Sticking in shield

Users who are viewing this thread

GreenKnight

Recruit
Hey, here's a thought. What if, when you swung your weapon in this game and it was blocked by a shield, there was some chance that it would become lodged momentarily in the shield? Obviously, this wouldn't apply with the steel shield, since a sword probably isn't going to make that sort of indent in a hunk of metal. It would give a bonus to those who choose a weaker wooden shield. It won't block as many arrows, but it might give you an edge in close combat, a quick free shot every now and then. If your weapon happens to become stuck like that...well, I don't know. Maybe a sort of kick could be added, where you pull your weapon free by pushing your foot against the opponent? With your legs properly protected by armor, it might not be too suicidal.
 
What, and having your character hobbling around the battlefield from a wound wouldn't be frustrating? I still see people advocating that one in favor of realism.
 
Well, my hat's off to you. That's one respectful misrepresentation of my point, right there. What I'm saying is that a lot of people are clamoring for more realism in the fighting for this game, and this would be one prime example of such realism. You can't just hack into a thick disc of wood with your sword and expect no resistance in trying to remove it. Clearly, this is one example of realism people would prefer to do without, however.
 
The problem with ideas concerning realism is that too many people sit there thinking "hey, this idea would be realistic" instead off "hey, this idea would make the game more fun". The two coincide far less frequently than you would think.
 
Hey, I'm all for fun over strict realism. And yes, I am capable of conceptualizing the difference. That's why I tend to think having your character limp around after taking a good hit is a stupid idea. However, just calling it a stupid idea outright certainly displays no more thought than I've allegedly failed to put into it. Yes, perhaps it would be difficult to implement, however, it could help to add more depth to a one on one swordfight than simply taking random whacks at one another. It would open up new attacks, new combat options, and it would reward higher weapon skills more than they are now. As you attain more skill with, say a 2-handed sword, it becomes far less likely that you'd be on the receiving end of this trap. It would help establish that you win a duel because you're the more expert fighter, not just because you can take more hits.

Whatever. If people don't like it, they don't like it. It was just a suggestion.
 
I didn't mean my criticism to sound so harsh greenknight. Its not a bad idea. The problem is that it would obviously take quite alot of work to do, and there are other things that time could be spent on that would have more of a positive impact on gameplay. Also, as the game is now, you win a duel b/c you are the more expert fighter, and not b/c you have more hp. I mean...a really weak char has at least 50hp, and a really high lvl strong one has around 80-90, which isn't a very big difference really. I think this game has the absolute perfect balance between character stats, equipment, and personal skill in determining whether you win or lose.
 
DaLagga said:
The problem with ideas concerning realism is that too many people sit there thinking "hey, this idea would be realistic" instead off "hey, this idea would make the game more fun". The two coincide far less frequently than you would think.
I agree. I can't speak for armagan, but I think this game is supposed to be an immersive adventure game, and not Medieval Combat Simulator 2005.
 
lol... "Medieval Combat Simulator 2005"...

One thing about this game that I really like is the hitpoints concept... A high level character isn't magically able to absorb 50 times the damage of a low level, just a small difference. That's realistic... An experienced fighter could take more hits than a new fighter.

But this idea would just be way to hard to impiment. And there would be other questions... What type of weapons? Do swords experience it more than axes? What about spears? ect.

I like the combat how it is now... I wouldn't want to be limping or pulling my sword out of a shield.
 
I like the realistic elements of the game insofar as expensive and rare weapons don't unbalance the combat- they just give you an edge. Like wise my level 40 something characters can still be overwhelmed by attackers if I make a mistake even if I usually dominate the battlefield. But yeah Mount and Blade is 'Microsoft Combat Infantry Simulation 1200 AD' compared to most 3D action games.

I think way to many people associate realism with fun but the thing is unless you're some freaky masochistic psychopath there really isn't much fun to be had in war no matter what era you're fighting in. There's a subtle difference between authenticity and realism and Mount And Blade has found that middle ground.
 
Zuwxiv said:
lOne thing about this game that I really like is the hitpoints concept... A high level character isn't magically able to absorb 50 times the damage of a low level, just a small difference. That's realistic... An experienced fighter could take more hits than a new fighter.

This is one of the things that I love about this game as well. The main thing I dislike in Severance and Morrowind and such is that you become somekindof a near immortal god, except when fighting higher level enemies that have better weapons. Severances weapons, all of which look efficient IRL, have a damage range of 3-700+ (correct me if I am wrong). In M&B the lowest one is, what, 10 points of damage whereas the highest levels are somewhere near 40?
 
GreenKnight said:
Well, my hat's off to you. That's one respectful misrepresentation of my point, right there.

Sorry, it was not intended to be a misrepresentation. I honestly thought you were trying to say something slightly different from what you mean.
 
Back
Top Bottom