Could we have any explanation for the melee blocking mechanicsm?

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blocking now makes 0 sense. you have the correct direction then got hit, you have the wrong direction then blocked...
I know there is an async bug, but at least I like to know how long should I hold my mouse to let my blocking stay where it supposed to be.
The game is unreliable it's ok, the picture on my screen is unreliable I can overcome it.
but... pls explain the mechanism. For example. Should I hold my mouse movement 0.1 seconds after every block to overcome the async bug???
 
NIN3 mentioned the blocking cones which sometimes result in wrong blocks working and correct blocks not.
Hey everyone, I made some improvements to the blocking cones (which is what these issues brought forward here are about). It will be in beta within the next 1-2 patches and then make its way to live.

But I got to make clear that we don't view what happened in these videos as bugs. It's actually by design. This might feel weird and counterintuitive but let me explain:

What are blocking cones?
Blocking cones define an area around your character, in which incoming attacks will be blocked. Each blocking direction has its individual blocking cone, meaning weapons blocking to the left have a different cone, than shields or hand shields. Additionally for “weapon blocking” the attack direction also influences the size and direction of the blocking cone, while it stays the same for shield and handshield blocking.
Attack direction: Right (so from the defenders point of view, the left block is the correct one)
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Notice how the Sphere turns blue on the incorrect block. Which means that it will hit the player.

Now lets rotate the character!
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Notice how, because the defender had rotated into the attack direction, the attack can be blocked even with an incorrect block! (red sphere on the attacker)

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And eventhough this block is correct, because of the rotation the attacker will get a hit on the defender (blue sphere)
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Shield blocking to the middle. Notice how the cone is really narrow compared to weapon blocks, but covers the whole body.

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Shield blocking to the side. Its not covering as much of the "wrong side" of the body as the middle block (but still way more than a wrong weapon block). So it will be easier to hit around the "wrong side" but a lot harder to hit around the "correct" side of the block.

Why don't we use the actual mesh of shields and weapons for blocking?
By nature in M&B the blocking cones need to be bigger than the actual mesh (shield, sword etc.), since we can't expect a 100% correct 3d input by the players for every incoming attack. Being 100% accurate would mean that the players somehow need to be able to not only block in the correct direction, but also at the right angle with the weapon and the correct arm position. Which are things only some VR games really make players do, or maybe QWOP lol

We assume that in real life someone holding a shield, would have a certain “radius” around where the shield is, where that someone could quickly/intuitively react and block incoming attacks. Putting that input into the responsibility of the players would add a crazy new layer to our combat gameplay and complicate it massively. I think this “wiggle room” is a fair thing to put into the hands of the game/character and not the players, kaing the gameplay better but losing out on the realism aspect in the scenarios brought up in this thread.
Also since we have different sizes of shields and weapons, we would need a custom block cone for every one of them, making it so you would have to basically relearn blocking with every new weapon you pick up. It would totally shake up the game balance as well and in the end it would actually feel less consistent.

The combat system is complicated enough. Blocking with shields already is harder than in warband (since we have directional blocking with it as well now to a degree) and there is no balance reason to punish shield users anymore.

What will change with the coming updates?
1
. I reduced the cone size for the inner side of shields. This reduces the blocking cone you have, with your shield, when it's in the “wrong” direction and are rotated away from the attack.
2. I made it so that “wrong” weapon blocks have a slightly larger cone to the front, since usually the weapons are angled slightly forward as well. So it will fit the ingame representation better.

Both of the changes are not dramatic. Dont expect to feel a difference right away. But (especially the first one) should reduce the scenarios that came up in this thread and make them less dramatic. But they will still happen to a degree!



There is a different hitbox for shields blocking missiles. That hitbox has nothing to do with the blocking cones, but comes from the actual shield size, increasing it a bit further giving it also something like a “wiggle room” which I explained above.
I see that blocking is also much dependent on ping advantage, sometimes even if you do everything right you get hit just because the guy has better ping than you, of course the ping difference should be high for this to happen.
 
NIN3 mentioned the blocking cones which sometimes result in wrong blocks working and correct blocks not.

