Gloria Victis

Gloria Victis

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Honest neutral Review
I will go right into it, this review is fully neutral written on 2 days - with a brocken wrist. This review is completely honest and in my experience, the truth can hurt sometimes, but I assure you that this is nothing but my opinion. I also know that there might be a lot of players who are used to the Game and have not experienced many other titles of the Genre who could write some toxic comments here, because of feeling offended by some negative opinions about their favorite Game. This is why this is mostly meant to be seen by the developers and I know dear developers, that you have a different view as us players and that the most reviews might come from the veterans. So please read carefully as this is a review of someone who played many similar titles and who can write a neutral review.

Please also apologize that I do only mention the negative aspects. This review does not contain any compliments, but I assure you that there is a lot I like, otherwise, I would not make the effort to write this. But to be honest, I am not really digging too deep, I am only focusing on the main parts of the game. If I would be paid for that I could even dig deeper in general and also mentioning Character Skills, HUD, UI, and much more in a 25 Site long review. But my wrist already hurts alot.

We start with the most important part of the game, something which follows one on every Journey, the Combat system.

Combat

In my first 20 hours, the combat system felt very sloppy. I have learned from many titles that medieval martial arts are based on reaction time and speed. A block needs to be performed as soon as you know that an incoming attack is not a feint. A parry must come to the surprise of the opponent and has to be perfectly timed. A kick shall be performed to surprise the opponent and to get him out of his defensive, while the performer of the kick is vulnerable to a quick slash with the sword, as a kick has a longer time to perform. As we can see here, it all depends on reading your enemy's movement so that you can perform countermeasures.

-A kick seems to have an insane reach and it almost looks like the reach of a kick is as long as the reach of the weapon that is worn at the moment of the kick. This is causing fatal stuns ending in a deadly strike of the enemy. In the animation, the foot does not even hit you but the air, and 2 meters further, there is you, wondering what happened, as you know about the problem and you already tried to keep a healthy distance from your enemy.

-A directional block is performed by mouse movement. It can be also done by keybindings. But there is a huge problem when it comes to directional blocking, each time, you want to change the direction of a block there seems to be a delay of about 100ms-150ms which is very fatal, as the opponent changing the attacking direction is faster and this is why you cannot block good feints. Why is the change of the attacking direction faster than the change of the directional block? This can not be ping-related, as I have tried it out. My directional attacks are faster than my directional blocks.

-A parry relies on the reading of the opponent's movement. Perform an attack in the same direction as the enemy swing his sword and you will hit the enemy's sword, pushing it away to deal slightly damage to the enemy and maybe stun him due to the shock, in some other Games the opponent even loses his weapon if his Stamina is low. Releasing the Swing at the same time as the enemy does is necessary for this. In this game, you are not able to read the enemy´s movement. The animation is not well enough and I guess it is not only me who is playing in the third person making it even harder to focus the eyes on the swing arm of the enemy. A quick attack allows rarely for a good reaction. All attacks shall be decreased in Speed making it possible to actually perform parries. As of now, a parry relies on luck, not on skill.

-In the end, the combat system is really awful and it shall be reworked, in my opinion, that is even worth a hotfix. The Game is really based on Combat and the main content is neither enjoyable nor bug-free. It is a total mess, which is why I guess is the reason that almost everyone is using a shield where you don't suffer from the unbalanced directional stuff. Meter-long kicks, impossible parries based on luck and not on the skill, and last but not least a slow update of the directional blocking. All this does not match the advertisement of "Skill-based combat". It is also favoring players with an offensive playstyle as parry and blocking is nothing but a big error. Veteran players who are used to the combat-systems weaknesses and know how to trick the system might do comments like "git good" now, but dear Devs, I got used to the system with all its errors as same as all the other players. I keep my distance from my opponent to not suffer superman kicks, I have changed my defensive-patient playstyle and spam my swings now and I have success with it. But is that a hack and slash game? If yes you can also remove the parry system to save some server capacities. I guess the combat system as it is advertised has made many players take a look at the Game, but also made these players leave the game after experiencing what I just described.

