Kingdom Come: Deliverance

Kingdom Come: Deliverance

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SpaceBikerV 29 Thg11, 2021 @ 11:16pm
Do you think Longswords would become overpowered if they let you do precision stabbing and pommel bashing?
Though if Henry could do it, enemies could too. Then we'd be in a situation where enemies with Longswords could defeat an armored Henry like nothing
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Well with any game, balancing the mechanics is the main issue, so as long as it's balanced in some way, I suppose fair but punishing, then I'm sure it's possible.

Or they could go ultra-realistic, ultra-difficult, ultra-historically-accurate-combat route and throw you to the wolves with the enemies' precision skills as well. Would be pretty interesting to see the latter but seems a bit unlikely.
Valden21 30 Thg11, 2021 @ 8:50am 
The game DOES allow you to do those things, OP. All those things you describe are different Master Strike animations for the Longsword. Each kind of weapon has a different set of Master Strike animations. The thing is that until you learn HOW to do the Master Strike, the game won't let you do it, and learning how to do it is something that you've got to earn.
Lần sửa cuối bởi Valden21; 30 Thg11, 2021 @ 8:52am
Well half the time you master strike, Henry ends up stabbing a part of the enemies plate armor, goes for some combos too, which visually doesn't look like he is stabbing any vulnerable area.
You can call that a limitation of the game/engine sure but you can't fault the player when they can't tell they are doing any extra damage or hitting a weak spot.
CW2 P. Larkins 30 Thg11, 2021 @ 10:05am 
Nguyên văn bởi SpaceBikerV:
Though if Henry could do it, enemies could too. Then we'd be in a situation where enemies with Longswords could defeat an armored Henry like nothing

if you could Mordhau Grip a longsword? absolutely would be overpowered hahahaha
GrannYgraine 30 Thg11, 2021 @ 4:40pm 
The combat for the game was designed with the help of HEMA, Historical European Martial Arts. Pommel strikes are one of the combat combos in the game.
Castyles 30 Thg11, 2021 @ 4:58pm 
There's a couple of combos that end in a pommel strike and another one that ends in a half sword, indeed. But seems OP is talking about fighting styles.

If it's exactly what they meant then I'd like to have the option myself. To, say, switch from a normal stance to a half sword stance on the fly.

Would be awesome to play the game like this, for example:
https://youtu.be/2bdMfaymGlk

Hope it's coming to KCD2. If they're even developing it, that is.

And unless they do some serious changes to the combat formula i.e. the hard lock then, yeah. I suspect it would be OP af. For the enemies.
SpaceBikerV 30 Thg11, 2021 @ 10:03pm 
Nguyên văn bởi Castyles:
There's a couple of combos that end in a pommel strike and another one that ends in a half sword, indeed. But seems OP is talking about fighting styles.

If it's exactly what they meant then I'd like to have the option myself. To, say, switch from a normal stance to a half sword stance on the fly.

Would be awesome to play the game like this, for example:
https://youtu.be/2bdMfaymGlk

Hope it's coming to KCD2. If they're even developing it, that is.

And unless they do some serious changes to the combat formula i.e. the hard lock then, yeah. I suspect it would be OP af. For the enemies.
This is exactly what i'm thinkin about. Currently the half swording is done automatically whether it be a combo or a master strike and you only ever hit the chest (which is completely protected by armor) or the face (which doesnt stop the fight). I want to hit them in the armpit or the neck or the elbows and whatnot

I had this idea to use middle click or press both mouse buttons to switch between "attack modes". Initially i thought for it to be use in war hammers which have two heads but you only ever use the blunt side. But why not apply it to swords too? Switch between two handed grip, half sword grip, or mordhau grip

Also, more dagger involvement. Execution kills or even its own standalone weapon!
Lần sửa cuối bởi SpaceBikerV; 30 Thg11, 2021 @ 10:07pm
Castyles 1 Thg12, 2021 @ 1:10am 
Right on. That'd be great, indeed.

