[Suggestion]Power meter -of sorts.

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ares007 说:
Swadius 说:
I don't think you got my meaning: Why would holding an attack like that make it do more damage?
I already explained.

It wouldn't make it do more damage realistically. It is simply an artificial simulation of the fact that maximum power strikes are more telegraphed and obvious to the defender.

So you're adding this in entirely arbitrarily?
 
Oh and how about to change the accuracy of the bows. I mean in RL (and it's logic) when you hold your fire for about 7 secs or more, your shot will be more accurate than when you just release after 1 sec. I know some people are going to say you get tired when you hold your fire for a while, but this happens only after you shot many arrows. The power meter would be a good feature for the bow. When you release in the last moment where your power meter is a max, the more it will increase the damage and accurate.
 
Koror 说:
Oh and how about to change the accuracy of the bows. I mean in RL (and it's logic) when you hold your fire for about 7 secs or more, your shot will be more accurate than when you just release after 1 sec. I know some people are going to say you get tired when you hold your fire for a while, but this happens only after you shot many arrows.

Except that we already have this in the game and to me it (archery) is in the perfect state the way as it is now. The longer you hold the LMB the more accurate the shot will be, until the point when the reticule starts to break. '7 or more second' bows would be completely useless, the 2-3s time that they now have is just perfect.

EDIT:

kingofnoobia 说:
Even though the OP suggested that a charged hit from a heavy twohander would crush a block, I still think this would slightly underpower twohanders. Even with this combat speed it's not too hard to block/parry a weapon with, say, 90 speed. If someone would use fast attacks with such a weapon vs me, I'd block and counter. If he charges his attack, I'd just do some swift cut to interrupt him. The problem would be that he has to charge his attacks, otherwise his axe wouldn't even be much more powerful that my sword.

I understand that viewpoint but also one has to remember that you can backpedal and strafe and KICK the opponent. A succesful kick would very well give the 2H-user enough time to get his strike to the full 100% potential, wouldn't you say? And the smaller and quicker strike could stagger or push the opponent further. Once again, timing would be in a greater role, increasing the skill factor in the game. Like I said before, we would have to test and test these times for each weapon to balance things out. I think that some people overreact to this suggestion thinking that 2H weapons are going to take 5 or more seconds to 'charge up' when it could be just 1½ to 2½ seconds, while lightweight (1h) weapons would be in the ½s - 1½ timezone. This is just a matter of setting the right speeds for each weapon to balance the different weapon classes and about the ability/option for a lighter/stronger attakc depending on the situation. Right now every attack that you do goes from start to finish.

kingofnoobia 说:
Anyway, this might work well if the bar would fill very quickly. For a 1h sword or axe, it would at max take a second to fill the bar. For a 2h axe, at max 2 seconds, but 1.5 would be better imo.

For feinting: I agree that a feint shouldn't completely empty the bar, but consecutive feints should. Feint one would drain a rather small amount, say 20% (perhaps this looks like much, but the bar would start refilling 0.2 seconds afterward), feint two substantially more (33%) and feint three a lot more (50%). The percentages I gave as example aren't fixed values, just to give you an idea. They would also depend on the weight/damage/speed stat of a weapon.

Yes, as suggested before. I'm really excited about the feature to be honest and I can't wait to see it in-game, if it makes into the game at all. I just think that it would be atleast worth a try and in my opinion it would make the game so much better.

kingofnoobia 说:
Not sure whether this is a good idea, but certainly worth a try. If there is going to be a .66x, I'd prefer to first see the current bugs (for me mainly instastab and parry unreliability) to be fixed (though indeed, instastab would actually be fixed by this system :wink:).

It would perhaps work better if combined with Ares' running and gunning suggestion here: http://forums.taleworlds.com/index.php?topic=89026.new#new

I made a post in it that might also complement this system quite well: http://forums.taleworlds.com/index.php/topic,89026.msg2298973.html#msg2298973

Yes, there are several big bugs in the game right now which would distort this feature a lot but once we have gotten those bugs out of the way, I think that this feature would add a lot into the game. Gonna check those posts now!

EDIT2:

If only we could have somesort of control over the game in terms of modifying some of the stuff. If/When this feature would come with the meter and the animation addition (that you could release the attack mid-animation) we could experiment the different speed settings for weapons by editing the files, I would really like to spend a lot of time polishing the feature. Ehh. If/When this feature would become reality, the speed/weight settings of weapons would play a lot bigger role aswell as the different types of weapons (Blunt, pierching, etc.)..
 
OUCH. Response by Daegoth in the official bug reporting site.

comment 1784 posted by Daegoth on 2009-12-30 5:21 AM, 1 hour and 41 minutes ago     forward

it "is" there, even in Mount&Blade. you get at most 30% more damage bonus if you ready your weapon and attack after a while.

:cry: The suggestion is now deemed as "False Alarm". But I'm thinking that Daegoth somewhat missed the point.. Kinda? Because this is not just about gaining an extra power into the strikes, it's about giving the attacks an option of being a very fast one, mid-animation like. + All the other stuff that I suggested along with it.. ..
 
Daegoth is wrong, at least for the current built of Warband.
There is no damage differential between a quick attack and a charged up attack.
You can test it for yourselves in the "riding a horse" tutorials on a dummy.
 
I don't like the idea of the longer you hold the button the more damage you do.

- It makes the game more Arcade.
- Why holding the sword longer in the attack position would cause it to do more damage?
- Block stun is lame.

