I mean they created this placeholder duel mode a while back and told us they'd be switching the faction months ago. Maybe it is difficult but it would certainly be nice to mix things up.
Thanks guys. Also what's the duration for active block ? Do you tap it when they're about to hit you or do you hold it like passive block but with better timing ?
This comes off as incessant whining and not particularly helpful criticism. They just launched a big patch with a lot of fixes that players had been requesting.
The issue seems to be your understanding of the development cycle and the amount of time it takes to actually produce content or make changes.
They've done a lot of good work and obviously they will continue working on it.
The glory days of Warband were the result of many, many years of effort. We're still in early access as you mentioned. The developers are listening, many of the changes for 1.5 were the result of extensive criticism from the forums.
But if we are really passionate about M&B and are sincere with our concerns, we should strive to provide constructive criticism in a way that is not derogatory, condescending, or useless.
There is a system within the stance system that clearly is designed to have a role. What that role is, it seems nobody knows or understand.
But it works like this: Left forward stance seems to be a "power" stance. If you run forward and hold an overhead attack for slightly longer than a quick attack, you'll notice that it delivers a more aggressive animation *and then switches you automatically back to the right foot forward or "fencing" stance as I call it.*
With this "power" attack, you cannot chain into another attack. So, there's clearly some intent in terms of design here. But almost nobody knows about this system, if they do they don't talk about it at all. I have not tested the "power attack" speed or damage vs standard overhead. This works with all attacks btw, but the animation is most noticable with the overhead particularly on 1 handed swords.
I discovered this because I noticed occasionally after I spawned my first overhead would look different than the others. After some testing I found that it's linked to the left foot forward stance and that you are put into the right foot forward stance after performing the technique.
If anyone has further information on this i'd love to hear it. My point is that it seems nobody really understands the stance system enough to truly claim to think it's worthless or worthwhile. If you DO, i'd love to hear from you. I'd also love to hear the developers thoughts regarding design of the stance system, how they wish to change or improve it.
Personally I am not a Warband purist, so I love the concept of different stances and anything that adds more depth to the combat.
Edit:
Here's a breakdown in the difference in animations. I posted this video before I figured out how the system actually worked:
This is not true. Any time you press a or d while not attacking or blocking, you're changing stance. With the left foot forward, you do a different attack which then transitions into the right foot forward stance. It's most noticeable on an overhead attack.
So while running forward, you could press d to go into the left foot forward stance, launch an overhead which would then put you into left RIGHT foot forward stance.
Not sure what the purpose of the special attack animation is and why it switches your stance back, i'm guessing it's supposed to be a sort of power move?
Isn't Bannerlord a different game engine though? When you make and maintain your own game engine it adds orders of magnitude of complexity to making a game. Making a game on a prebuilt engine with so many available resources is much, much more straight forward.
If you look at Star Citizen, DayZ, Bannerlord, they all began development around the same time, they all have large online components and simulation aspects on custom game engines and they all do things that may not be feasible on a pre-built engine like Unreal 4.
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