A Treatise on the Folly of Melee FF

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Orion 说:
Why should it be removed when it can just be disabled on the server? The whole system can be customized to your liking, so why must those who actually like it have to part with it just to please those who don't? Sorry, but your little protest doesn't mean very much. All I can say is find a server without it or get the server files from Armagan and make your own.

Oh, I don't particularly care how it is removed.  But so long as the battle server has melee ff, it's not worth my while and so I won't be there. 

And I presume I'm not the only one who's sitting this out.

I'm not making a *****y point.  Just pointing out you should be careful in drawing impressions of "what people want".  The people who are on those servers are evidently those who want melee ff or can tolerate it.  Those who don't want it or can't tolerate it, aren't there.  So you're not hearing from us. 

If you're only talking to melee ff fans, you're likely to come away with the wrong impression. 
 
I'm sure that when the game does come out there will be plenty more FF-off servers and it will be easier to host one.
 
Not having non-melee ff or 1% melee ff servers will skew the results of the beta.  The game will be balanced around the hardcore group of people who like it and ignore the others who don't. 
 
Why don't we try rotating the settings every week or so?  Play with full FF for one week, 50% the next week, 25% the next, 1% the next, no ff the next, etc (maybe not in that order, and also test reflective and stuff).  Imo at least the battle should experiment with different settings, since its the most popular.  Lets try these things ingame and see what people think of them.
 
Well that would be a good idea if we had only 1 server.

As it is though it woul dbe better if they all had different settings and they all rotated.

USS1 100% -> week 2 -> 50%
USS2 1% -> week 2 -> 100% etc
 
Yep.

FF (either reflective, full, or partial) punishes teamwork in public servers.  People arguing that players need to learn to "communicate" have likely never tried doing so in-game with the lack of voice chat.  Nobody is going to leave you alone so you can stand still (or run in a straight line) and type to your team and co-ordinate attacks.  Even still, if there was voice in the game (which there should), I find it unlikely that there would be that much coordination in public matches anyways, since people just get on to have fun.

Honestly, when I get killed by melee FF by either my carelessness or my teammates I don't think "Oh that's quite realistic, good job TaleWorlds!", I think "**** this, I'm going to play -insert other game that doesn't punish people for helping out a teammate here-".

This game was not designed to have FF on at all.  The combat system, physics, swing animations, weapon lengths, and a plethora of other things in the game are designed around a system that never had any intention of being a multiplayer game, let alone one with melee FF.  Besides, I don't get on Warband to play a medieval combat simulator.  I don't want hyper-realism (or pseudo realism due to engine limitations), I want to have fun.

And don't even say "Go play on another server then!", because the servers always look like this:
US Server 1 - Deathmatch - 0/20
Us Server 2 - CTF - 0/32
US Server 3 - Battle - 0/32
US Server 4 - Team Deathmatch - 0/20
US Server 5 - Fight & Destroy - 0/64
US Server 6 Melee FF - Battle - 48/64

And even still, I started playing on one of them once, then other people eventually trickled in, and then finally an admin came in and changed it to full melee FF.  :neutral:
 
Here's the problem with FF as I see it:

Ranged FF we're fine with having at 100%. Right? You have complete control over where you shoot, so if you're dumb enough to shoot into three of your teammates beating up one enemy, it's only your fault if you inflict team damage.

Melee FF is surrounded with arguments, 99% of which are valid (there's that 1% that will be upset if they can't dispense justice on their own via melee FF).

The problem is that both use the same percentage for damage.

If you turn melee FF down to 50%, ranged FF goes down to 50%. There's no way to differentiate. I'm reluctant to remove FF on servers partly because if I turn down the FF percentages it affects both. I can toggle off/on Ranged and Melee FF separately, but if we want them both on they need to have the same percentages.

If I could adjust friendly fire damage for ranged and melee separately, I'd probably set ranged FF at 100% and melee at 50 or 33% for pub games. Maybe even as low as 50 and 25.
 
Styo 说:
Thats why I said to make 1 server autoblock and Melee FF off for beginers.

One server.  With autoblock. :neutral: First of all, non-FF is not the "noob" setting, and a large portion of the skilled players in the community don't like melee FF.  If it was up to you, we'd all be stuck in Conquest with every other server on FF settings.  Try to be less selfish and respect the opinions of the players.

