times)

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Maboobs

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Re: Feinting - The New Spinning
« Reply #45 on: May 06, 2012, 01:46:54 PM »
I found a complete broken melee system, people spinning like mad, holding down-block constantly and generally being elitist pigs that take out new people within 0.1 second.

Something had to be done, spinning removed to stop the people from being some weird ninja, up-stab added to stop the bloody constant down-block & be safe approach.

Hue, and what have I been saying all this time  :lol:

Evanovic

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Re: Feinting - The New Spinning
« Reply #46 on: May 06, 2012, 01:54:48 PM »
Man if you want to play in competition go play native like some of us already does, what's the point of being good in this mod when you'll get steam rolled by any decent native fighter like this is already the case.

There's your elitist pig Vince ^  :roll:
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Maboobs

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Re: Feinting - The New Spinning
« Reply #47 on: May 06, 2012, 02:14:33 PM »
Man if you want to play in competition go play native like some of us already does, what's the point of being good in this mod when you'll get steam rolled by any decent native fighter like this is already the case.

There's your elitist pig Vince ^  :roll:

Hmm, and when I tried to tell you guys the melee was fine it wasn't elitist to tell me I didn't understand the game mechanics when I've been playing the Mount And Blade series since Zendar existed. (Kudos if you even know what that is)

Thokan

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Re: Feinting - The New Spinning
« Reply #48 on: May 06, 2012, 02:28:30 PM »
Man if you want to play in competition go play native like some of us already does, what's the point of being good in this mod when you'll get steam rolled by any decent native fighter like this is already the case.

There's your elitist pig Vince ^  :roll:

Seconded. Shoo! Go and stroke your native e-pee somewhere else.
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Rollon

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Re: Feinting - The New Spinning
« Reply #49 on: May 06, 2012, 03:21:49 PM »

Hekko

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Re: Feinting - The New Spinning
« Reply #50 on: May 06, 2012, 03:28:37 PM »
Alright so the post has been up for some time and generated some interesting responses I'll comment a bit on it.

Alot of the responses has seen the thread for what it is worth and commented in a serious manner on the serious bits and hopefully smiled a bit about the bits that were satire. And for these responses I thank you.


Some responses have been quite nice in nature, but missed the point a bit, and very nicely illustrated the hypocricy that exists in the community regarding game-mechanics in MM/NW. Many of the things said are the same things people like me and Evan have brought up about spinning (disclaimer I am defending spinning because of the way it was removed, not because I support the feature, I don't mind the feature however, which is why I am not ready to pay a large price to other melee for it's removal).

People have said: "It's unrealistic, and looks silly, but it's needed for the diversity of melee, as well as to get though peoples blocks. Furthermore while it may not exist in the form that it is ingame it still represents something that a human could do in combat"

This pretty much mirrors some of the defence made for spinning, yet when defending spinning stating these things are unacceptable where as no one protests here. Spinning also had and easy defence, downblocking. Feinting requires you to know how to play the game very well, to actually follow all the feints until you are "immune" to it. This all just goes to show that it's acceptable in the community to hate on spinning for whatever reason, but other features are beyond the same criticism.

What I am somewhat saddened by is that no one picked up on the fact that almost all my suggested changes are way overtop and that they would kill or hamper other aspects of gameplay ontop of feinting, which is my major beef with spinning. Or maybe this was too obvious to even warrant a comment?


Then we have bunch of comments by native people who say things are fine telling us that we don't know how to play etc. Futhermore they say that playing melee competitvely in NW is us being stupid because being competitive has no place in NW. Saying that MM/NW players need to l2p and that the game is boring without feinting and there's no other way to kill people. They don't even mention chambering which was what the high-end metagame in 1v1s revolved around in MM.

It's fine to think that Native/Vikingr/cRPG/1866/Secsession contains a good combat system and balance. I disagree, but I won't begrude other people their opinion. What annoys me is when the native people pass of their opinion as gospel. What MM did was to remove some options from combat, and by doing so putting more focus on others forcing a deeper understanding and thought through way of fighting within the limitations, and as a result it created the best melee experience I have yet to have in a Warband mod/dlc/expandalone.


Then we have a few people who may have taken my post a bit too seriously. I don't think feinting should be nerfed severly. I think as long as implied chambers (when you try to chamber their first feint and end up hitting them since they stopped their attack and changed attackdirection) work as a counter as well as the animations are smooth and less confusing feinting is fine. Slowing it down a bit may or may not be warranted as well, because as MaHuD said, sometimes it feels as if changing block directions is slower than changing attack directions.


The Sword is underpowered crowd: while I don't disagree, the sword could do with some minor retweaking I still think it's important that the bayonet retweaking is done first, because those changes may affect the sword-bayonet power-parity. And furthermore most people on any given server will be using a bayonet anyway.


