Blade & Sorcery
Is there a mod that makes sword fights satisfying?
Right now it doesn't really matter where I position my sword, the enemy will just play their animation, ignoring whatever it is that I'm doing and blow through my weapon.
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Εμφάνιση 1-15 από 19 σχόλια
Nah the sword play in this game sucks
Αναρτήθηκε αρχικά από Nokturnal:
Nah the sword play in this game sucks

I wish the AI had procedural, physics-based animations when it came to attacking. I’ve been saying this for years as being the game’s only real problem. It just feels like you’re fighting against Skyrim NPC’s who just play their preauthored attack animations, ignoring all physics and collisions. Also performance always feels choppy during combat for some reason.
Τελευταία επεξεργασία από Xorberax; 2 Μαϊ 2024, 9:09
If you're looking for better AI I'd look into Battle Talent if you haven't already. Not all the enemies are "smart" but there is a wider variety and decently challenging bosses. Also I think BT is all around a more fleshed out game and it has a much more fun variety of weapons like whip swords and swords that fold out into bows. Plus there's actual player progression.
Τελευταία επεξεργασία από DeathDealer3357; 3 Μαϊ 2024, 13:40
there isnt a good sword fighting vr game yet
Αναρτήθηκε αρχικά από DeathDealer3357:
If you're looking for better AI I'd look into Battle Talent if you haven't already. Not all the enemies are "smart" but there is a wider variety and decently challenging bosses. Also I think BT is all around a more fleshed out game and it has a much more fun variety of weapons like whip swords and swords that fold out into bows. Plus there's actual player progression.
That game looks awful
Best things I can think of is FromSoftwareParry on nexus mods. If your weapon clashes with the enemy's weapon, he will either slow down or fall over, depending on the setting chosen. I've found this makes the combat 100x better because it makes me want to block their attack because I feel rewarded when they stumble to the floor or stagger. It's kinda similar to the old ac combat if you get it right, where you one by one parry and finish crowds of enemies in a satisfying way
Also if the combat feels too fast and you hate the slow mo sound there is an instant silent slow mo mod to remove the heartbeat sound.
Finally HuJohner makes great mods to do with weapons, AI and combat like choking and threat, where you can put a sword to their neck and they surrender
It would be great if someone worked out some kind of system for it to choose an animation based on your stance/distance and try to at least aim the sword at a body part.
Αναρτήθηκε αρχικά από thaddeusburns64:
It would be great if someone worked out some kind of system for it to choose an animation based on your stance/distance and try to at least aim the sword at a body part.
Ya right now they just play these choppy looking premade animations that essentially just glitch through whatever defense you have most of the time and hurt you. Also the enemies tend to hug up against you and give you little space, and pair that with them just jankily attacking you, and it’s just a mediocre experience.
Get a mod that reduces weapon weight and you'll have realistic sword fights, no more slow swinging or glitchy movements when you swing too fast irl.
There are no "good" VR games, just tech-demo games that have varrying degrees of jankyness. VR games havent gone anywhere in the last few years, modding them does some good making them feel better.
Αναρτήθηκε αρχικά από Xorberax:
Αναρτήθηκε αρχικά από DeathDealer3357:
If you're looking for better AI I'd look into Battle Talent if you haven't already. Not all the enemies are "smart" but there is a wider variety and decently challenging bosses. Also I think BT is all around a more fleshed out game and it has a much more fun variety of weapons like whip swords and swords that fold out into bows. Plus there's actual player progression.
That game looks awful
It's a mixed bag TBH. It can be insanely satisfying or just plain obnoxious. Deflecting blows rewards you with a stunned enemy if you swing against your opponent's slash rather than just holding up your sword to block the blow. Bosses feel like you're doing a dance of death with someone on equal skill as you, trying to outsmart the other and having to think fast to beat them. On the opposite side, however, stabbing a goblin in the brain MIGHT kill the goblin. Maybe. Stabbing a goblin in the heart does about the same as stabbing it in its big toe. It'll kill it if its health is low enough.

