A few major suggestions...

正在查看此主题的用户

LightKnight

Recruit
1. This is the most major of all of them... One thing that really pisses me off about the game is if you're knocked off your horse in combat or just not on horseback... Say you have a shield or are parrying an attack, the enemy can just sit there all day long and whack on you forever until your shield breaks or you miss a parry and die. They don't suffer one bit for when you block or parry and sometimes it's impossible to get an attack off because as soon as you try to they'll hit you.

Edit: found this already mentioned, not a lot of feed back on it though.

Now, wouldn't it make sense to have some kind of diminishing returns for people that hit you when you block/parry? For example, the enemy that hits a person block/parry should suffer a knock-back, stun or some sort of delay. This is how it is in Oblivion and I know oblivion is light years ahead of Mount and Blade in graphics, but it would still be nice to maintain some degree of realism in this game. This, along with shield bashing--already suggested--would make the game much more fluid.

2. Crossbows and Lances need to be fixed. Crossbows do surprisingly low damage and do not pierce shields or light mail armor. They are meant to pierce plate and heavy shields, that is why they were made. Otherwise no armies would use them. Hit boxes for crossbows should be fixed and damage done should be increased, especially if you shoot someone in the head (actually hit boxes for several things need to be fixed and sometimes attacks never hit). Lances need to break shields more often; at full speed on a horse they should at least break wooden shields and anything below steel.

3. Damage done should be increased instead of decreased the longer the range (distance traveled) of a ranged weapon. Falling from the sky an arrow, bolt or throwing weapon has more velocity, thus falling much harder on the unfortunate victim. In other words, the further a projectile travels the harder it should hit, thus doing more damage. Registry and hit boxes for weapons should be reassessed and recalculated--if necessary. (For example, hit someone in the head, do 20 damage, then hit someone in the arm and do 25 damage.) In my opinion, all head shots should be one hit kills for ranged weapons, esp. if it is from a crossbow or if the guy you hit doesn't have a helmet or has a weak helmet.

4. Reins/crop/whip for a horse--these should be standard with all horses... To make them move/start up/giddyup faster because we all hate getting stuck in a big group and knocked off our horse and after an attack or the horse winnies they get lazy and won't move.

Now, these are some currently bugged things with the game; I think most of these could be easily fixed:

5. When attacking on foot or horse (esp. horse) and behind someone an attack to the flesh will sometimes be confused with a hit to the shield. This is also the case when shooting someone in the back or head with an arrow--it will hit their shield instead. I suppose shield coverage could use a little tweak.

6. There is a few bugs in the arena (not tournaments, at least I don't think). The most major is not being able to pick up most of the weapons (yes, I have slots open and sometimes only one weapon when I try to pick them up). This is also the case on the battlefield, if you run out of arrows or need a weapon and there is one on the ground, you most likely will not be able to pick it up (no idea why, just the icons to pick the weapons up won't show up).

This sucks mostly because when I want to pick up arrows or a bow and sometimes can get either or neither. Also, another bug in arena is if you start as an archer and enemy gets close you cannot switch to unarmed (fists) and fight, you can only shoot. Now, I am sure this is a bug because I saw the other archers hitting each other (unarmed) all the time.

7. Least important, I found some issues with the tutorials. These should be last on the priority list, but should eventually get fixed. I sometimes got stuck on doors while doing tutorials and sometimes can't get out (got stuck on 2 doors to date)... The first door I got stuck on was the one in the first tutorial after you leave the room after you destroy the four targets with your sword. The other door I got stuck on was the door in the second tutorial after you leave the room where you have to block arrows with your shield.

Another thing is that the mace man in tutorial two is surprisingly hard to beat (maybe it's because I am playing on max difficulty), but it took me literally 8 or so tries to kill him. He takes virtually zero damage, unless you hit him in the head and even when you do hit his head the attacks don't seem to register the awful majority of the time. His leather jerkin also acts like a piece of concrete making him immune to damage everywhere except the head--he also attacks very quickly. Anyways, you should probably just try it to see what I mean--he might need a little tweaking.

All right, thank you for your time and I hope you consider my suggestions. I really enjoy the game, I just want to make it more fun for myself and everyone that plays it.
 