Changes that shall be done to make Combat playable. This is how the update log shall look like.

-It is no longer possible to hold attacks as long as one wishes. When the bar which appears to visualize the Power of an attack maximizes, the next step is no longer decreasing the visual bar, reducing the strength of the attack but result in the actual swing with decreased effect. To avoid feint spams as it comes with a higher cost, to give blocking and parrying more weight, instead of being forced to keep a distance from the opponent. Since attacks can come too fast after a feint because of the delay before the next block can be started.

-Delay after a feint before the next attack can be started is as high as the delay before the next block can be performed. Or even higher than the block delay because in the end, it is the offender's fault, if a feint doesn't bring the expected result.

-The reach of a kick has been reduced by 200% or depending on the coding here, the kick's reach is no longer bound to the reach of the currently worn weapon.

-The animation of attacks has been reduced in speed by 20%. To allow for better timing of parries.

The rest might be spoken about after these things have been fixed.

Enough of fighting, or maybe not? The next Topic we are talking about is also affecting combat.

A closer look at the Gameworld and everything that comes with it

The Gameworld, such a necessity for a game isn't it? Gameworlds exists for centuries even chess has its own Gameworld the Game for the Kings and Emperors, for the vasals and strategists. No trees, no grass no sky, but two kingdoms facing each other with the king and his wife, with the cavalry and even its peasants.

In Gloria Victis the Gameworld seems to be completely manual developed. It looks way too perfect to not be designed with so much love and passion. But what have I said, I am not going to make compliments about that lovely awesome Gameworld, this is a tough and painful review so let's go right into it.

-It is about the details. Awesome textures in the World and on characters, way too much. Framerate drops of above 450 percent in Sieges when a little less than 100 Players start a siege (yes I counted) and another hundred defend its castle. (no I did not count that)
This is where the skill really ends. At this moment it is just about which team has the better computers. PCs start smoking while catapults fire, while Archers close their eyes and fire, in the hope to hit something while increasing their chances, and Infantrymen hitting and punching as much as they can before they die and don't even know how because the smoke blinded them, or was it the Graphic stuttering?

-The map has become too much love, everything designed manually, too much manually. Ressources on the Map seem to be fixed points making it boring for farmers collectors and hunters to farm resources. Not only that, rare resources which you don't find easily as it seems there are not enough spots to go to for can truly make you a murderer. So I encountered a Player of my faction farming beehives and I decided to let him do so and leave to come back later as I needed beeswax for my crafting. So one hour later I came back and he was still there waiting for collectibles to respawn and this time I decided to tell him to leave that place as it is my time now to collect. He did not answer, so I did what I did in Arche Age back in the days or what I would do in Rust and all the other Survival Games. His head fell off. Twice as he came back. So let the Ressources some freedom and make them a random spawn, at least outside of Towns in the wilderness.

-I became a traitor Status and Guards attacked me, I could not even defend myself as the Guards are not vulnerable in your faction, forcing me to leave the area. Without beeswax. If you can become a traitor, then you shall be able to play in this World as a traitor and be able to defend yourself from guards to fight for your opinion. The world lacks way too much content for outlaws. It seems that it is not meant to be played as an outlaw? Well then don't give us a reason. Impossible I know, way too toxic is the community, sometimes you just want to fight your rival in your nation. My situation was not meant to be offensive, but the Gameworld seriously could need some Player outlaws, pagans roaming to plunder, barbarians who set up their camps. Could be worth a thought, maybe even involve a Courthouse where a pagan will be brought to after he has been defeated. A courthouse with Player controlled Jury judging the player. But Traitor status for Hours so that you cannot enter a town and not much content to do? No! This system has been created to prevent Players from doing force on the own Nation, to avoid Ganks and trolls. But that does not work out because not every action is based on such behavior. If it shall prevent players from such actions, remove the friendly fire completely but actually it is just taking the freedom from the player in this Open World.