I like the dagger idea, too.

There's a mod that enables you to switch between warhammer heads, btw. If I find it again I'll post it here. Cheers.
Nguyên văn bởi SpaceBikerV:
Nguyên văn bởi Castyles:
There's a couple of combos that end in a pommel strike and another one that ends in a half sword, indeed. But seems OP is talking about fighting styles.

If it's exactly what they meant then I'd like to have the option myself. To, say, switch from a normal stance to a half sword stance on the fly.

Would be awesome to play the game like this, for example:
https://youtu.be/2bdMfaymGlk

Hope it's coming to KCD2. If they're even developing it, that is.

And unless they do some serious changes to the combat formula i.e. the hard lock then, yeah. I suspect it would be OP af. For the enemies.
This is exactly what i'm thinkin about. Currently the half swording is done automatically whether it be a combo or a master strike and you only ever hit the chest (which is completely protected by armor) or the face (which doesnt stop the fight). I want to hit them in the armpit or the neck or the elbows and whatnot

I had this idea to use middle click or press both mouse buttons to switch between "attack modes". Initially i thought for it to be use in war hammers which have two heads but you only ever use the blunt side. But why not apply it to swords too? Switch between two handed grip, half sword grip, or mordhau grip

Also, more dagger involvement. Execution kills or even its own standalone weapon!

Gonna turn into Mordhau, the game, or Chivalry at that rate, but if the RGP/stats elements are still kept in tack then it would still retain those kcd1 qualities.

To be fair, a singleplayer Mordhau/Chivalry game would be just fine, even if it didn't have the rpg mechanics, just the depth of combat.
Lần sửa cuối bởi Four Little Diamonds; 1 Thg12, 2021 @ 3:20am
MacSuibhne 1 Thg12, 2021 @ 5:23am 
Nguyên văn bởi Valden21:
The game DOES allow you to do those things, OP. All those things you describe are different Master Strike animations for the Longsword. Each kind of weapon has a different set of Master Strike animations. The thing is that until you learn HOW to do the Master Strike, the game won't let you do it, and learning how to do it is something that you've got to earn.

:steamthumbsup:
Bears repeating.
Nguyên văn bởi SpaceBikerV:
Nguyên văn bởi Castyles:
There's a couple of combos that end in a pommel strike and another one that ends in a half sword, indeed. But seems OP is talking about fighting styles.

If it's exactly what they meant then I'd like to have the option myself. To, say, switch from a normal stance to a half sword stance on the fly.

Would be awesome to play the game like this, for example:
https://youtu.be/2bdMfaymGlk

Hope it's coming to KCD2. If they're even developing it, that is.

And unless they do some serious changes to the combat formula i.e. the hard lock then, yeah. I suspect it would be OP af. For the enemies.
This is exactly what i'm thinkin about. Currently the half swording is done automatically whether it be a combo or a master strike and you only ever hit the chest (which is completely protected by armor) or the face (which doesnt stop the fight). I want to hit them in the armpit or the neck or the elbows and whatnot

I had this idea to use middle click or press both mouse buttons to switch between "attack modes". Initially i thought for it to be use in war hammers which have two heads but you only ever use the blunt side. But why not apply it to swords too? Switch between two handed grip, half sword grip, or mordhau grip

Also, more dagger involvement. Execution kills or even its own standalone weapon!

The animations do hold back the combat system; being able to choose when you pommel strike or half sword would add so much more depth. Giving the player the ability to discern when the opportune moment is to use any different stance or type of strike rather then some animation that chooses for the player what type of strike to use and ends up taking control away from the player.
Lần sửa cuối bởi Four Little Diamonds; 1 Thg12, 2021 @ 5:56am
MacSuibhne 1 Thg12, 2021 @ 10:14am 
Nguyên văn bởi Clown World:

The animations do hold back the combat system; being able to choose when you pommel strike or half sword would add so much more depth. Giving the player the ability to discern when the opportune moment is to use any different stance or type of strike rather then some animation that chooses for the player what type of strike to use and ends up taking control away from the player.