LightKnight 说:
They don't suffer one bit for when you block or parry and sometimes it's impossible to get an attack off because as soon as you try to they'll hit you.
Keep mobile and you can generally smack one enough to get some room. Takes a fair bit of practice to pull off being infantry, and until you're used to it the best plan is to have around twenty of your friends nearby to pull you out of situations like this. You can also try feinting with an attack, the AI does fall for it.
2. Crossbows and Lances need to be fixed. Crossbows do surprisingly low damage and do not pierce shields or light mail armor.  Hit boxes for crossbows should be fixed and damage done should be increased, especially if you shoot someone in the head
Headshots do x2 damage, and I think most are piercing (halves armour). The only thing they lack is the bonus against shields, but then you can shoot over and under shields (although that's currently bugged in that enemies benefit from your character's shield skill when it comes to area coverage).
3. Damage done should be increased instead of decreased the longer the range (distance traveled) of a ranged weapon.
Projectiles do benefit from a speed bonus. It's actually correct the way it is now; if you fire an arrow into the air then it only starts dropping down when the forward momentum begins to run out; since terminal velocity is significantly slower than the arrow is (usually) launched at it's travelling a lot slower when it starts coming down than it is when it's moving straight, resulting in a much less harder hit. It's why archers usually fired directly at armoured targets rather than the more usual volley fire; the only way to penetrate plate was to hit it with a bodkin directly.

As stated, headshots do increased damage, and if the target has no helm it's usually enough for a one hit kill. Khergit and Bodkin arrows also do piercing damage, so the effect of a helm is halved if struck with one. Guaranteeing a one hit kill wouldn't work though; you'd just have a bunch of pissed off players sick of losing a battle due to the AI having an amazing ability to see through hills, trees and anything else in the way.
4. Reins/crop/whip for a horse--these should be standard with all horses... To make them move/start up/giddyup faster because we all hate getting stuck in a big group and knocked off our horse and after an attack or the horse winnies they get lazy and won't move.
Bit hard to wield alongside a weapon. The horse will only stop if you hit a solid object, another horse or try ploughing through enough people that it comes to a halt (as determined by the charge rating of the horse). Being surrounded will stop you from moving, that's why you should avoid charging into the centre of a dense infantry block unless you're sure you can come out of the other side.
5. When attacking on foot or horse (esp. horse) and behind someone an attack to the flesh will sometimes be confused with a hit to the shield. This is also the case when shooting someone in the back or head with an arrow--it will hit their shield instead. I suppose shield coverage could use a little tweak.
If the shield is on the back then a it reduces damage if it's hit. When it's wielded it's a little different; shield hitboxes are modified by the shield skill (each point increases coverage), so a troop with a decent shield skill will actually be covering more area than the graphic would suggest. It's to make up for the fact that you can't actually move your shield around.
The most major is not being able to pick up most of the weapons
Not all weapons are available to be equipped. It's random, and usually you can spot which weapon is equippable due to the fact it's pointing at the sky. Turn off permanent corpses and they're easier to differentiate.
Also, another bug in arena is if you start as an archer and enemy gets close you cannot switch to unarmed (fists) and fight
You can. I think "/" sheathes weapon and switches to fists by default; check the key mapping in the options.
 
but taking your hands off of WASD to press \ can be deadly, we should be able to switch while moving BY DEFAULT.
 
DamienZharkoff 说:
but we move and swing with the mouse. Why not make it E, or R, or T, or G, or F, or C?
Pretty sure you can just remap it, can't you?  :???:
 
DamienZharkoff 说:
but taking your hands off of WASD to press \ can be deadly, we should be able to switch while moving BY DEFAULT.

*Psst*
Hey, you. Yeah, you. Com'ere.

Lemme let'cha in on a little secret: you can CHANGE the keys used to change and sheath weapons to whatever you want them to be, even a key near your beloved WASD.

Knowing is half the battle. Now go get 'em, tiger. *athletic buttslap*
 
Shadowcreep 说:
DamienZharkoff 说:
but taking your hands off of WASD to press \ can be deadly, we should be able to switch while moving BY DEFAULT.

*Psst*
Hey, you. Yeah, you. Com'ere.

Lemme let'cha in on a little secret: you can CHANGE the keys used to change and sheath weapons to whatever you want them to be, even a key near your beloved WASD.

Knowing is half the battle. Now go get 'em, tiger. *athletic buttslap*
+1 Alpha point for you, sir.
 
后退
顶部 底部