According to Armagan, there is a sweet spot mechanism already:
http://forums.taleworlds.com/index.php/topic,95592.msg2479328.html#msg2479328
http://forums.taleworlds.com/index.php/topic,95592.msg2479328.html#msg2479328
I have no problem with a turn limit, but it should only kick in once you are actually swinging (and while you are doing so, the turn limit should be pretty heavy). So you can't just dance around your opponent knowing that he'll turn too slowly to hit you. Also, I believe overheads and stabs should not get this penalty, as there is no problem with them, and hitting people will get a lot more difficult if your character is less responsive.Mabons said:Or simply put a freaking turn limit in.
Sure, but that's an argument in favor of so called 'sweet spots', i was curious about arguments in favor of relaxed turn limits.Berserker Pride said:You can limit the ability to turn all you want. But the attacks will still connect beside you quicker than in front of you.
Ahem...Manitas said:How about the other way around, what are the reasons not to limit ability to turn.
I've seen 'clunky', 'awkward' 'no fun' and the likes, but they are subjective and pretty meaningless. Also, people not always say what they mean, some of them probably think 'it's a nice exploit' or 'it's too difficult with limits', or else.
Are there any specific reasons?
uncontrolled random spamming.
Manitas said:How about the other way around, what are the reasons not to limit ability to turn.
I've seen 'clunky', 'awkward' 'no fun' and the likes, but they are subjective and pretty meaningless. Also, people not always say what they mean, some of them probably think 'it's a nice exploit' or 'it's too difficult with limits', or else.
Are there any specific reasons?
I have given plenty of specific reasons it's bad, and so have others... turn limits also affect blocking, viewing, and movement, while not fixing the actual problem: that you can still maneuver your weapon to hit the enemy at the very start of the swing before they have a chance to respond and deal killing damage. As Beserker said it lead to players doing "drive by" attacks where you try run past the enemy to hit them while not looking, and also generally waiting until your opponent attacks first so you can use your superior maneuverability to get around them and kill. I experienced this for myself, I'm not just parroting someone else.
You call them reasons, they are tautologies at best.Vornne said:I have given plenty of specific reasons it's bad, and so have others... turn limits also affect blocking, viewing, and movement
If you call the ability to turn instantly anytime 'fluid' then we probably have different ideas about the meaning of the word.Vornne said:The game's combat speed and fluidity relies on being able to quickly and accurately adjust your position, view, and where you will hit; the correct thing to do is to make the perfect swing deal the most damage
Exactly.Shik said:I may be in the minority, but I enjoyed the earlier patches with the so-called "clunky" turn limits. The problems with the patch were not the turn limit itself, but the fact that the turn limit was addressed independently of the general movement system, which also had flaws in it. The turn limit patch exposed the movement system problem - for things to work out, both have to be addressed. The current state with spinning is honestly not an acceptable status quo, IMO.