The boring farming takes motivation from Players to do crafting. The Gameworld looks amazing but in the end, it seems you are limited to the combat and Sieges. It seems that the Developers do not want to give up full control to the Players with the Traitorstatus just as only one of many examples. Way too much love to the Gameworld is decreasing the quality of the main part of the Game, the combat due to its framerate failures and lack of optimization.

Gloria Victis is to my knowledge the only medieval multiplayer title with such good mechanics, a complex crafting system, and a player-driven economy but after some hours it feels that you are limited to the Sieges between the Nation. Everything you do, besides the combat, seems to be made to fight for the Nation. But if you would like to play as a Hunter, a Farmer, or a craftsman of any kind only, you will not face a lot of content. You belong to the Army of your Nation, this is your faith and that is right now the most only content to do. And even here you will be limited, to a bad combat system, FPS lags, and a lot of bugs, and that after so many years of development. I know that the developers are less than 20, I guess it's 14 if I had read right. But the problem does not rely on the Number, I guess the problem is wrong priorities such as graphic and map design instead of a stable Game and maybe even taking too much care of the player's opinions. Opinions from Players who play the game for too long already. And some decisions might be taken by the developers themself, I wonder if the Developers ever ask themself, where do we want the Game to be in 5 Years, without thinking about the Players. This is why the Game maybe have greatly increased in Playerbase since 2016 but is 500 online Players a good number compared to 30.000 sales in the first month of release? How many is it now, think about how many Players have tried the Game and left it again. We are not talking about hundreds or thousands of percent anymore we talk about a serious problem here. I guess sometimes it is not wrong to take a look at other games, what makes them so successful? Which medieval Combat Game has the most Players, Mordhau? Take a look at that combat, but for this game, I can recommend a Combat like in Last Oasis. What makes an Open World Game successful? Are we giving Players enough freedom or even the Gameworld itself? And by the way, the advertising Video on the Steampage is crap. Why would you make a Tutorial for Players that don't even know the game, give them a Trailer, they want to see what awaits them and not how armor works. Gloria Victis, is developed with love and passion but with wrong priorities and is yet again a game that you have played and remember as a game with "potencial".

Dear Developers, my English is really bad, I taught it to myself, my apologies. For your future, I do hope that you listen to what new Players say instead of the old veterans because what a long-term player sees differs a lot from what a neutral new Player sees. How do you see your son or daughter? How does your Friend see your Son or daughter? A neutral one says, he/she has grown a lot, while you and your friends don't see much of a difference. Different views do not only come from many eyes. It also matters where the eyes come from.

Do not take it personally, do something with it.


Best regards,
A random Player
Originally posted by Jog:
Originally posted by KarlHeinzProductions:
Things that have to be definately done is the Combat and the performance. How awesome the handmade Gameworld might be, the balance between performance, engine and graphics are yet to be reach as even a powerfull overclocked Mid End PC is not able to handle the Sieges, especially when Structures are getting destroyed.

I would suggest trying the upgraded engine, we are working a lot on the performance of the large battle in here!

To switch to the upgraded engine version, please right-click at Gloria Victis at your Steam library > Properties > Betas > choose testversion.

If you will find any regressions or will have any issues, please use #new-engine-test.

After switching, you will be able to join the same servers with your account - basically, nothing should change at your end, except fewer fps spikes/drops. Please do help us doing those tests because the sooner we will switch, the sooner we will speed up development and start improving the performance.
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Showing 1-13 of 13 comments
Random is right, so only people that right toxic replies, are those who have not delved into many titles? Haha.. Right, also TL:DR
Krah Feb 21, 2021 @ 10:04am 
Very nice and honest review.
Originally posted by kraavikunn:
Very nice and honest review.
Thank you
Rowan Feb 25, 2021 @ 12:31pm 
Hey, thanks for the *very* detailed review. I'd be interested to see what you did like sometime too. I did want to address some of your points. I'm sorry if I get to them out of order. I don't think I've ever seen someone post their solutions to problems as "patch notes" before, so that is quite interesting!

