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  1. #1
    Another example: skyrim

    You raise your shield, blocks the attack, the attack bounces off and causes a hit recovery motion on the enemy, this opens up a chance for you to hit them with your own attack.

    Theres at least 3 games with examples of being able to force a miss or turn a attack into a non-hit that then opens up a chance for yourself to than attack in the opening.

    This is the basics of melee combat and currently animals act like this.. however in this new patch they do not and its disappointing to see that your trying to remove the ability to see a attack coming or counter play attacks in favor of instant attacks that cant be avoided or dodged unless your doing a predictive parry right after you hit cuz you know your gona get instant hit after... this kind of combat does not inspire joy that you need to be predictive to something you cant see coming.

  2. #2
    Regarding 'instant attacks' on the Test Server:

    Attacks are not instant. The creature swings and the attack hit and damage is calculated at the end of the swing. This will give the player time to parry or dodge (when those are re-implemented).

    If the attacks seem too fast - which is what is sounds like you are saying - it's because the system overall processes much faster than on the Main Servers. Creatures don't have charged attacks on the Main Servers. If the attacks on the Main Server are slower or seem like they are charged, it's simply because that old system is slow and laggy.

    There are two variables at play here; attack speed (speed of the animation) and attack rate (time between attacks).
    I will look into these and make sure they are slow enough for a player to react to them with a parry (or later with a dodge or block). These are easy to adjust.

    Note: My main goal right now is to wrap up this first patch. My priority is finding and fixing any bugs and balancing creature variables so that combat is welcoming to a new players (that is just going to stand and click to attack).

    Creature variables CAN and SHOULD be adjusted with this build. Hp and damage are not fixed numbers that I need to work around. They need to be properly balanced so that players don't feel a need to try tricks to defeat creatures.

    I will not be able to add shield and likely not a proper dodge to this patch. I don't have the time or resources. (For example - anything that requires new animations is a time drain. I know how to use the tools but I'm not a skilled animator. I didn't create any of the current animations.).

    Thanks!

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