This Combat Mechanic Needs A Limit!

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Damien

Sergeant at Arms
Maybe I'm alone here.. but I don't find it very fun to get completely and totally gang-****ed by a bunch of wimpy river pirates, and this is something I'd really like to see remedied.

The problem, as I see it, is this 'if you get hit, you can't finish your attack" thing. It needs a limit. Because as it stands, a group of three guys can start hitting you.. and you're screwed. You'll never get off a single swing unless you use cheat codes to keep your health up while you maneuver around to try to halt the attacks for a second. It's silly.

What I'd like to see is something like where if two attacks hit you within a half-second of each other.. only the first attack counts for 'stopping your attacks' -- not the second. So the second hit won't stop the attack you've already put into motion since taking the first hit. Something like that.

Because, like I said, getting brutalized by 5 river pirates when you're level 30 just because you can't get a friggin' swing in AT ALL seems rather ridiculous and.. again, not fun.


And can we please get some horses that don't die at the drop of a hat... pretty please?
 
Once I had my sow swing down onto a pirate and I got hit in the leg (i was on a hill) and my sword had enough power and had almost hit the pirate when I got hit and stopped a downward chop that was almnost finished and brought my sword to my side, I was outraged!
 
Yes, there should be some limits, but not so that an overly selfconfident player (:wink:) couldn't be mobbed.

0-damage hits shouldn't stop an attack, and a weaponl in full swing shouldn't be stopped.
 
Make it so that 0 damage does nothing. 1+ should definitely stop the attack.

Do not want to get killed? NEVER let them encircle you - that is a certain doom!
 
Speaking of which, the AI loons shouldn't line up when the player backpedals out of the harm's way, they should spread out and actively try to encircle the player.
 
Well, first off there are very few attacks that actually deal 0 damage. Damage is actually done in tenths of points, but just not displayed this way. Hence, .2 damage is displayed as 0 damage. I think you will find these threads interesting. 1, 2
So i think its fine as is. If you can't take out 3 river pirates at lvl 30, then you just need more practice. Just do some more training and practice blocking, you'll get the hang of it.
 
Armored tank armed with sword of war (and high athletics) can tear his way through horde of river pirates way too easily. :/
 
Making 0 damage attacks not stopping your attack is not enough. The weak enemies generally do 5-10 damage. Instead, damage below 10 (or some variable limit) should not stop your attack.

BTW, why do you insist on attacking if you are in the middle of 3 enemies, just run away outside of their range and then attack (if you have enough athletics).
 
i find exploiting the back-away-so-they-line-up the most effective way of deaing with being swarmed, having a shield helps alot. then you simply fight them one at a time.
just like Gauntlet :D

don't forget this is a game, not a simulation of sword arm physics/mechanics.
 
Just get high enough athletics to outrun them when backpeddaling (if that is possible, don't have mine that high yet lol) and problem more or less solved. I did suggest addition of 'dodge' keys where you quickly leap left or right when pressed, might make it slightly more interesting.

As for a 3v1 combat, its just what makes this game realistic, you either need to have an advantage (like a horse) over the footmen, or die because your outnumbered. Takes skill to bring 3 pirates down, unlike games like diablo or joan of arc where a lone adventurer basically bathes in the blood of their enemies with over 10 kills a second.

And I agree that enemies should not clip into themselves. In addition 'team damage' ought to be enforced with melee weapons as well as ranged.
 
In addition 'team damage' ought to be enforced with melee weapons as well as ranged.
Oh yeah, i love the idea of huge melees being mostly about friendly fire damage... The fact is in real life you're MUCH less likely to hit a friendly with a swing than in any game. So in effect, games without friendly fire are actually MORE realistic than those with it.
 
I disagree with the idea that it's realistic this way. Not at all. If that were true, fist-fights would certainly be one-sided. Someone striking you does not stop you from striking them. Especially if you're swinging a weapon. That weapon is going to come down.. not just suddenly fall limp at your side because you got hit with something.


But as a point of game balance, I do think something like it is necessary. I'd just like to see it limited so that you can't literally be stopped from making any attacks just because you happen to have three guys around you with good timing.


It's not matter of not being able to fight well.. but of those instances where you just happen to get surrounded. Even in 'real life' -- a person could get out of that situation unless someone gets in a good hit and kills you. But in the game.. you're totally screwed once you're surrounded.


I'm not asking anyone to agree.. just saying that I don't find it particularly fun, nor realistic.
 
While saying that being hit will cease your swing is true, so is the opposite. When you deliver a swing, the inertia of the weapon should carry it forward regardless of a hit. A nick to the leg or hand shouldnt strangely stop your attack and make you snap back into attention. Come on, after all the beatings you've taken, shouldnt you develop a tolerance to at least 1 dmg? Not to mention the adrenalin egging you on. Being realistic doesnt mean every hit affects you. Rather, cringing at every single attack is!

Just get high enough athletics to outrun them when backpeddaling

i find exploiting the back-away-so-they-line-up the most effective way of deaing with being swarmed, having a shield helps alot. then you simply fight them one at a time.

Tell me. Is this truly realism, exploiting AI and using cheesy tactics like backpeddling to make them form up? Because we cant fight mobs, since 1 dmg is all it takes to ruin your attack, we're being forced to fight unethically. Ultimately, all problems regarding cheesiness boils down to this issue.

My suggestion is a tolerance level, which is to ignore damage equal or below a third of your level, plus iron flesh. This means if you're lvl 12 and have iron flesh 3, 7 dmg attacks will not stop your blows.

Think about this. By having a 'tolerance' level thing, you solve certain problems regarding AI, or fustration being ganked by a bunch of idiots, or fearing mobs and being unsatisfied as you cant wade into battle truly like warrior you claim to be!

Edit: Typos. I cant stand them :)
 
No name said:
My suggestion is a tolerance level, which is to ignore damage equal or below a third of your level, plus iron flesh. This means if you're lvl 12 and have iron flesh 3, 7 dmg attacks will not stop your blows.

Good idea. Not overly complicated and could (assumptions are bad things :wink: ) easily be implemented.

Narcissus
 
I am thinking of suggesting adding stamina to players as well. (Similar to what I suggested in the 'enhancing horses' tread. That way you can block the enemy hits untill they are too tired to swing at you any more, and then dispose of them. It would promote the AI to do more thinking, since currently they are exploiting the fact that they will run faster than you and still be able to swing at the same time. So when you have 10 enemies all clipped into each other, and running at you at the same speed as you while spamming swings, you can't do anything at all at the moment.
 
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