I see that blocking is also much dependent on ping advantage, sometimes even if you do everything right you get hit just because the guy has better ping than you, of course the ping difference should be high for this to happen.
Thank you. but that's not what I am complaining about : |
As a veteran, you might also observe countless times which your screen shows a totally different direction from your opponent's. And yes when it happens, your local screen always shows the wrong direction. (you can check with your friend).
It's not about the result. Despite your character receive the damage or not, the animation itself is already wrong. This part makes 0 sense.
It's the async block bug. I mentioned and reported it before but should be very difficult to fix so it still exists might will be last forever.
That's why I'd like to learn any workaround... animation doesn't matter as long as I can predict what my character is actually doing (on the server)
 
Thank you. but that's not what I am complaining about : |
As a veteran, you might also observe countless times which your screen shows a totally different direction from your opponent's. And yes when it happens, your local screen always shows the wrong direction. (you can check with your friend).
It's not about the result. Despite your character receive the damage or not, the animation itself is already wrong. This part makes 0 sense.
It's the async block bug. I mentioned and reported it before but should be very difficult to fix so it still exists might will be last forever.
That's why I'd like to learn any workaround... animation doesn't matter as long as I can predict what my character is actually doing (on the server)
Doubt that is their first priority but I too wish it would be fixed asap.
 
blocking is not rewarding in this game, I remember in warband when you succefully block an attack you had time to swing back, but in bannerlord you block and you have to keep blocking because the enemy swings faster than the block animation and you can't swing back
 
That's why I'd like to learn any workaround... animation doesn't matter as long as I can predict what my character is actually doing
You can guess with high accuracy what the attack of someone will be based off of their footwork. People learn to fight in the most intuitive pattern which is common across everyone. Think of each enemy as a boss that you learn the attack pattern of based off of small twitch movements in their footwork. It's how I block before I see the animation as I know the attack is coming yet I cannot see it due to my jumping ping. Sad!
 
blocking is not rewarding in this game, I remember in warband when you succefully block an attack you had time to swing back, but in bannerlord you block and you have to keep blocking because the enemy swings faster than the block animation and you can't swing back
Literally the exact opposite is true. You can return swing so fast in Bannerlord, and the large arcs of the swings + lack of turncap make it almost impossible to miss.
 
Literally the exact opposite is true. You can return swing so fast in Bannerlord, and the large arcs of the swings + lack of turncap make it almost impossible to miss.
I agree; for a long time in fact the whole game became swing-block-swing-block. There was no opportunity to capitalise on certain situations. Honestly though I actually quite like where the combat is with Bannerlord these days; after the community mechanism changes I think it works fine.
 
blocking is not rewarding in this game, I remember in warband when you succefully block an attack you had time to swing back, but in bannerlord you block and you have to keep blocking because the enemy swings faster than the block animation and you can't swing back
No?
If your footwork is correct you will %95 of the time hit the enemy before he hits you after blocking his attack.
Though if chambering was reliable it could relieve this a bit.
 
blocking is not rewarding in this game, I remember in warband when you succefully block an attack you had time to swing back, but in bannerlord you block and you have to keep blocking because the enemy swings faster than the block animation and you can't swing back
You are only forced into blocking twice if you don't return a hit immediately and don't adapt your footwork to your opponent's.
 
Foot positioning(left food or right foot in front) affect swing speed slightly but so that it gives you the upper hand in 1v1 if you do it right. If your footwork is not right your swing will be considerably slower and if your enemy does an upswing, stab or swing from the correct side he will hit you first, this way you can even outspeed 1 handed weapons with 2handeds.
 
blocking is not rewarding in this game, I remember in warband when you succefully block an attack you had time to swing back, but in bannerlord you block and you have to keep blocking because the enemy swings faster than the block animation and you can't swing back
The broken stance system, weapon speed, movement speed, combos and footwork all effect this. Also the direction you chose to block with a shield effects the time it takes to block which can indeed get you double swing spammed.
 
Foot positioning(left food or right foot in front) affect swing speed slightly but so that it gives you the upper hand in 1v1 if you do it right. If your footwork is not right your swing will be considerably slower and if your enemy does an upswing, stab or swing from the correct side he will hit you first, this way you can even outspeed 1 handed weapons with 2handeds.
None of this is necessary.
 
Blocking the right direction works about 90% of the time for me the rest I blame on ping, I have many amazing clips of swings phasing through blocks. But u know what I’ve decided this is a feature and they just have some passive spell so I can continue enjoying this game. #itsafeature
 
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