Marnid, as an admin, you shouldn't allow us to be essentially kicked out of the non-DM game modes  by a vocal majority like we have been.  Before the patch with the FF bug, matches often had up to 50 players, and now we get about 20 players even during Friday night primetimes.  I attribute a lot of that to players who are frustrated with admins setting all the servers to melee FF.  There is a large enough portion of the community that dislikes it to make it extremely divisive, and I don't feel that you have been catering to us well enough.  We are forced to endure moshpit DM-style gameplay.  Again, either FnD or Battle should be set to our preferences, and not tampered with, even if people ask to have it switched.  If the two modes have to be cycled, so be it.

 
I'm not supposed to give the majority what they want?

Well then the majority can say I'm not supposed to give the minority what they want.

I can't sit here and pick and choose and play sides like that. Don't throw that underhanded blow at me. I'm not to blame for the majority of people wanting melee FF, and I'm not to blame for the lack of U.S. servers. None of the admin staff are to blame for those things.

I've also noticed nearly full servers after the melee FF implementation, so your point that it lowers server populations is false.

I'm not here to "cater to your needs." I'm not here to baby-sit. I'm here to get rid of griefers and make sure players in the server are enjoying the game. If you don't enjoy the game in the server but everyone else does and there is no foul play, who is at fault?
 
The majority has what they want.  Nearly all the servers are using melee FF settings.  We want a single, non-DM server to play in.  That's not so much to ask, and it doesn't require you to "pick sides".  Why shouldn't the servers represent the preferences of the community demographically?

Orion 说:
If you don't enjoy the game in the server but everyone else does and there is no foul play, who is at fault?

As for this, I'm hardly alone in my dislike for the setting.  This thread is proof of how divisive the issue is.  There are plenty of people like me who are only playing on FF servers because they have no choice.  That is why I ask this favor of you, to

Orion 说:
make sure players in the server are enjoying the game.
 
How about giving the players the option to vote to turn on/off FF in every single server. The majority of the votes will determine the rule of the server, those who dislike the poll result can leave the server and join another one. 
 
sergeant113 说:
How about giving the players the option to vote to turn on/off FF in every single server. The majority of the votes will determine the rule of the server, those who dislike the poll result can leave the server and join another one.

This would result in the (slight!) majority of players who prefer FF booting the rest of us out of our servers.
 
First of all, I would like to say that I appreciate the mature and thought-out way in which Scipio has presented his concerns on this issue. However, I feel that I must disagree with your conclusions.

I do feel that realism is an excellent argument for melee FF. Realism is the primary reason that I play Mount & Blade instead of all the Medieval/Fantasy hack and slash junk-heaps available, and I honestly feel that melee FF enhances M&B's realism. The objection that has been raised is that in the event of an ally entering the path of your blow, you would simply redirect or stop your swing/thrust.

The first point that I would like to make is that this is not nearly as easy as it sounds. They say that one of the best ways to learn to appreciate the performance of Medieval weaponry is to take an accurate replica weapon to an actual target, such as a pell or a hunk of beef. I'm sure that in a community this there must be other people besides me who have done this, so I would welcome your input, but my experience has been that when you are swinging "to kill", it is very difficult to stop your swing. Not impossible, by any means, but difficult enough that my friends and I always stand well away from the person testing a weapon, because if I was swinging and someone accidentally entered the swing arc, I'm honestly not sure that I would be able to stop the weapon in time - however, I am reasonably certain that most people would be able to slow or redirect their blow enough that an ally would not receive the full force of the blow, even though I expect that they would still be hit. I could see this being used as an argument for reduced melee FF, but I don't think that it is a very good argument, due to the next point that I would like to raise.

I honestly feel that the ability to stop or redirect your blow is already in the game. I see people cancel an attack to avoid hitting an ally all the time. I do realize that after a certain point an attack cannot be canceled, but this is somewhat true in real life - the more momentum that you've achieved, the harder it is to reverse that momentum and stop your blow. Additionally, when you're going to hit an ally and your attack is too far along to be canceled, you can jump and look at the sky and you blow usually flies harmlessly over everyone's heads.

