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BM did experiment with a stamina-system early on in development but discarded it since they thought it made the controls frustrating and unpredictable.
Very early on we attempted a fairly subtle stamina system, where fatigue would gradually cause your actions to become slower and less energetic. This immediately proved obviously disastrous for gameplay, you don't want how your character responds to controls to change in this game where you absolutely rely on muscle memory for very fine grained control over motions.
From a realism perspective, it would make even more sense for wounds to affect characters, but we don't do it for the same reason. Taking any damage would be a death sentence and ruin all the fun. This is an RPG first, not a to-the-death duelling game.
We call non lethal damage (the yellow part of you health bar) stamina. Conceptually it allows you wear someone down in a fight without even wounding them. If you don't think of it in terms of a very explicit exhaustion mechanic, it makes a fair amount of sense, and allows for realistic outcomes of various situations.
We're not entirely against the idea of more explicit stamina, if it can be done in a fun and immersive way, but we don't see what that way is. Everything comes with costs and compromises, pros and cons. When considering an idea for a game you can't just focus on what you like, you need to think really hard about all the problems it will cause and what you're giving up in return. There's always something, several things.
makes no sense to me, if any person who isnt a couch potato were being chased by a demon, they could probably run for an hour or more, and people who physically train for endurance would run for MUCH much longer.
the more punishing your stamina system over a short amount of time, the more unrealistic it is. games like Dark Souls, Mordhau, Chivalry, etc. which all revolve around a stamina mechanic, are all unrealistic in that sense.
if they were aiming for 100% realism, they can add a damage modifier, where the closer you are to death, the harder you hit, and the faster you swing.
like debuff or permanent damage.
Because actually,for example when you land a very good hit,or a head shot the ennemy stagger a bit(or fall),which open a very short window for the attacker.... but then the combat resume "as if" nothing happened, then you have to keep "working" a fully reactive opponent again.
which is kinda weird.
Precise placement of blows(on weakspots) or counters are not so rewarding... yes it s doing more damage than others hit, but still.
i disagre that a wound system would equal =
"Taking any damage would be a death sentence "
Only crippling blows would, (like diving head first on a sledge hammer/spear) or hits to unprotected parts.
It could add more depth and strategy to the fights.
I am talking about arena mostly, permanent injury could be hard to manage in the story mode (walking thru a whole dungeon limping isn't fun)
As it is now, there isn't much incentive to land good blows, or to strike here or there,
as long as it connects, all hits appear to do more or less the same damage.
(i know it doesn't, but overall, it takes more or less the same number of hits to take down an opponent whatever you are doing).
to balance that in the story mode, all you have to do is make it slowly fade.
Exactly. And make it go away instantly with the fortnite shield juice.