I don't think so. This video illustrates combat without master strikes or animations. The player does pretty much what he wants, has pretty much absolute control of his moves and stance. And coincidentally (?) some of those strikes are the same as is seen in Master Strikes.

The way I understand the mod, it takes away advantages and doesn't add anything back. The logical conclusion is that it's player skill that matters. And that the game has a fundamentally sound combat mechanic.

https://www.youtube.com/watch?v=ZC2xtWtv2zg
Lần sửa cuối bởi MacSuibhne; 1 Thg12, 2021 @ 10:16am
Nguyên văn bởi MacSuibhne:
Nguyên văn bởi Clown World:

The animations do hold back the combat system; being able to choose when you pommel strike or half sword would add so much more depth. Giving the player the ability to discern when the opportune moment is to use any different stance or type of strike rather then some animation that chooses for the player what type of strike to use and ends up taking control away from the player.

I don't think so. This video illustrates combat without master strikes or animations.

Taking away master strikes takes away some of the half swording and pommel strikes animations though, that's why they shouldn't be dedicated to animations, they should be a different kind of attack just like the directional attacks and stabs are. The player does do a combo in the middle of that video too, which is an animation, albeit short but still an animation.
Castyles 1 Thg12, 2021 @ 1:57pm 
To develop further on the executions idea:
1)They should be available, randomly, during a clinch.
2)They should be available to both the player and the AI.

How would this work, exactly?

The execution is tied to the weapon skill, the weapon condition, the stamina available and strength attribute. Same for the enemies.

So higher values = higher chance to trigger an execution, obviously. With different animations tied to the different weapon classes (one for the longsword, one for the handaxe, one for the blunt weapon etc).

But then comes another issue. Is it an instakill? Of course. So do you just straight up die if an enemy triggers it? Not exactly.

Remember it happens randomly during a clinch. If they make the player button mash then they can either kill or die, during the trigger. It's just a suble move, from a clinch to get someone else away from you for an easy strike to a real overthrow and portrait of dominance.

But what if you're a poor af scrub who just started playing? You'd have to "train with Bernard" for hours all over again?

No.

Each NPC should belong to a group and each group should be tied to a class. For the sake of convenience let's create the "outlaw" group.

Footpads, pickpocketeers and highwaymen should belong to the bottom of the food chain. All sorts of ♥♥♥♥♥♥ peasants gone rogue. They'd have a much lower probability to trigger an execution because, when it comes to combat, they ♥♥♥♥♥♥♥ suck.

Bandits, mercenaries, warlords and rogue knights, on the other hand, have a higher probability to trigger it.

Again. For the sake of convenience, let's create another group: the "merchant".

The ONLY class of merchant that should be able to trigger an execution randomly, for example = blacksmiths.

Warhorse did that whole Soul ID thing, where pretty much each NPC has a distinct personality (the way they react to certain responses and crime activity, for example). The idea above should be much easier, by comparison. I mean, Bethesda is doing similar ♥♥♥♥ for ages.

Anyway. Would be nice if you'd give me all the royalties, now.
Lần sửa cuối bởi Castyles; 1 Thg12, 2021 @ 2:06pm
MacSuibhne 1 Thg12, 2021 @ 2:45pm 
Nguyên văn bởi Clown World:
Taking away master strikes takes away some of the half swording and pommel strikes animations though, that's why they shouldn't be dedicated to animations, they should be a different kind of attack just like the directional attacks and stabs are. The player does do a combo in the middle of that video too, which is an animation, albeit short but still an animation.

Well, I can see that...but let's get real--how would you implement that? What keys or combination of keys would you assign to a half-sword? Or a pommel strike?

Currently you've got lmb, rmb and alt/special attack/middle button.

And bear in mind that the player shouldn't have to let go of his movement/directional keys and reach across to the other side of the keyboard.

If wishes were horse beggars would ride.
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