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This! Very solid suggestion!
I agree that it's not perfect, but they are also not experts at their own game yet, even they have to tweak everything and try to stay up to date on how to be better.
From playing Chivalry, Of Kings and Men, Mount & Blade- I'm going to take the system we have now, and see what we as a community can suggest, but this looks by far, more than a 'Hack n Slash' game. Just like the other three games I mentioned, they all have their own challenging uniqueness to them. I see Conan having the same, just without the traditional mechanics.
but that's not a parry... if you attempt a parry and take damage then you failed and just performed a kind of poor block with your weapon. if that's the kind of thing you want just use a shield to block instead of blocking with the weapon.
without reading all the devs responses on the matter i can tell they're trying to foster specific types of gameplay, part of it is if you want to be able to intercept incoming damage you need a shield equipped. if you want to avoid taking the blow you need to dodge out of the way, not parry it. i'm sure that's a kind of balancing to prevent people getting so good with big 2h weapons being able to just stand there parrying everything as if they have a tower shiled. if you want to put out big damage while swinging for the fences with a 2hander.... you sacrafice the ability to block. maybe they'll change it in the future.
the point is not to replace the shield as the main static defence but rather bring some variety to the gameplay by allowing more option to your defense which is important in you know a survival game, as for the fact of not blocking the damage of course its not how its supposed to work but in order to add this mechanic without rendering the shield or dodge useless in comparison, in order to avoid this
as for that example i don't know many games with this kind of stuff happening and i don't think its a good example because its obviously only a bad parry system which can allow this kind of stuff
The setup they have is shields can block anything (yeah they have a durability, So they'll shatter)
But as we all know to parry a blow, We must move our weapon into correct position/direction to do so, That being said, All a shield needs to do is be in the way of incoming weapon to block/rebound it.
Parrying requires you to hold your weapon a certain way, IE a over the head hammer strike is coming at you, Your going to have to hold your sword in a high stance or its obviously just going to crush you.
But as belph said, Your not trying to replace the shield completely, Your trying to find alternatives to not using a shield. As a shield should ALWAYS be the highest damage reduction/rebound and such.
Defintely a good way to give that feel is make parry only block quick strikes/thrusts. Aka spammed hits. And have no chance at fully blocking a power attack or a well placed combo. (Which you can consider a guard breaker. As thats pretty much what it is). As not even a shield can do that effectively without breaking
Edit: Could also make a parrying system from colliding weapons. (Such as if one person tries to strike right and the other tries left, Your weapons are obviously going to clash. assuming your both facing eachother.)
But these are all luxury feature ideas.. That all require a fair amount of current adjustments in scripts/code.
But i'm gonna sink my fangs in before i complain too much. I have a feeling it will be delightfully sweet regardless of parry. But thats just me ~
it would just be extra effort puting it in the game that people wouldn't use. when given the option to dodge and take no damage or "block" and take reduced damage, people will choose to dodge. until we all get our hands on the game though it's probably best no to pass judgement just yet. also it's not like they can't add that mechanic in if people really do want it.
easily the most popular game people point at to referencing melee combat, mount&blade, lets the player parry forever as long as they time it and succeed in spotting the rock/paper/scissors attacks. good players with 2h swords are practically gods as long as they're not facing weapons with crushing blows that pass through.
The game should not limit the skill ceiling. Defending oneself is part of being a skillful player. Having a directionl block system makes it so a player can not, as you said, parry everything like a tower sheild. A timed block also makes it so a player can not parry everything like a tower sheild.
The game should have a very high skill ceiling. The game is not out yet so nothing is for certain. But from what we saw, at a competetive level all a player has to master is when to dodge, and how to use a sheild. This is melee combat only. All the weapons have some variety in terms of their reach and swing speed but if a player simply learns when to get out of the way and when to swing the player has masterd the combat. Which leaves something to be desired.
As I have stated. This is a melee game using ancient and medieval weapons. A thematic experience of hearing the steel hit steel and mastering how to defend yourself with any weapon using a parry system makes combat intricate and satisfying as opposed to simply dodging and running circles wildly swinging.
The worry I have is that the melee combat will not be done well enough to the point where players will feel this way.
Duels don't need to be 20 minutes long.
But seeing and feeling are pretty big differences, So once again cant wait to sink my fangs in and test for myself.
This