Animation speeds and the animations themselves have been adjusted a lot in the past and made easier to identify and "telegraph" so players can see what's coming. What I would also suggest you do is look more at your block indicator so you know when a hit is coming. Many of the top duelists will tell you to stop looking so heavily at animations and start using your indicator more. Feinting does take a lot of getting used to. Also try binding the new "cancel attack" key. Combat is always being tweaked and polished, for example, Chambering (parrying) was recently introduced just a few patches ago. It's never finished.

With 20-some hours in game, you have just scratched the surface of combat. I hope you will give it all a bit more practice. I'm not suggesting it's perfect, but there is some timing and ways to act and react in fights that you probably haven't seen yet. I hope you spend some time in the arena and get a chance to learn from some of the great fighters GV has produced. Coming from other similar games like Mount and Blade or Mordhau can give you a little edge, but GV combat definitely is its own system with its own quirks and tips and tricks you can learn.

As far as the power bar is concerned, when the power bar is full and then it drops back down, your attack becomes much weaker. It is not to your benefit to hold an attack for a long period of time, and it's not to your benefit to try and block every single low power attack coming your way. Sometimes you have to decide when to take a hit and when to block. Knowing when an enemy has a high powered attack vs a low powered attack will help you find opportunities to strike.

I can assure you the kick distance is not based on which weapon you have equipped when kicking. This is easy to test simply by having a player stand in front of you and equipping different weapons (I tried with a dagger and a halberd) and then trying to kick that person from the same ranges with each. The kick has a static range, but it can be difficult to kick an opponent who is backing up, and generally I would advise not to do that. Ping issues can affect how and when hits register as well.

One of the best ways to iron out problems with combat that you experience is to record it and put it on the GV discord in the bug reports section.

Beefier PCs will handle large sieges better, that is definitely a fact. If you're not getting the performance you'd like check out the Performance tips sticky post. There is a limit to how much any PC can handle. Without knowing your specs, I can't really comment further except to say the game is more CPU heavy than GPU.

The world is handmade, not procedurally generated, something the devs are very proud of. Very soon some map changes and updates will be coming that might pique your interest, so consider your point as well received.

To avoid ganks, it's useful to pay close attention to the map, and learn how to tell where your enemy might be based on what flags are under siege and which events are availabe or in progress, so that you can get the jump on them rather than the other way around. The way the map displays information can be unintuitive for players and there will be some adjustments to help players be able to find materials and understand the icons on the map better.

As far as being traitor goes, yeah, you can't just cut off the head of a guy collecting beeswax...the traitor system is not meant to be a viable playstyle. Your nation mates are meant to be your friends, not your unsuspecting victims.

I understand the desire for an "outlaw faction" but that is not the developers intention for traitors, and it will not be made into a viable playstyle. Over time the punishments for traitors have greatly increased and this has reduced overall toxicity within the nations a great deal. About 2/3 of the game population are already your enemies. There's plenty of fighting to be done.

The traitor system is a punishment system. Whether there will be some kind of court system and more nuance later, I cannot say, but you should be very careful before choosing to traitor someone now as you have learned the punishment can be severe.


The game is very much about your nation, you're right. But you have individual ways to progress too. To my knowledge there is not another MMORPG that asks so much of its players in terms of acting cohesively together as a team for real territorial advantages. It is a lot to get used to and it can take some time for you to find a niche in the system and be a contributing member.

Whether you like crafting, pve, or PvP there are ways to progress your own character while also assisting the nation, it does not have to be one or the other. Some of those ways include filling the Bastion at nation controlled locations which gives you XP and crafting XP, upgrading or capturing nation locations which give you a lot of XP, dueling other players to improve both of your combat skills, joining or leading world events, and crafting will put needed weapons and armor in the hands of fighters who are keen to fight but not to craft. Every thing you do to improve yourself also improves your nation. Players can make a name for themselves in GV for their actions, and leaders are made in GV every day, and while the initial climb is hard and there is a tough learning curve, there can be great rewards and renown too.

