Author Topic: Combat System - Improvements & Overcoming New PVP Issues  (Read 3308 times)

Zan

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Re: Combat System - Improvements & Overcoming New PVP Issues
« Reply #15 on: February 11, 2007, 06:38:20 pm »
That certainly needs to be done; although, doing so would require changing the side-step animations to have the front leg cross over the back leg and then having the back leg step out instead of the "shuffling" that side-stepping is now.

I'd make the animation 'a hop to the side' personally
Zan Drithor, Member of the Vaalnor Council
Tyrnal Relhorn, Captain of the Vaalguard
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Nikodemus

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Re: Combat System - Improvements & Overcoming New PVP Issues
« Reply #16 on: February 11, 2007, 07:22:34 pm »
That certainly needs to be done; although, doing so would require changing the side-step animations to have the front leg cross over the back leg and then having the back leg step out instead of the "shuffling" that side-stepping is now.
I'd make the animation 'a hop to the side' personally
You both are correct
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John80sk

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Re: Combat System - Improvements & Overcoming New PVP Issues
« Reply #17 on: February 12, 2007, 08:03:52 am »
From an athletic point of view, the last thing you want to do is cross your feet.  We're not running karaoke's here.

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Personally I feel that the duel system has changed but not away from player skill. It just requires a new skill .. the skill of flanking and attacking your oponent from behind where they are defenseless. This also creates a lot of tactical oppertunities for actual group battles and guild wars.
Now that's something I hadn't thought about until now.  Think, now we finally have a job for all those commander type ranks in warrior guilds! :)
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eldoth_terevan

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Re: Combat System - Improvements & Overcoming New PVP Issues
« Reply #18 on: February 12, 2007, 08:19:44 am »
I was using the stop attack while dueling the other night. I was still able to time my hits. There does seem to be a certain radius of attack in front of the player. I would make greater attack radius and side and backward attacks a function of skill, stats and weapon types. Maybe an attack skill at high level that spun you around to face an attack who came up on you from behind. I do feel that the new system has tactics, just different from what we had before. Faster side-stepping would really be nice.

Ice_Stovo

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Re: Combat System - Improvements & Overcoming New PVP Issues
« Reply #19 on: February 12, 2007, 01:46:56 pm »
I would like to have aiming in combat system. For example when you see a heavy armoured warrior with no armor on his hands you should attack him on them. And some monsters as well should have "weaker places". The chance to hit the correct place should decrease with agility of enemy and amount of drunk beers.  :D

The other thing are some special attacks. This is included in many other RPG so why it should't be in PS. With incerasing your skill in some weapon you should become able to cast some extra mana/stamina consuming attacks (like double damage, hit and run ...)
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Zan

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Re: Combat System - Improvements & Overcoming New PVP Issues
« Reply #20 on: February 16, 2007, 01:44:06 pm »
Well now that I've actually had the time to try out the new combat system I can only say that it has improved significantly. There is no more need to spam the attack button and switching stances can actually be done now without always going out of the stance because you're out of range. I also like that you can only hit your opponent when they are infront of you.

I do have some remarks for improvement though:

- The big red texts:

Saying "You're out of range" or "You must face your opponent." ... at least make it so that they only appear once and don't spam the screen. Personally I wouldn't make them appear on the screen at all. A simple notion in the systems tab is more than enough for this.

- Mental stamina:

 It decreases constantly from the second you enter combat ... even when you're not hitting anyone or anything because you're too far away or aren't facing in the right direction. This isn't very realistic and it makes sure that your mental stamina runs out very fast. I would like to see mental stamina only being drained when you actually launch an attack. This means you're within range and you are facing your opponent. It can still be that your attack misses or is blocked but at least you attacked.

- Running in combat:

Now this is one that will most likely find a whole lot of opposition but I'm still going to suggest it. Disable running in combat. When I dueled my opponent was running around like crazy so I was forced to do the same. The result is a very unrealistic and chaotic fight. In reality you don't run around like crazy in battle because you'll tire yourself out and you won't be able to place a single good hit.

So my suggestion is to either disable running completely from the moment you enter a stance. The only thing you can do is walk backwards, forwards, jump/hop/dash (with the space keyby default) short distances and strafe (faster than it is now but not too fast). Or even better would be that running is still possible but from the moment you run, you stop dealing any damage but are instead completely vunerable to incoming hits. Basically automatically switching to a bloody stance but without attacking.
Zan Drithor, Member of the Vaalnor Council
Tyrnal Relhorn, Captain of the Vaalguard
Thromdir Shoake, Merchant
Giorn Kleaver, Miner.

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Allive

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Re: Combat System - Improvements & Overcoming New PVP Issues
« Reply #21 on: February 16, 2007, 02:21:51 pm »
personaly i like this new system it more relistic without removeing to muvch fun from the game and stops a lot of bugs and hopefully stop ppl hitting attack 30 time a second and getting either a lag or lucky kill in. and i dont know about stop attack in a shortcut with attack all you really have to do is add another button. i.e instead of haveing one to target and attack you now need another button to stop an attack its all it is another button.
I am afraid of fighting. I am afriad of being beaten and losing. But i am more afraid of surviving as a cripple than dying in fight.However. I always try to find a new strong enamy.
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