Killing 360 spinning

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Jon Snow

Knight at Arms
Make the player fall over (like a blunt-weapon knockdown) if he spins continuously for more than 270 degrees at a rate of more than 180-270 degrees per second. Rate subject to tweaking. That sounds easy. I hope that a dev or two agrees with my definition of 'easy'.  :wink:
 
I don't play MP or have any first hand knowledge of the spinning 2 handers, but there should be something done about it.
you can't expect to keep your balance if you spin around like that and it would be very difficult to keep hold of your sword.

my suggestion would be to add a percentage chance of falling over and/or losing your weapon for every 90 degrees of rotation over after the first 90 degrees.

so a 90 degree turn will suffer no penalty but a 180 degree spin will have a 35% chance of falling over and a 35% chance of losing your sword.
a 270 degree spin will have a 70% chance for each and a 360 will see you on the floor with no weapon.

if it is done with percentages like this, the spinner would not know which way he would be facing if he fell before he completed a spin and could end up with his back to his enemy.
 
Too complicated! :smile: The advantage of the above suggestion is that it prevents the 360 spin happening above a certain rotational speed, nothing more and nothing less. This stops the ridiculous spin attacks (which require the full 360 to be a threat).
 
I've got a better idea:
Stabbing Hobo 说:
Best solution in my opinion would be to implement a penalty based on turn speed. It doesn't matter how much you turn but how fast you do it. This would stop people flailing around their stabs, make spinning less effective and also discourage twitchy movement while not hurting the movement at all. Fast attacks would still be possible but would require good footwork and positioning instead of just turning.
 
Either's good to me. I find it hard to believe that 360 spinning is in the team's vision for online combat. It looks retarded.
 
Yep, but it was rejected and they said it was working normally, even that many veteran players have said this. I've never heard anyone else say anything other than that it doesn't work or it doesn't even exists. Both are actually true.
Right now I'm trying to get a video of the spinning to show that it doesn't work.
 
Here's a quick video on the turn cap: http://www.youtube.com/watch?v=gW2kQ31YhSI
Thanks to DR_Valgard for his help.
 
I can confirm that. If there is a turn cap, it is broken.
I have seen 360 degree spins like that in the video quite frequently, although I don't know how to perform them (and I wouldn't use it if knew - with the current turning speed its a lame tactic and looks ridiculous).

I don't think the falling over idea is necessary, it would be enough to just fix the turn cap and limit the turning speed to a more realistic speed.
 
Well, given the lack of success that the team have had with fixing the turn cap, perhaps another suggestion might even be easier. :smile:
 
You're a few days late, it's fixed now. The animations become a little choppy if you try to turn past the limit but I can live with that. Alas, I still feel this suggestion would do wonders to multiplayer melee:
Stabbing Hobo 说:
Best solution in my opinion would be to implement a penalty based on turn speed. It doesn't matter how much you turn but how fast you do it. This would stop people flailing around their stabs, make spinning less effective and also discourage twitchy movement while not hurting the movement at all. Fast attacks would still be possible but would require good footwork and positioning instead of just turning.
 
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