The second objection that has been raised is to the arguments about melee FF increasing the game's depth by discouraging swarming/spamming. I really think that you are dismissing these arguments too readily - I would encourage anyone who is interested in this topic to make half a dozen padded weapons and go try a 5v1 with some friends. What you'll quickly discover (at least from my experience) is that four or five people cannot fight one unless they have the once completely surrounded - unless they can strike at him from all sides, what usually happens (especially if two-handed weapons are involved) is that only two or three players actually engage the one at any given time, while the others follow along a few steps behind waiting for an opportunity to join in. Now, this is what I usually see happening in Warband when melee FF is active, with the exception of players who are only thinking about their score, in which case you sit back and let them swarm the loner then go kill him yourself once they've died pathetically.

I also fail to see how the game has lost any depth with the implementation of melee FF. Everything that was true before is still true - the survival of the loner depends upon footwork and timing. If anything, the loner's options are increased, since, as you mentioned, he can cause opponents to damage each other. And honestly, if a player is swinging a weapon towards an ally on the assumption that their enemy is going to be nice, sit still, and stop the attack...

It seems to me that if anything, team play has been improved. Made more difficult, perhaps, but definitely improved. Without melee FF, you don't have to think about your teammates at all, if you don't want to - you can simply swing your weapon towards any enemy without worrying about where the long sharp object might wind up...in other words, the is no need to work together. It helps, certainly, but players could get away with essentially ignoring their teammates. But with melee FF, you have to be conscious of your teammates and work with them, or you die very quickly...or else you're kicked. It does put restrictions on teamwork, but only in the sense that is discourages bad team-tactics, and requires players to play more thoughtfully and carefully when their teammates are present. Four teammates with long axes or bardiches standing an arm's length apart all swinging at one person without ever hitting each other? Physically impossible, so why should the game allow it? But four teammates pulling out their swords and shields and going after the one with thrusts and overhand swings? Funny, that sounds familiar, almost like it was used by a historical faction or something...

Actually, come to think of it, the thrusts-and-overhand tactic would work with long bardiches or long axes...or spears, or spiked staffs, or two-handed swords, and so on. My point is that I do not feel that teamwork has suffered, quite the contrary, I think that teamwork is more essential then ever.

Now, there is one important consideration to keep in mind, and that is that this is a game, and the point is to have fun. This is where it comes down to personal preference. I find melee FF to be loads of fun, even when it kills me, and I feel like the game is missing something when it is turned off...but there are plenty of people who have more fun when it is off. Thus, it seems to me that the best answer is to have both melee FF servers and non-melee FF servers, as I'm sure we will at some point in the future, at which point this debate will likely become purely academic. Perhaps until then, we should at least have two battle or team deathmatch servers, so that we see more of Scipio and company...but that's up to the administrative staff.

Thanks for wading through my ramblings,

- Tigerclaw
 
The second objection that has been raised is to the arguments about melee FF increasing the game's depth by discouraging swarming/spamming. I really think that you are dismissing these arguments too readily - I would encourage anyone who is interested in this topic to make half a dozen padded weapons and go try a 5v1 with some friends. What you'll quickly discover (at least from my experience) is that four or five people cannot fight one unless they have the once completely surrounded -
Except M&B is worse right now.  TWO, count them TWO people can't attack one with the spinny gameplay style.  It is much safer to simply let people fight one on ones hollywood style than actually try to help a fight that is NOT REALISTIC.  IRL you have many more attack angles to safely attack without hitting your ally.
NEXT
Not impossible, by any means, but difficult enough that my friends and I always stand well away from the person testing a weapon, because if I was swinging and someone accidentally entered the swing arc, I'm honestly not sure that I would be able to stop the weapon in time
A hunk of beef and a reenactor is not any kind of grounding to say when a properly trained medieval soldier can take back his blow.  When you're playing around with your friends of course you are being careful you don't want to HURT them.  The issue ingame is that you can't avoid KILLING your allies.  You can't even slow your attack down after 1/3 of the swing or so.  That feature was introduced to stop feinting not make melee FF more of a nightmare. NOT REALISTIC
NEXT
I also fail to see how the game has lost any depth with the implementation of melee FF. Everything that was true before is still true - the survival of the loner depends upon footwork and timing. If anything, the loner's options are increased, since, as you mentioned, he can cause opponents to damage each other. And honestly, if a player is swinging a weapon towards an ally on the assumption that their enemy is going to be nice, sit still, and stop the attack...
Way to miss the point!  The problem is that the loner's options are increased.  The people who are outnumbering him are at more of a disadvantage than he is now.  People need to be able to gang up on lone players.  If they can't effectively then the best players in the game simply back up and engage them one on one.  Manual blockers like Neih are impossible for your average player to defeat alone.  This isn't a duel.  People should be able to attack skilled players with numbers.  Right now having numbers makes it easier for the lone wolf pro's to win.  VERY VERY UNREALiSTIC.  IRL being ganged up on by a lot of people is a bad situation.  This complete kills any kind of strategy to melee combat.  Because it turns everything into one on one duels.

