Combat

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Kniggit 说:
Well, considering im play leaning back in my chair, mouse in my lap. I would probly hit myslef in the nad REPEATEDLY.

This alone makes the idea well worthwhile.
 
Jesus, I've been begging this system for months and everyone just said 'but I don't like the current system' or 'so movement keys would direct the swing?' when neither is involved.

last time I explained it:

Worbah 说:
Gather around, boys and girls, and listen to uncle Worbah explain this **** AGAIN!!!

1: When you want to attack, hold the left button down

2: Decide how you want to attack. if you want a swing from your left side, move your mouse to the right while holding down the attack button. If you want a swing from your right side, move your mouse to the left while holding down the attack button. If you want an overhead chop, move the mouse down towards yourself while holding the attack button down. And last but not the least, thrust. Move the mouse away from yourself while holding down the attack button.

3: Quit the game.

4: Log on to the forum and start to moan and ***** on the lines of 'It doesn't work, I use the movement keys and all, but nothing happens'

5: Wait patiently until uncle Worbah comes over to your home with loads of sharp instruments.

probably the first time I explained it:

http://taleworlds.com/v-web/bulletin/bb/viewtopic.php?t=808&postdays=0&postorder=asc&highlight=combos&start=0
 
yea i know this is an old topic i made that was brought up again... and i really do like he idea..how hard you move the mouse is how much damage your going to inflict...
 
Yeah, that could also work. although think about how your wrist would feel like after a few hours :razz: . Well, I'm sure most people here have had plenty of practice for theirs.
 
hey a sore wrist could be your battle mark... example...

Friends: how the hell did you sprain your wrist

YOu:eek:h u know the regular

friends: well what happend

You: got jumped on my way to zendar by some dark riders... beat em all down

Friends: wow, you are so cool
 
WOW that could be me ^^^^
now i deffintly support it,
seriously i support the idea but it would take a year to program into the game
 
I don't think that the system without the mousespeed affecting the speed of the swing would be incredibly hard to add. I'd like to note that the one I, and probably Berny, have in mind is basically the same set of swings as now, but the way you make them is different.
 
no people.. i have played a game with mouse driven swordplay and its damn annoying.

i for one have associated mouse with looking/ tageting. it doesnt feel natural. i guess it will take more time to get used to it until i feel ok about it..

my objection:
holding the mouse button and moving it around to simulate sword movement would require:

1. "fixing" the player head cam (eyesight) in a certain spot (enemy) so mouse movement affects only the sword (and not your view). that inevitably reduces the visibility of the surrounding area (other enemies) etc.

2. if the head cam is not temporarily "fixed" then the sword must move around with your eyes-mouse (synchronised). thats even more annoying. you would flail the mouse around and your viewpoint would move like it would if your eyes were attached to yout sword. impossible

imagine fighting in real life. (as most of us do!!!?!) you look at the enemy all the time and move your sword independently (you see it moving in front of your eyes). but at any given time you are free to look around or turn around and hit someone else.(even by chance)

in other words i dont think its going to work. the fighting system o mnb is the best i have seen so far (apart form the all powerful shield trick). its so much faster to select the type of attack by a slight movement of your reticle to the left, right, top and bottom of the enemy.

most fps games are based on what we are used to. it will be like learning to play from the start.

i think the most important think is the shield size-coverage-speed thing we discussed in other topics... sizes in shields were about coverage. not resilience. you know//
 
eric virgo 说:
no people.. i have played a game with mouse driven swordplay and its damn annoying.

i for one have associated mouse with looking/ tageting. it doesnt feel natural. i guess it will take more time to get used to it until i feel ok about it..

my objection:
holding the mouse button and moving it around to simulate sword movement would require:

1. "fixing" the player head cam (eyesight) in a certain spot (enemy) so mouse movement affects only the sword (and not your view). that inevitably reduces the visibility of the surrounding area (other enemies) etc.

2. if the head cam is not temporarily "fixed" then the sword must move around with your eyes-mouse (synchronised). thats even more annoying. you would flail the mouse around and your viewpoint would move like it would if your eyes were attached to yout sword. impossible

imagine fighting in real life. (as most of us do!!!?!) you look at the enemy all the time and move your sword independently (you see it moving in front of your eyes). but at any given time you are free to look around or turn around and hit someone else.(even by chance)

in other words i dont think its going to work. the fighting system o mnb is the best i have seen so far (apart form the all powerful shield trick). its so much faster to select the type of attack by a slight movement of your reticle to the left, right, top and bottom of the enemy.

most fps games are based on what we are used to. it will be like learning to play from the start.

i think the most important think is the shield size-coverage-speed thing we discussed in other topics... sizes in shields were about coverage. not resilience. you know//

Atleast the mouse driven system that I'm talking about isn't about making you control the sword directly with the mouse. You just have to make a short movement with it. Jesus, I'm tired of explaining myself. download Daggerfall or buy it, whatever, and you'll see what I mean.
 
I'd say make it cut your sensitivity down a lot when you have the button down. The mouse movement wouldn't really be controlling an entire attack/parry, it would just be selecting one.
 
No no no no no... sounds good but never works in practice.
There's no easy solution. It'll probably take a great deal of innovation and a mishmashing of several options.

Most of you will have played pool/snooker games at home or in arcades or pubs Im guessing. The majority of these you aim then click to "lock" it and stop the cue panning(sp) left and right, then move the mouse back then forward to push the cue forwards. One of two things happen: the white ball moves a few inches instead of smacking the object ball into the pocket on the other side of the table. OR you send the ball flying off the table hitting a tattooed bloke in the head and soiling yourself while passing the cue to a suitable scapegoat and pointing at him.

It is nigh on impossible to judge power, speed and direction with a mouse alone.
With a realtime combat game this would only be exagerrated.

The best, most fun and most accurate pool/snooker games use some variant of a power meter.
BTW the jackpot arcade games of this type ALWAYS use a mouse type control coz you will virtually never win. That should say it all.
 
I think the best way to have mouse driven fighting is just to make the swings set to the same max power/speed, always. That way you'd have mouse driven control over exactly where you want your sword to go and what kind of cuts you want to make, and not have to worry about people's sensitivity being too high.

There's really not a reason to use a slow swing anyway, unless you're using a lightsaber or something.

Die by the Sword had a system where you could completely control the guy's right arm (and to a certain extend his left), but 95% of the time you just looked like a retard waving your arm like a rubber band, unless you played the game for 2 years or something.




..although if a mouse driven swing system is implemented, I'd like the option of choosing a movement style swing sytem where you can just tap the direction for a millisecond to choose the direction of attack (Jedi knight style).
 
ilex 说:
The rest I would like to try and see but:
How hard you yank it is how much damage will be done
If swinging really hard only results in higher damage (instead of higher damage and longer recovery time) I am against this. I don't want to break my mouse when trying to get more damage :wink:.

imagine having a lap top with no mouse
 
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