That's also assuming that your stab will go through. For some reason stabbing is extremely jank. It's like it can't decide whether or not your stab will pierce the skin or just bounce off even when using the same amount of force and motion. Stabbing is extremely unrewarding and risky where as slashing is a better choice, which is disappointing as some of the cooler use stabbing, I.E A katar with a gun on it. You end up having to use it for slashing instead of stabbing like you would realistically would.

Like I said, when it works it works. But for every moment you get that cool "I'm a super badass hero and pulled off a super cool combo", there's a dozen other moments of your enemy walking around with a dagger plunged into its skull and still kicking your ass somehow.
Αναρτήθηκε αρχικά από Raell:
Get a mod that reduces weapon weight and you'll have realistic sword fights, no more slow swinging or glitchy movements when you swing too fast irl.

This does make things slightly more satisfying, but the problem is that we're still shackled to the "physics" system that the AI is not. You're basically forced to choose between wielding whiffleball bats or knocking the enemy into the sky or across the map from a single slash. The enemy is made out of rigid concrete and for the most part is stronger than us. No matter what you do, their limbs, and bodies will always twist and recoils back into a pre-determined position after a collision. You can't even lock blades or struggle with them because their weapons will just rotate to slide out of the way or be entirely unmovable.

The same rules we have to struggle through with them do not apply to us. They just make their prescripted attacks at mach speed while being close enough to touch eyeballs half the time. If you "block" their attack, they don't care. They don't recoil off your weapon and you cannot parry their weapon off to the side or out of the way. Their animation just goes straight through your weapon to hit you if you let them, nothing can stop them. Often times, their attack animation plays so close to me and so aggressively that either their weapon gets stuck on me or my weapon (and my arms) get stuck in or around them and they just did as I pull myself out of them.

This game has such massive potential but in the last four years nothing has changed. The AI is still garbage. The guy who said it feels like fighting a Skyrim NPC was right on the money. They just stand there like animatronics and swing in ways that cannot truly be blocked or interacted with. And when they move, the power-walk sideways or backwards in ways that make no sense.

I love this game but every time I play I feel like I'm fighting the embodiment of "that kid" who just flails his weapon the same way each time, as hard as he possibly can, and then keeps trying to sprint around behind me while say "I teleported behind you."
The video below uses slow motion, but smooth weapon manipulation can be achieved with practice and with parry recoil turned off. There will still be janky engagements due to NPC animations brute forcing the player, but that's just the nature of B&S' physics. There's a chance NPCs could be manipulated without slow motion like in the video if one were to greatly boost player strength via a mod.
https://youtu.be/_M2iWJ0d93M?si=PHYYI_aAwF-jsIET

I make content without slow motion, the best of which is with katar and axe:
https://youtu.be/5PYBcuHda8A?si=ZjAwfhPBswLfWLY1
I don't mind the combat in B&S but it does at times literally feel like enemies are bugging out with how fast their animations play, there are times when it seems like their attack is like 200% speed or something and hits you before any human could possibly respond.

I don't know if it's an AI thing either but some enemies are like pretty easy to block just about every attack and some enemies throw out attacks that are extremely hard to block for some reason, and some enemies have the ability to chain attacks together despite your blocking, so I dunno.

B&S is not quite THAT static, like enemies do respond to what position you are holding your weapon in, how close it is to them, and they will try and block based on where you attack from, and I think they also try and throw attacks out to try and get around your block, but yeah if you hit them in the right arm it does almost nothing most of the time to stop them so you have to block with your weapon against theirs.

However, when it comes to shields I find they generally will either play pretty passive or throw out pretty ineffectual attacks.

The only game I have seen like fully implement some 'advanced procedural physics-based attacks' or whatever is Exanima, which is an isometric RPG and it's terrible AND the combat doesn't particularly do any better of a job simulating a fight than Blade & Sorcery anyway.
If the devs cared about the fundamental combat experience they'd have given enemies weapon-appropriate stances and animations at some point in the five years the game has been available.
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