I hope some of this has been helpful to you, and we are grateful for your feedback.
Last edited by Rowan; Feb 25, 2021 @ 12:38pm
Hey, thanks for adding your point of View, I like to discuss it on a such neutral and high level. I will quote you know and do my comment, that is the easiest for me with such a language barrier. I also answer you in the middle of the night spontanously and might do alot of grammatic failures so be prepared :P

Originally posted by GreenleafMentor:
Animation speeds and the animations themselves have been adjusted a lot in the past and made easier to identify and "telegraph" so players can see what's coming. What I would also suggest you do is look more at your block indicator so you know when a hit is coming. Many of the top duelists will tell you to stop looking so heavily at animations and start using your indicator more. Feinting does take a lot of getting used to. Also try binding the new "cancel attack" key. Combat is always being tweaked and polished, for example, Chambering (parrying) was recently introduced just a few patches ago. It's never finished.

Well yes, I do look both at the Indicator and the Animation, the thing is, the Indicator does not tell you when you opponent actually release his Swing, it is something that really annoys me as the Animation is not that easy to read for the reasons I mentioned before. That way a parry seems to be alot based on luck. You might get an Indicator, but to parry you need to attack the specific direction when the enemy releases his attack, and it is really really hard to read when the swing really comes.

Originally posted by GreenleafMentor:
With 20-some hours in game, you have just scratched the surface of combat. I hope you will give it all a bit more practice. I'm not suggesting it's perfect, but there is some timing and ways to act and react in fights that you probably haven't seen yet. I hope you spend some time in the arena and get a chance to learn from some of the great fighters GV has produced. Coming from other similar games like Mount and Blade or Mordhau can give you a little edge, but GV combat definitely is its own system with its own quirks and tips and tricks you can learn.

I am sure, there is alot to learn and you never learn out, but to be really really serious, with the kicks and the parry/chambering system (I hope we are in a same oppinion here) this is not motivational enough for me to do further practice in the Arena as it is more likely to make me mad. But I will of course keep an eye on the Game in hope that the Combat System changes will finaly come to an end after 5 Years. It is the most common part of the Game and shall have for that reason the highest priority even If I surely welcome all the improvements that have been made, but those were in my oppinion a wasted time, the most common part of the Game shall work to the joy of everyone after so many Years. Atleast that is my oppinion in my very few Hours which spend mostly only in Combat.

Originally posted by GreenleafMentor:
As far as the power bar is concerned, when the power bar is full and then it drops back down, your attack becomes much weaker. It is not to your benefit to hold an attack for a long period of time, and it's not to your benefit to try and block every single low power attack coming your way. Sometimes you have to decide when to take a hit and when to block. Knowing when an enemy has a high powered attack vs a low powered attack will help you find opportunities to strike.

Shall that be it? Shall we really be forced to decide to take a hit or not even if it is a low power one? You shall be hit, because you were not good enough to hold it in my opinion, this is surely a technique and I already hurt about it, but it is definatly not what my understanding of medieval martial arts defines. Are you not only forced to decide because the parry system dont work out well enough, for the reasons mentioned before? No, let me correct myself, not only the parry system everything that comes with the combat system. But yes, in my opinion, do the changelog ( I did it because I did not found an other way to describe it with that bad english) and you dont decide anymore to take a hit or not, I will allow to read the enemy much better and will make it in my opinion much more skillbased.

Originally posted by GreenleafMentor:
I can assure you the kick distance is not based on which weapon you have equipped when kicking. This is easy to test simply by having a player stand in front of you and equipping different weapons (I tried with a dagger and a halberd) and then trying to kick that person from the same ranges with each. The kick has a static range, but it can be difficult to kick an opponent who is backing up, and generally I would advise not to do that. Ping issues can affect how and when hits register as well.

One of the best ways to iron out problems with combat that you experience is to record it and put it on the GV discord in the bug reports section.

One is fore sure, I have been kicked from ranges that is equal to a longsword, I wish I recorded it, many times, it is ridicoulus and always end badly.

