Fighting speed too slow? Choosing different attacks?

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I really enjoy this game (the fights are similar to what I'm trying to create for my game, but kinda different too). however, I noticed some stuff that kinda bug me.


Fighting Speed

Am I the only one that thinks that the fights are abit too slow?
I'm new here and haven't read all the posts, so I'll post it.
I believe the time that it takes the character perform the hit from the time you release the button to when it makes the hit is too long, it's as if the character was lazy to make the attack, as if he wasn't putting enough energy on the attack.

Also because of this, defending seems a little bit too easy on 1on1. if you had to choose what direction to defend then it would be alright, but blocking (with shields) usually works just holding the button,
parrying always seems to work if you hold the button and the enemy doesn't change the attack. and if he does change the attack it is too easy to release and hold parry again, kinda too predictable
if you learn to be patient it's really easy to win a 1on1 fight.

So I believe the attacks should be performed faster, and so fights will be more fun and attacks will be less predictable


Choosing different attacks

Ok the second thing.
When you hit the attack button it performs one of 4 possible attacks (thrust, swing from left to right, swing from right to left, swing from up to down), and this is all good.

However what I don't like is the way these attacks are done. They are all done by hitting the same button, and the type of attack is chosen randomly, and that's the ugly part of it.

When using a horse I really like to pass the enemy on the side, and attack so that I swing my sword from back to forward in relation to the horse's movement (since my character is rotated to the side), so I would really like to choose the swing attack and not press and hold and then release until I get the correct attack so I can press & hold until I pass on the side of the enemy.
This is just the most extreme case I could think of, but generally speaking in whatever fight I think choosing what attack to do would be better.

There are two ways I see to do it:
1. Leave it like this, but make the attacks always follow the same sequence instead of being random (ie. you start with swing left to right, then swing right to left, then swing up to down, then thrust) and make it always like that, at least you will know what attack it will follor.
2. Make button combinations to get the different attacks (ie. attack+nothing=thrust, attack+right=swing left to right, attack+left=swing right to left, attack+up=swing up to down, attack+down=swing down to up) or maybe some other kind of combinations


Does anyone else think like me?
 
1. Well, I've suggesed the same, and in v0.623 the situation with combat anims was a bit tweaked, but there is much work to do still - not in the case of speed (I'll explain), but in making animations look real. Right now, the only good combat animation is a swing with a saber while mounted (that's not a blame, that's critics of an artist, ipek :lol: ).
And with combat speed... Try to increase your AGI to 20 and weapon skill to 150 - you'll see the difference) Attacks will become much faster and unpredictable, and this shows the real situation in fencing - master swordsman's attacks are MUCH faster.
2. Armagan already said that he've made some differentiations between attacks while on foot, so let's wait for new version of MnB to be released to see how it was done before suggesting some changes)
 
I actually really enjoy the overhead swing animation with a sledge hammer, its very satisfying when it lands, and the target gets knocked out, it really looks nasty.

That being, and keeping in mind I know NOTHING about the mathmatics that go into this game, I dont think the speed of attacks are really that bad. I've had the pleasure of holding a broad sword, and they arent exactly light weapons. And at the time, when people were generally stronger, that strength was more or less negated by the fact that they wore tons of heavy armor.

Overall I mean, once my guys speed(and the name for it has totaly left me now, and thats pathetic) is up above 14 I swing a two handed weapon as fast as most professional warriors would.

Although it would be nice if they redid the animations on most of the weapons so they were more brutal.
 
Also because of this, defending seems a little bit too easy on 1on1. if you had to choose what direction to defend then it would be alright, but blocking (with shields) usually works just holding the button,
parrying always seems to work if you hold the button and the enemy doesn't change the attack. and if he does change the attack it is too easy to release and hold parry again, kinda too predictable
if you learn to be patient it's really easy to win a 1on1 fight.


1 on 1 fights are not the main focus of MnB. If you play the game a bit longer i think you'll find that the combat speed isn't really a problem.
 
I think the weapon speeds are fine, but does anyone else think that the running speeds for characters are pretty low? Even with lightly equipped characters with a few points of agility, they move around pretty slowly. It just makes everything seem so awkward.

On the matter of attacks, it's presently possible to choose which side you attack on horseback. It's random on foot, sure, but since the various attacks aren't that important on foot, I don't think it's necessary to change the system.
 
