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Báo cáo lỗi dịch thuật
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.
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.
if you could Mordhau Grip a longsword? absolutely would be overpowered hahahaha
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.
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!
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.
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.
Bears repeating.
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
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.
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.
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.