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Enhanced Difficulty has been my go-to mod since its release to make NPCs more lively (they attack relentlessly once in reach) to engage with in a serious manner; can't wait for 1.0 edition of that! When I say "engage with," I must stress that it is by choice and always will be with the game's current design. I'm on board for the enactment of martial treatises, and I must say it's challenging to maintain despite how wooden NPCs are. Now that global damage values are easily customized, I can raise them through the roof and be rightfully punished for mistakes.
I'm curious about how you play the game, OP. Have you tried ignoring the fact that you can thrust-to-win? I know it's silly to actively give NPCs due respect like an actual opponent, but it works for me.
I absolutely agree. It got much better and I know that the power fantasy is kind of a thing in the game, but being able to avoid getting hit by melee enemies just by casually walking backwards... ooof... This is not just power fantasy, I think it's lazy (or maybe lack of budget for better animations?). I don't feel powerful at all crushing little beatles who don't even get the chance to fight back...
I did like enhanced difficutly and It'll definitely be part of my load order once it's updated for 1.0, but it still doesn't fix the main issue for me here and that's the absolutely poor animations.
As I said that kind of animation is okay for non-vr games, but since VR let's us react in realtime with our real movements, that kind of animations is just not working anymore. Animations need to become much more realistic. Or (but that's probably too performance heavy and very complicated to code) attack animations need to be thrown out of the window and instead the NPCs use realtime physics for their attacks (like in the Half Sword Demo).
To answer your question:
Yes I did try to avoid thrust for win and patiently waited for NPCs to attack me so I can parry and riposte (and in U12 with Enhanced AI I sometimes just let them attack and tried to parry, which is fun, but since the animations are quite janky and sudden, sometimes it's just a gamble). It's enjoyable, but I don't really want to have to do that in order to have to parry at all. Especially not when I'm playing a progression mode.
You're right that B&S is not all about realism or making fighting a single NPC a challange. But I wish they would at least give you a more engaging fight as long as you don't use spells.
The power fantasy part can be fulfilled by all the spells anyway.
To me, the way the NPCs fight currently, looks still like early access to me and not like a released game. And that's what really disappoints me. It feels rushed to me.
I feel more like an executioner in the game than someone who's fighting, unless I intentionally fight slow and cinematic. There's fun in that for a while, I agree, but imagine playing a racing game and you're given a Le Mans Racer while the other racers only have a stock Fiat 500. "Heeey.... I won... again... while the other's still have 10 laps to go... wooo... achievement... *bored cheering nouses*"
Sarcasm aside. I see your point and as I said I still enjoy B&S as my favourite VR game, but this really has disappointed me (among other things).
If the feedback comes too late for B&S or is irrelevant for it because WarpFrog wanted it to be the way it is now, I hope my feedback is at least helpful for maybe a future project.
Hell if they released a Blade & Sorcery game without the Sorcery and focussing on the melee combat and making the enemies a challange (without just lazily making them tanky, like other games), I'd pay a full triple A price for it!
I'm sure many would say the above is just pure mental gymnastics. All I would say in response is that it still feels good. As I'm not part of a HEMA community, all I have is Blade & Sorcery.
I know a real fight wouldn't be cinematic and I'm not saying they should go for HEMA level realism. But the level it is at right now it's just crushing beatles with your foot. I guess it's cinematic if you define it the classical hollywood way where the baddies just politely wait for the main character to destroy heir buddy before attacking them or being the next victim that gets destroyed without even attacking.
That's fun in sandbox, too, but still, there's no challange.
I probably just had the wrong expectations (even though I still think these animations look like early access placeholders) due to B&S having the most realistic physics in any comparable game. so it does have an immense potential for a realistic or at least semi-realistic combat.