I think the biggest problem with fighting on foot is that right now people can run backwards just as fast as they can run forwards....all while happily parrying and swinging away.

It turns battles on foot into a silly looking game of chase. If you actually tried to fight someone that way, you'd end up falling over (and dying) in very short order.

Make it so that you can only retreat at half speed, and fights will get a LOT more realistic.
 
okiN said:
I think the weapon speeds are fine, but does anyone else think that the running speeds for characters are pretty low? Even with lightly equipped characters with a few points of agility, they move around pretty slowly. It just makes everything seem so awkward.

I agree with that! Characters move absurdly slow. There should at least be a sprint or charge option to move at least a little faster. It would also be nice if charging stunned your opponent like a horse did, this might also reduce the effect of the opponent owning you because he spams you with attacks.
 
Reducing the movement speed backwards to half would really just make cavalry even more overpowered and infantry less useful. How exactly can you kill 2 or 3 guys when they all swing at the same time, and you can only block from one direction? The AI just charges blindly, and there's no stopping them aside from killing them. And to top it off, i'll often have 2 or more guys after me, and when they swing at the same time, it blocks the guy who is out of range and the guy close to me hits! Sorry, but i don't like the fact that with that system, the river pirates i like to hunt at the start of a new game (usually in groups of 6) would be unstoppable unless i was mounted. It would work if they changed something else to compensate...not sure what, but something. As it is now however, slower backpeddle would make going infantry suicide.
 
DaLagga said:
Reducing the movement speed backwards to half would really just make cavalry even more overpowered and infantry less useful. How exactly can you kill 2 or 3 guys when they all swing at the same time, and you can only block from one direction? The AI just charges blindly, and there's no stopping them aside from killing them. And to top it off, i'll often have 2 or more guys after me, and when they swing at the same time, it blocks the guy who is out of range and the guy close to me hits! Sorry, but i don't like the fact that with that system, the river pirates i like to hunt at the start of a new game (usually in groups of 6) would be unstoppable unless i was mounted. It would work if they changed something else to compensate...not sure what, but something. As it is now however, slower backpeddle would make going infantry suicide.

Which, if you've ever goofed off in SCA or any other form of boffer/real fighting, you'd find would be quite normal. Blocking two or three people is extremely difficult, nevermind actually getting a swing in at one.

The reason it'd be more pronounced here is because a sword doesn't kill an unarmored man. Thwack someone in the head with a club, they're gonna fall over for a moment, giving you time. Slash at an unarmored leg, and they're hamstringed. Here, with HP, it doesn't matter, making it extremely painful.

Due to this, I have to agree with DaLagga. For playability, don't reduce the backwalk speed.
 
I agree that people move at an akward speed, And the ability to move backward as fast as forward is pretty goofy. In genneral i think that athletics should play a bigger role in movement speed and moving backwards should slow you down by about 10-20%. It would be harder to take advantage of the computer's predictibility if people moved at noticably different speeds.
rightnow, i find that backpeddaling makes bows extreemly good because you can shoot arrow after arrow at a melee enemy while keeping just out of range. You can even stop for a second before you shoot (so that the aimer will shrink) and the enemy will not gain any ground on you because the knock back from the arrow makes up for the fact that you paused.
 
Reducing the movement speed backwards to half would really just make cavalry even more overpowered and infantry less useful. How exactly can you kill 2 or 3 guys when they all swing at the same time, and you can only block from one direction? The AI just charges blindly, and there's no stopping them aside from killing them. And to top it off, i'll often have 2 or more guys after me, and when they swing at the same time, it blocks the guy who is out of range and the guy close to me hits! Sorry, but i don't like the fact that with that system, the river pirates i like to hunt at the start of a new game (usually in groups of 6) would be unstoppable unless i was mounted. It would work if they changed something else to compensate...not sure what, but something. As it is now however, slower backpeddle would make going infantry suicide.
Well, I'll vote for making a dodging move - something like side step. We've discussed it in other topic, so I won't explain what I've said for the second time. Adding such a dodge move could balance the decrement of moving speed while running backwards.
Btw, don't you think that running animation is AWFUL? I noticed that at the very beginning of the game, but later I got used to it, but when two or three of my friends said that "graphics is almost fine, but they run very funny", I realized that it is the only aspect of graphics that annoys me.
 
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