Instead some values need to be polished like Urist said to make a difference in the damage weapon does at the frame of the attack animation.
 
Why are people constantly getting the idea WRONG?

Welcome_To_Hell 说:
- Why holding the sword longer in the attack position would cause it to do more damage?

No, it wouldn't, you got it wrong just like few other users here :smile: You can't go over the meter/bar. When the animation stops the way it's now when holding LMB, the meter is at full, 100%. I've never said that 'chambering attack raises damage'. That's not the suggestion. I'll provide images of this later today so that people don't misunderstand this thing here. Perhaps I should make another list about the feature of what it's about.
 
The idea I believe sad is trying to get across is that you can do:

Quick attack - Attack before the attack is chambered.

Regular/Slow attack - Attack once it has been chambered.


For example in this video of Soul Calibur 4

http://www.youtube.com/watch?v=tMeFZvYDmBI

In the beginning the guy on the right does a load of "slow attacks" then the first retalliation by the guy on the left (15 seconds in )is a much faster attack which was hardly pulled back. This is kind of like sad's suggestion here, enabling attacks with no or little chambering.
 
Plazek 说:
The idea I believe sad is trying to get across is that you can do:

Quick attack - Attack before the attack is chambered.

Regular/Slow attack - Attack once it has been chambered.

Exactly.
 
I really hope the devs seriously think about this idea.
It could add a lot more than you first realise.


-It adds the mind games of will he do a full power strike with stun/block breaking ability? Or will be he do a quick attack and catch me not ready? So should I quick attack before he is all chambered up or do I need to be ready to block?

-More realistic combat, people did not always fully pull back their strikes and repeatedly attack in exactly the same way. Sad's suggestion allows you to have a wide variety of different strength attacks all with scaling damage, knockdown, stun and block breaking effects.

-I have always been an advocate of the game returning to the faster speed (as it has in recent patches) however I am not going to dispute the fact that it makes the game much more ping dependant and that it makes blocking in some situations near impossible. With these new faster attacks you could slow the game down overall but because of these new attacks it would not piss me off (and like minded people)! The problem with the slow combat always was that it made it boring cause manaul blocking was far too easy. If you can use a quick attack to get through the block then follow it up with a real damager I would be happy.


I can't think of any more right now so I will leave it at that.

Having thought more about it I think this is probably one of the best suggestions I have seen on the forums.
 
Having a visual indicator, or at least the number readouts from SP would really help players get a better grasp of all the underlying mechanics going into the game.

Not much else to say except I agree with most of the OP's suggestion.  Apart from damage, differentiating between slow/telegraphed attacks and spammable fast ones, is a basic concept shared across all successful melee games.


ares007 说:
I don't want a 5 second wind-up. Something just a little longer than what is already present. Perhaps 1 second.

The rationale is that a more powerful attack in real life is generally more telegraphed and easier to see coming.

It would increase the depth of gameplay and give greater variety in strategy.

The truth of the matter is that the more damaging and powerful an attack, generally the more telegraphed and obvious the attack is to the defender.
very powerful, more telegraphed cut (note: this is a blunt longsword cutting a tatami mat):http://www.youtube.com/watch?v=T5gVRckLF3A
quick cuts that would injure, but not as powerful:http://www.youtube.com/watch?v=gwYi_uOwGtY

Great video comparisons.  The first attack would have similar power to the fire-and-stones cut Musashi detailed in Go Rin no Sho, designed to break or knock an opponent's weapon out of his hands.

Martial artists concentrate their effort to read an opponent and get past their defense.  In grappling arts, you don't just shoot regardless of your opponent's posture or defensive position, and the same goes for weapon combat.  The basic concepts of power and balance (apart from damage) aren't reflected in-game, and this suggestion would translate a lot of the rhythm/mental game from real-life combat.  Real weapon combat isn't about neatly trading 20 parries with your opponent.  A 0.5-2s window accurately reflects the changes of concentration, rhythm, timing and effort martial artists use before an attack.  Watch a kendo practitioner raise his sword in jodan no kamae, and then aggressively tread down or knock away an opponent's sword, and you'll see a good example of this.


 
See, if it behaved like this:

- if you tap, you get a quick weak cut
- the more you hold, the more powerful it gets
- the treshold is similar to the one in native, it really takes a little while, maybe a second at most - if you hit that sweetspot on the "bar", you get maximum power.
- if you hold longer, you'll get a weaker attack (not as weak as the quick one though).

Basically, it worked nicely in native, if we added the weakening, it would be good. But not complete weakening mind you, I want to be able to stay in chamber poses, because it offers other advantages.
 
I like it. As long as:
1. the bar doesn't take a ridiculous amount of time to fill.
2. starts emptying again after a while.
 
Yea i would love somting like this.
This would stop the switching weapons! And constant search for a fast weapon!

 
Merlkir 说:
- if you tap, you get a quick weak cut
- the more you hold, the more powerful it gets
- the treshold is similar to the one in native, it really takes a little while, maybe a second at most - if you hit that sweetspot on the "bar", you get maximum power.
- if you hold longer, you'll get a weaker attack (not as weak as the quick one though).

Cumandante 说:
I like it. As long as:
1. the bar doesn't take a ridiculous amount of time to fill.
2. starts emptying again after a while.

This is essentially of what the suggestion is about.
 
Bump since I'm not giving up with this idea as I really do believe it's for greater good for the game.
 
Perhaps it can be on blocking to! A fast click fore blocking perhaps you get bigger chance to get stun.
A more ready block will get the opponent stun.
 
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