And you forgot to mention how any kind of teamwork can happen with melee ff while people are capable of 360 degree swing arcs; that start behind their ear out of their sight range!
 
EDIT: @ Tigerclaw

As to the realism angle, one has to remember that this is game combat, not real-life sparring.  The player is restricted to certain animations, attack directions, and tunnel-vision.  You can't always see the teammate that pops up next to you, and you can't just stop your swing at any point.  (Or, may I add, redirect it)  The game wasn't designed with melee FF in mind, and it doesn't accommodate it well at all.

Also, I do not argue that the old depth of group fighting is lost altogether, only that it is badly diminished.  Whereas before you had to weave in and out of danger zones, backpedalling suffices better now.  It's too easy to fight groups, really.  You say that four players should not be able to stand side-by-side with huge weapons and whale away at a cornered opponent unless they have him fully surrounded.  Well stated, I agree!  You never could.  Weapons bounce off of teammates with FF turned off.  A player who was good at the battle-dance had a great chance against groups, without the unrewarding result of his enemies killing each other off.

I don't ignore that there is a certain element of precision required by FF in group fighting.  That's why I expressed my willingness to compromise with a stun effect.  I just feel that melee should never be restricted by the possibility of teammates actually killing each other.  The depth it brings is for the most part a false depth, and again, is unrewarding to me and many others.

Now, there is one important consideration to keep in mind, and that is that this is a game, and the point is to have fun. This is where it comes down to personal preference. I find melee FF to be loads of fun, even when it kills me, and I feel like the game is missing something when it is turned off...but there are plenty of people who have more fun when it is off. Thus, it seems to me that the best answer is to have both melee FF servers and non-melee FF servers, as I'm sure we will at some point in the future, at which point this debate will likely become purely academic. Perhaps until then, we should at least have two battle or team deathmatch servers, so that we see more of Scipio and company...but that's up to the administrative staff.

Don't forget that my very first post acknowledges that this debate is academic.  The point of it all is to discuss the merits and downsides of FF combat, so that both sides can better appreciate the others.  It's not fair for either faction to disparage the other, because neither is a "pro" or "noob" setting.  The players who proved their merit long before FF was something the community even wanted should never be so ridiculous as to say combat is easy and depthless without it, but they do.  Hence, I was compelled to post this thread.

I appreciate you supporting me in my request to be accommodated with more servers, but a TDM server is not what I want.  We already have one, in fact.  What I want is a Battle or FnD server for my crowd, because we resent being restricted from the "pro" game modes.  Both of those modes require much more personal and team skill than other modes, and one of them should be ours.

Anyway, thank you for your contribution, Tigerclaw.  You rose up through the ranks quickly, and I have a lot of respect for you as a person and a player.

For me, civil disagreements are always a pleasure.
 
To the FF melee haters I can respect your oppion and apperiate that you have put a lot of effort into your argument. That being said I still am not persauded by your arguments. I love FF.  Its very refreshing. Makes things interesting. Fortunately we have a choice.  The good players don't like FF because they like prediction. On the other hand you can get newbs to kill each other.  One thing Melee ff it helps with 2 hand Nord axe spamming or at least helps defend against it.
 
Actually the melee ff means that the outnumbered guy with the 2-handed axe can spam away all he wants.  The people trying to fight him can't do the same.  Right now the berserkers run the show.  A little bit of irony there I guess but whatever.
 
Berserker Pride 说:
Actually the melee ff means that the outnumbered guy with the 2-handed axe can spam away all he wants.  The people trying to fight him can't do the same.  Right now the berserkers run the show.  A little bit of irony there I guess but whatever.

That is when you back off and let your missile troops pelt him until he is down.  Only attacking him if the enemy decides to run after your missile user.  Teamplay strategies like this arise due to the fact that you can't mob someone.
 
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