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I have been waiting for years and check from time to time if it's already fixed and till today it is not.
I believe that auto parry is a huge mistake and leaves too much field for a coincidence than actual skill, especially with this clunky physics.
This game seems to be more like a Tekken than UFC undisputed.
That's too bad; I was really hoping to play a game where you could play as a polish fencer guy and put another polish fencer guy in an arm bar while Joe Rogan screams in the background
U skipped the few classes at school before you finished primary huh? :D
I could say the same about you, such as the classes where people usually learn what a joke is.
Understanding what was written, making a good joke and then coming up with own riposte would require some level of intelligence. It is not the case here. Try harder.
It was discussed at the very beginning but they decided it is better with auto parry.
I think with all the respect to creator, that it actually requires some coding skills. Some serious help is needed.
Even the auto parry system which is the core of the game looks clunky and works bad. This game aims to be a realistic sword combat game, but it's more random than most of the fighting games.
It was an offhand innocuous comment, chill TF out.
But considering your other comments here I'm not too surprised, since you seem to think you're smarter than everyone, dev included.
You seem to be unable to get over being ridiculed and keep writing about nothing thinking you can overwrite me with your mentality of a pumpkin.
Why did you join the discussion, heaving nothing to say, babbling something, and patting the devs back like a typical Normie?
And btw, static blocking like in many "sword fighting games" is not realistic at slightest. The basic idea of this game (putting positioning over combos and moving over hiting block button) is right one. It's execusion is what could be debatable. Clunky physics is indeed a problem that often rigs the match.
Still I had a lot of fun with this game.
Approach 2: Paper, scissors, rock method.
- Just a block button for an ultimate block of attacks
- Bash that puts the enemy out of the block.
- Attack that goes through bash.
Approach 3: My personal favorite but I don't think it can be managable in this game. Freedom of blade movement by holding the proper button and manipulation by mouse or gamepad stick. At least one button for attack and another for block. Maybe even different buttons specific to the character.
In terms of the mouse, it would be left and right mouse buttons. In terms of a gamepad, it would be L1, L2, etc.
That's not good as Approach 1 and 2 are typical solutions used in white weapon combat games successfully.
The third idea is my personal invention but I would like to see it one day implemented in some game.
Not arguing against having blocking button, but I am still yet to see some propositions that are compatibile with putting movements over "moves" that doesn't require some insane learning curve.
I provided enough propositions that can easily solve the issue of a clunky, broken fight and you just denied all of them.
This game is some niche that almost no one knows and most refuse to play because combat is simply random and broken.
If you stop being biased and read what I wrote you will easily see there are solutions, both those already implemented and working and the new one.
Current gameplay it's just a random (Tekken like) fight because of lack of coding skills.