Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Also, oftentimes that combat "rose" or "star" won't respond to the mouse when you try select for attack angles. Suddenly a pair of the five points on either side become completely 'locked' from selecting- and without any visual feedback on either the points themselves or Henrys arm animations to explain what happens. It's hideous how many flaws the gameplay still has. I'm really not enthusiastic about KCD2
Henry's ability to "Block" is not RNG at all - it's completely based on Player clicking in right time window, and the ability for the game to recognize that click.
The time windows do vary, based on Henry's skill and the NPC's skill, but Henry's Block is player click timing
As you originally suspected, Henry's type of Block is determined from the Timing of the player's Button Click versus a series of "Block" timing windows (in order):
[Master Strike], [Perfect Block], [Regular Block], [No Block]
If the button press is too late for Master Strike, then Henry will do a Perfect Block.
If the button press is too early for Master Strike, then Henry does nothing.
[note: NPCs do use an RNG for the "timing" of the NPC "Block", but of course they do]
The Block time windows do change for different weapons and different NPCs - they have better skills, so they are harder to defend, so the time windows are smaller
Also, the game can bug... the command input buffers can overflow if you enter more than one command every ~1 second - this overflow can interfere with trying to time our commands - so spamming is a very bad idea
The game's melee combat is also janky and glitchy af - what you see on the screen isn't always what the computer thinks is on the screen.
To help reduce the glitches and buggy behavior - back step often
OP was talking about Henry's ability to defend, based on Player timing, not the NPC's ability to defend against Henry.
of course the game uses an RNG to determine NPC actions - stacking skill v skill is boring
Great stuff. Though I haven't said anything about RNG, what you describe rings alof of bells. The combat gameplay is awful. Trailer friendly though, helped selling the copies and the way the gameplay progression was set up, the players need more than the 2 refund hours to discover the mess of it all. Developers didn't design something to enjoy themselves, but to make money of.
The reality is, sometimes inputs are missed and sometimes it's the player's fault. As you raise your Defence skill, you will notice that blocking/parrying/masterstriking become much easier, because the time-interval for the input is widened.
Also, as general rule, I advise people to press the block button a little earlier than they think they should, and it seems to solve this problem entirely.
It can still be a lot of fun, but it's far from perfect and has a lot of problems. I think what makes it most frustrating is it feels somewhat unfinished and rough around the edges, which is a damn shame since it has such amazing potential. Hopefully they can iron out the kinks in the sequel.
Yeah, and the ability of the game to recognize that click is not 100% reliable.
If this is your first experience with the game and you're not terribly far in, I'd definitely recommend sticking around because there's a lot of great stuff here despite the flaws, like Dragon's Dogma or Outward.
Also if the slow motion sequences are irking you, there's a really nice mod to disable them
I've been grinding away at the melee aspect for a loong while, but I'm sure you're right about other parts of the game. Story telling, character presentation, character consistenty, Henry personality- dialogue quality, well just about everything except combat and maneuvring is outstanding. Finally adding the headshooting with bow, and it's a pretty great game.
Thanks for the mod tip, I've tried it before and it does alot- no thanks to Warhorse- but not quite enough.