Originally posted by GreenleafMentor:
As far as being traitor goes, yeah, you can't just cut off the head of a guy collecting beeswax...the traitor system is not meant to be a viable playstyle. Your nation mates are meant to be your friends, not your unsuspecting victims.
Well, add more beeswax :P I mantioned the outlaw faction as an alternate Idea it just came throgh my mind. But I will guarantee as long as I have to fight for rarer Ressources, there will be surely some Heads rolling, or as I do now, dont play anymore. That gave me the rest, you cant fight and you cant even craft without buying stuff because damn beewax is camped :D


Rowan Feb 25, 2021 @ 6:37pm 
Thanks for responding again. I appreciate the time you're taking.
I did just want to touch on one last thing.
I am really confused about why you think beeswax is "camped". I have never really experienced that and there are many places to get beeswax, and there is really no need to be traitoring people for it lol. All farms have some beeswax and if you upgrade the farm they will provide more. There are also high yield farms with beeswax at the holy temples Hordun, Lord's Wrath Abbey, and Lordly Haven. Your nation may or may not have access to those at any given moment, but Guild provinces also have farms with beeswax.
Last edited by Rowan; Feb 25, 2021 @ 6:37pm
Originally posted by GreenleafMentor:
Thanks for responding again. I appreciate the time you're taking.
I did just want to touch on one last thing.
I am really confused about why you think beeswax is "camped". I have never really experienced that and there are many places to get beeswax, and there is really no need to be traitoring people for it lol. All farms have some beeswax and if you upgrade the farm they will provide more. There are also high yield farms with beeswax at the holy temples Hordun, Lord's Wrath Abbey, and Lordly Haven. Your nation may or may not have access to those at any given moment, but Guild provinces also have farms with beeswax.

Well that is an Information I did not know, I did not notice that every farm has Beewax I should have taken more attention to it. Thank you.
faceless.new Feb 26, 2021 @ 11:01pm 
I true understand u want play other game? Well lets find it.
I just want to point out that ,,you cannot block good feints." is not a thing assuming you don't have health issues, pc issues and connection issues. - You should be able to block attacks no matter how good one is at ,,feinting" ( Of course assuming you've spend some time on practicing )

There are 3 phases of holding your attack: green, yellow and red ( will skip Battle rage ability, which makes your attacks uninterruptible for X seconds )
Green is useless, does almost no damage and if enemy manages to block it you will get staggered ( unable to attack and block for a few seconds )
Yellow does some damage but dosent interrupt enemy attack
Red does full damage and interrupts attacks
If you hold your attack for too long your bar will drop to green which means you're no longer a threat

If you're really about going for the flawless victory you can for example bait enemy into attacking you by holding your attack for split second and go back to blocking ( if that makes sense )


And I agree that parrying is not even close to being skill-based feature, first of all its based on predicting your enemy moves ( which can be a thing assuming enemy follows same pattern - that happens a lot )
2nd of all it actually supports braindead people which only spam left mouse button - Technically after getting hit you should be no threat for your attacker unless you manage to block his attack in order to gain your initiative back(or your battle rage ability has activated). With parrying and mindless LMB wannabe players there are some instances that they will succesfully parry your attack.
Which if you ask me is a big design flaw


I agree that kicks are having long range and it looks rather silly and misleads you
I was making the compilation of ,,2/3 meter kicks" but ive stopped doing that the moment i felt like i got ♥♥♥♥-on by one of the people in charge of this community
But in duel scenario not seeing enemy indicator should be equal to not holding your block which allows you to not get stunned

Although I can tell you why such long kicks are even a thing, its because kicking animation is relatively slow and makes your character stay in one place and that staying in one place is a key. If kick range was accurate, you would be already out of the kick range the moment enemy starts the kicking animation - which would make kick useless.


Current traitor system is in current, disgusting form because of carebear players which WANTED and VOTED FOR making traitor gameplay not viable at all.