I joined a MM game 1 month before release for the first time since 6 months,  I found a complete broken melee system, people spinning like mad, holding down-block constantly and generally being elitist pigs that take out new people within 0.1 second.

Something had to be done, spinning removed to stop the people from being some weird ninja, up-stab added to stop the bloody constant down-block & be safe approach.

New things bring new problems, though the situation is far far far better then what it was.

Your suggestions have been noted and all denied.

I find this post somewhat internally incoherent. At one point it's too easy to kill new people, and in the very same sentence it's too easy to stay alive. If anything new people are easier to farm at the moment, block once --> Upstab to the face --> Watch score increase. Don't get me wrong, I like the idea of the upstab it adds new life to the melee system that was getting gradually stagnant, but the way it is at the moment it feels imprecise, random and the best practices when it comes to fighting seems to consist of buttonmashing. I feel that the melee has gone from an "easy to learn (on the warband scale), hard to master" to a "hard to learn, easy to master". I don't think it makes for good gameplay when all advanced techniques like chambering and such have to give way for feintspamming or just plain old spamming.

In my opinion the ideal is if it's relatively easier to stay alive and harder to kill someone, that way new people don't feel useless and people have something to strive to, i.e. tons of kills.

Apsod

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Re: Feinting - The New Spinning
« Reply #51 on: May 06, 2012, 03:34:56 PM »
Feinting will never be removed from Warband. It is not an exploit, since the Devs are not doing anything about it and they even gave bots the ability to feint. Without feinting fights between two experienced fighters would be dull and boring and if it were to be removed you would see all the M&B vets going mad.

TD;LR version: You do not simply remove feinting from M&B.

hrotha

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Re: Feinting - The New Spinning
« Reply #52 on: May 06, 2012, 03:42:20 PM »
Honestly I don't think there's much of a point in discussing anything about the melee system until the animations, lag or whatever it is that prevents you from actually blocking up when you're blocking up and that causes you to die from silly lingering stabs is fixed. Remove the apparent randomness and then we'll be able to assess the combat system properly - but if that happens I expect we'll find it's perfectly fine.

Chromek

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Re: Feinting - The New Spinning
« Reply #53 on: May 06, 2012, 04:11:56 PM »
Honestly I don't think there's much of a point in discussing anything about the melee system until the animations, lag or whatever it is that prevents you from actually blocking up when you're blocking up and that causes you to die from silly lingering stabs is fixed. Remove the apparent randomness and then we'll be able to assess the combat system properly - but if that happens I expect we'll find it's perfectly fine.

True that. I hate being killed by upperstab while actually seeing it and holding upperblock. As many people said before, we cannot and probably shouldnt try to remove feinting from NW, however how are we supposed to block feint-spam attacks when blocking up takes weird (I still dont know why sometimes it works fine, sometimes I get stabbed right through it) amount of time to work?

Pelgrane

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Re: Feinting - The New Spinning
« Reply #54 on: May 06, 2012, 06:16:08 PM »
People have said: "It's unrealistic, and looks silly, but it's needed for the diversity of melee, as well as to get though peoples blocks. Furthermore while it may not exist in the form that it is ingame it still represents something that a human could do in combat"

No, it's inherently not right because it does not at all simulate how much space your opponent physically occupies, and thus completely not comparable to feinting. To go around a man defending himself in real life takes a LOT more time than turning on the spot. The fact that one can prepare and release attacks while not having solid footing (shifiting weight to turn) is even more ridiculous.

In real life, when both of you are turning around, there's almost no chance of a bayonet stabbing your opponent's shoulder which is the most common cause of death in NW, because the shoulder is still too far away. Evan says this represent human agility, but it really doesn't. If we had something like strafe keys maybe we could represent human agility, but turning with the mouse while walking forward in comabt represents something people are not actually physically capable of, let alone people's bayonets.

Mind, it's not a NW problem or a bayonet problem, it's a MnB problem. MnB shouldn't allow you o attack successfully when your weight is not supporting your attack. To make the linear/strafe combat more interesting, they would have to make blocks/parries also animations which work much like chambers.

I think the turn-with-mouse system is fundamentally broken and I am not sure if it can be fixed at all. That doesn't mean that spin-stabbing is in any ways justified by any satirical comparisons to anything else (blocking by Evan, feinting by you). Those things are just barely implemented, spinning is physically impossible.

