I know that the subject of dodging has been mentioned frequently before, but given that the release of Warband seems to have brought about more willingness among the TW team to change the basic mechanics of gameplay in substantial ways I thought we could have another go at it.
We all know how dodging would work. Jab a key, press a directional button, or the reverse of that, blahblah. I'm not a big fan of the idea of double-taps, too easy to do by accident and you can't do diagonals that way. Anyway, it's the details of the actual implementation that are important.
Obviously, we don't want to see Jedi-style forward rolls all over the place, just some much quicker and longer steps in a particular direction (including diagonals). Dodges should be quick to avoid strikes after seeing an attack chambered, but should not cover a huge amount of distance (just enough to get in and out of attack range). Obviously this allows common and authentic strategies such as dodging backwards away from a strike, and then lunging forward and attacking simultaneously, but without the game looking so much like a medieval themed charity marathon. Once a dodge starts you can't stop it or turn within it except to a limited degree with the upper body to attack or block.
This sort of implementation would really go some way toward making the game look more authentic (along with a mouse sensitivity cap
).
Any thoughts?
We all know how dodging would work. Jab a key, press a directional button, or the reverse of that, blahblah. I'm not a big fan of the idea of double-taps, too easy to do by accident and you can't do diagonals that way. Anyway, it's the details of the actual implementation that are important.
Obviously, we don't want to see Jedi-style forward rolls all over the place, just some much quicker and longer steps in a particular direction (including diagonals). Dodges should be quick to avoid strikes after seeing an attack chambered, but should not cover a huge amount of distance (just enough to get in and out of attack range). Obviously this allows common and authentic strategies such as dodging backwards away from a strike, and then lunging forward and attacking simultaneously, but without the game looking so much like a medieval themed charity marathon. Once a dodge starts you can't stop it or turn within it except to a limited degree with the upper body to attack or block.
This sort of implementation would really go some way toward making the game look more authentic (along with a mouse sensitivity cap
Any thoughts?





