RoyaleWithCheese said:
I totally get that you want to see some more dynamism in NW's melee, but I don't see how something as patently ridiculous as spinstabbing really offers this. Also, please don't use the realism argument to defend this so-called "tactic," because spinning in game simply DOES NOT reflect the variability of stabbing in real life. Of course, theoretically, someone could react quick enough to turn around and stab, but this game's animations and mechanics simply can't capture that level of reality. And besides, spinstabbing is pretty stupid "compensation" for these shortcomings, for aesthetic reasons alone. You know what spinstabbing would actually look like IRL?
I would rather have poor animation aesthetics that results in there being that more realistic (if not slightly exaggertated for competitive purposes) level of dynamism. After all isn't this what we already have with the awful blocking representation? It looks pretty unrealistic but it's representing a realistic action and allowing for competitive play. And blocking is hardly representing variability in real life either.
The main reason this 'feature' gets such scrutiny is that people can tag 'cheap mechanic exploit' on it due to it not necessarily being intended by the original Warband developers. This is where is differs from the blocking, however, just because it was an unintended phenomenon it doesn't make it an automatic fault. I for one believe it's contributed to the melee that made MM so popular in the long-run for many players.
Because the most debated and subjective part of this issue is the realism, I'm going to put forward more of a case for that level of dynamism being realistic. The best example I can think of at the moment is in The Last Samurai film when T.Cruise 'spins' or 'flails' in order to fend off 4 other soldiers. Yes, it may be a film, but it shows how one is physically capable of using a polearm at great speed and with agility. Picture this in real life but with a lot more adrenaline and fight-to-the-death instincts going through the defender's head: http://www.youtube.com/watch?v=S77c72lJ2gM
Furthermore I want to allude to it not being suprising that fighting with bayonets could have been very chaotic and included many fast turning movements, after all, it's those people's lives at stake. You can see examples of this in the latter battle scenes, although not too explicitly sadly: http://www.youtube.com/watch?v=zHkxUiE1Vxo#t=3m03s
Moreover, spinning is certainly no 'auto-win' tactic. It only truly works when isolated and surrounded by many enemies. I wouldn't even go as far as to call it a separate 'tactic' or 'feature' - it's fundamentaly the turning mechanic, and limiting the turning speed has big implications for the competitiveness and general ability to display skill in the game. A fast turning speed is the prerequesite to using: stab, block, chamberblock, feint, kick, dummy stab, etc. on other players. If you can't turn fast enough to face an enemy player then you don't allow that player to even attempt to use said 'skills'; it makes the control of the game result much less internalised and individual.
Some people are claiming that this then makes the game more about teamwork due to numbers being more important, but this is total fallacy. It should take skill to make good teamwork, not simply numbers to guarantee victory. Simply sticking together in a blob and being numerous is not teamwork that you would consider at all reliant on intellect or understanding between teammates, it's just uncompetitive and almost a predecided affair; disadvantaging the skilled individual even more and preventing him/her from impacting the game.
Coming from someone with 2000 hours experience with musket melee combat, not even being a particularly frequent 'lolspinner', I know having relatively fast turning speed gleans enough realism and competitive gameplay benefits to exist. I've played in tournaments, regiments and a lot on the public servers, and the thing that kept me going far beyond after all aesthetic and gimmicky aspects wore-off was the high skill-ceiling in the melee gameplay that was partly enabled due to the fast turning speeds in MM. I do not advocate a return to the MM turning speed, as even I will admit it was a bit too fast, but I do ask for a slight increase in the current turning speed and a certain 'no-go' in the direction of slower turning speeds.