Pretty sure i didn't helped on any matter but I just wanted to point out that reacting to feints is not that much of a struggle once you get some experience
And if you haven't done that already, I would suggest you to join a guild. With guidance of more experienced players its much easier to get used to more "advanced" stuff

Have a good day and amen to that
Originally posted by KarlHeinzProductions:
Gloria Victis, is developed with love and passion but with wrong priorities
Well I would be really interested what the Game looks like the next 5 Years, right now there are few in the same opinion as me with the Combat. It truely need further development. After the State of the Dev there is still one open question, why is the Combat after 5 Years not at its final stage.

Things that have to be definately done is the Combat and the performance. How awesome the handmade Gameworld might be, the balance between performance, engine and graphics are yet to be reach as even a powerfull overclocked Mid End PC is not able to handle the Sieges, especially when Structures are getting destroyed.

A Game I really like, I do have many Ideas, but that is in my ipionion the thing, to many Ideas to much passion to much love to what the Devs might made them a little bit blind. There has to be many optimisation done to the main content before I could call it enjoyable.

I would enjoy the Game with potato Graphics if the performance would better.
And I would love to Arena all day if there would be some slight changes.

The Community is great and it seems that only the Devs love their Game more than all the loyal Players, but love makes blind as a German saying says and I wish there would be more Reviews from those Players who tried the Game and left it, because these are the Reviews that are neutral because a Player loving the Game comes up with that and that and so much more which goes to deep into details. Shape the Raw sites of the Diamond before trying to polish it.

And Gloria Victis truely is, a shining Diamond over the Medieval RPG Genre.

Dont waste the potencial, add more than crafting and Sieges make it a place for everyone, there can be so much more but one after another.
The author of this thread has indicated that this post answers the original topic.
Jog  [developer] Mar 2, 2021 @ 12:12am 
Originally posted by KarlHeinzProductions:
Things that have to be definately done is the Combat and the performance. How awesome the handmade Gameworld might be, the balance between performance, engine and graphics are yet to be reach as even a powerfull overclocked Mid End PC is not able to handle the Sieges, especially when Structures are getting destroyed.

I would suggest trying the upgraded engine, we are working a lot on the performance of the large battle in here!

To switch to the upgraded engine version, please right-click at Gloria Victis at your Steam library > Properties > Betas > choose testversion.

If you will find any regressions or will have any issues, please use #new-engine-test.

After switching, you will be able to join the same servers with your account - basically, nothing should change at your end, except fewer fps spikes/drops. Please do help us doing those tests because the sooner we will switch, the sooner we will speed up development and start improving the performance.
Originally posted by Jog:
Originally posted by KarlHeinzProductions:
Things that have to be definately done is the Combat and the performance. How awesome the handmade Gameworld might be, the balance between performance, engine and graphics are yet to be reach as even a powerfull overclocked Mid End PC is not able to handle the Sieges, especially when Structures are getting destroyed.

I would suggest trying the upgraded engine, we are working a lot on the performance of the large battle in here!

To switch to the upgraded engine version, please right-click at Gloria Victis at your Steam library > Properties > Betas > choose testversion.

If you will find any regressions or will have any issues, please use #new-engine-test.

After switching, you will be able to join the same servers with your account - basically, nothing should change at your end, except fewer fps spikes/drops. Please do help us doing those tests because the sooner we will switch, the sooner we will speed up development and start improving the performance.

Sure will do that I did not knew ... Awesome
Ghostickles Mar 5, 2021 @ 2:14pm 
Parry in GV isn't as simple as blocking. ...a parry must be started (your attack indication bar should be green) when the opponent lets their swing loose. If you wait for the swing to be let loose; you are already late for the parry. In my experience it requires more anticipation and less attention to animation. Learn to use weapon range and distance to close the window on opponent swing times to be able to more accurately employ the parry. If you are simply waiting for the swing and trying to parry; again, its gonna be late. Nice review, hope this helps.
Last edited by Ghostickles; Mar 5, 2021 @ 2:20pm
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Date Posted: Feb 20, 2021 @ 6:55pm
Posts: 13