MaHuD

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Re: Feinting - The New Spinning
« Reply #55 on: May 06, 2012, 07:23:33 PM »
Then we have a few people who may have taken my post a bit too seriously. I don't think feinting should be nerfed severly. I think as long as implied chambers (when you try to chamber their first feint and end up hitting them since they stopped their attack and changed attackdirection) work as a counter as well as the animations are smooth and less confusing feinting is fine. Slowing it down a bit may or may not be warranted as well, because as MaHuD said, sometimes it feels as if changing block directions is slower than changing attack directions.

Gonna look into that when I get the time and a sparring partner. I really want to know if its just me sucking, internet or actual game mechanic.

Hekko

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Re: Feinting - The New Spinning
« Reply #56 on: May 06, 2012, 08:11:43 PM »
Then we have a few people who may have taken my post a bit too seriously. I don't think feinting should be nerfed severly. I think as long as implied chambers (when you try to chamber their first feint and end up hitting them since they stopped their attack and changed attackdirection) work as a counter as well as the animations are smooth and less confusing feinting is fine. Slowing it down a bit may or may not be warranted as well, because as MaHuD said, sometimes it feels as if changing block directions is slower than changing attack directions.

Gonna look into that when I get the time and a sparring partner. I really want to know if its just me sucking, internet or actual game mechanic.

I'd be up for testing it, my steam is hekko91

jros83

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Re: Feinting - The New Spinning
« Reply #57 on: May 07, 2012, 05:42:22 AM »

Hekko

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Re: Feinting - The New Spinning
« Reply #58 on: May 07, 2012, 05:30:28 PM »
Honestly I don't think there's much of a point in discussing anything about the melee system until the animations, lag or whatever it is that prevents you from actually blocking up when you're blocking up and that causes you to die from silly lingering stabs is fixed. Remove the apparent randomness and then we'll be able to assess the combat system properly - but if that happens I expect we'll find it's perfectly fine.

I think you are wrong, somethings certainly will be fixed by doing that, some will not. Some things won't change by doing this, like chambers being blockable to mention one. (Down)Chambers being unblockable was something that made combat in MM interesting, it gave you an option (at a risk) to force the enemy out of their pattern, which is why it as a move and as a design feature was so brilliant. Now it's like using fists to finish someone off, it's flashy, risky and not really effective. It's things like these that barely get mentioned that are the changes that are going to hamper gameplay the most in the long run, not the sword/bayonet power-parity.

No, it's inherently not right because it does not at all simulate how much space your opponent physically occupies effort it takes to start and stop attacks over and over again, and thus completely not comparable to feinting spinning. To go around a man defending himself change attackdirection in real life takes a LOT more time than turning on the spot than it does ingame, not to mention effort. The fact that one can prepare and release attacks while not having solid footing posture and weight behind the bayonet (shifiting weight to turnattack directions) is even more ridiculous.

In real life, when both of you are turning feinting around like ingame, there's almost no chance of a bayonet stabbing your opponent's shoulder which is the most common cause of death in NW, because the shoulder block is still too far away. Evan People says this represent human agility realistic feinting, but it really doesn't. If we had something like strafe keys stamina system maybe we could represent human agility stamina, but turning with the mouse feinting wildly while walking forward in comabt represents something people are not actually physically capable of, let alone people's bayonets.

Mind, it's not a NW problem or a bayonet problem, it's a MnB problem. MnB shouldn't allow you o attack successfully when your weight is not supporting your attack. To make the linear/strafe combat more interesting, they would have to make blocks/parries also animations which work much like chambers.

I think the turn-with-mouse canceled attacks system is fundamentally broken and I am not sure if it can be fixed at all. That doesn't mean that spin-stabbing feinting is in any ways justified by any satirical comparisons to anything else (blocking by Evan, feinting spinning by you). Those things are just barely implemented, spinning feinting is physically impossible.

Before you brand me a troll for doing that:
The reason why I did that is to illustrate what you did not seem to grasp from the OP or responses generated by that is that all the arguments regarding feinting and spinning are the same pretty much, which shows how hypocritical people are in their views when they view playstyles. And as such the same logic should apply to them.


I would again like to state that I don't have a beef with feinting/spinning/kicking/chambering/swiping/dolphining/holding your stabs/spamming as long as they have counters, and none is too dominant. Spinning certainly wasn't in MM since most of the people whose skills in melee i respected mostly used other techniques than spinning. Feinting seem to be too dominant at the moment though, since the counter to feinting in MM, chambering/spinning are so severly nerfed. That doesn't mean that I disagree with feinting in every way or form, it just means that it needs to be toned down slightly and other things buffed slightly so that you get a situation where player understanding of melee, versatility and intelligence carries the day, not the one who had most redbull before the battle in order to spam feints the quickest.

hrotha

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Re: Feinting - The New Spinning
« Reply #59 on: May 07, 2012, 05:43:41 PM »
Pretty sure you could block chambers in MM...