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  1. #21
    holding an attackk should 'charge' it...longer it's held the more power it delivers.

    attack power should decrease if you're moving...ie you need to be set to deliver a full power swing.

    attacks to different parts of the body should have different affects (besides just damage)

    weapons should have different affects when hit to different parts of the body.

    successful defensive measures (ie. a parry or dodge) shoudl have an adverse affect on the attcker...ie. balance loss for a dodge, big stam hit for a parry

    stats need to have some play in combat abilities...ie. str = combat damage, agi = swing speed, etc.

    armors need to have str's and weaknesses...heavy armor shouldnt be 'the best'...it shoudl be the best vs. a certain type/range of weaponry...or it shoudl restrict abilities...ie. heavy armor reduces weapon speed.

    positional attacks...flanking, attacking form the rear, should have additional benefit/affect.

    the list goes on and on.

  2. #22
    Quote Originally Posted by MrDDT View Post
    Special attack moves. IE snare, stuns, knockdowns, power attacks, area sweeps, lunges, temp disarms, feint, expose, debuffs, etc

    Hit sounds, and his displays. IE flash of red when you get hit, when you score a hit, it should show blood. Things like that.

    Balance weapons. Axes attack slower doing more damage yet use no energy while attacking, they should use the most, while knives should use the least because you do less damage. Range of weapons should change based on the type of weapon. IE Bats should have a longer range than a blade.

    Height weight balance. Taller people are much easier to hit and see in combat/hiding, they should have longer reach, slower attacking and more damage. Fatter people are much easier to hit, they should be slower attacking and moving yet do more damage. Shorter people are harder to hit in combat, they should be faster attacking but have shorter reach do less damage and run slower.
    All this would need balancing but it should be done so you dont have midgets running all over the map.

    Healing: There should be some combat healing, out of combat healing, and resting way out of combat healing. Things like, potions or food you can eat while in combat that help give you both insta healing and healing regen. Out of combat healing can be used with magics, bandages, herbs, and maybe even building healing. Way out of combat can be done with resting, magics, locations, and buildings.

    Swing attacks in game are much to fast for the planned blocking/parry reactions. Slow the swings down about 1/2 the speed.

    Allow use to hold an attack but change it while its held. (See mount and blade for this). So you would swing left to right holding the attack. But if you wanted to change you would could change while still holding from right to left (it takes a second) it doesnt force you to let go and pull back again.

    Better "health" window. Right now I have to stop moving left click a target and get REALLY close. It should be seen like Darkfall's maybe make the range based on perception. (Darkfall's is where while in combat mode move your target cursor over the target and it will display the health of the target and name of the target right at the location of the target cursor)

    Remove the stamina bar being seen, its too much info and shouldnt be seen that well.

    Held attacks should do more damage based on how long you hold them. Reason for this, is if you dont want something to be parried/dodged, you attack fast but not a lot of power behind it. If you hold it, it will do more damage but much easier to be dodged or parried.

    Parry and dodge stamina use: these need to be balanced so they use very little stamina, and even cause the attacker to lose extra stamina per parried or dodged attack. Dodge should cause less damage loss than parry. Higher your parry/dodge skill more drain on the target when you do these actions. Balanced as needed. Reason for this is because parrying an attack should give more advantages than avoiding damage. Else why parry other than the 1 case of "holding out" for support. Same with dodge.
    These actions need to be easier to see, and working better in regards to how they are used. More testing will need to be done BUT right now you dont dodge out of the way, only the top part of your body, so its worthless. Parry doesnt even work lowering damage unless its because of our low parry skills (I would say that test server should have 1000x skill gain speed to test these things).
    TOTALLY agree with everything. If this is implemented, we have a winner here. Seriously, this is exactly how the combat will be great and will catter to pvpers and also make some fun pve moments.

  3. #23
    http://www.youtube.com/watch?v=FaElVJITwrk

    Link of todays combat issues.
    As you can see / hear. Combat is really messed up on how it looks, the person attacked 1 time, and it does many attacks that the defender cant see.

    Also people look like they are floating around.

  4. #24
    Agree with DDT.

    Add Shields.
    Add Knockdowns/KOs.

    The only potential use I see in dodge is possibly against projectiles.

    EDIT: Dittos on what Dub said. We desperately need the specific gear relationships. No 'one size kills all'.

  5. #25
    Quote Originally Posted by MrDDT View Post
    http://www.youtube.com/watch?v=FaElVJITwrk

    Link of todays combat issues.
    As you can see / hear. Combat is really messed up on how it looks, the person attacked 1 time, and it does many attacks that the defender cant see.

    Also people look like they are floating around.
    Yeah....I experienced this first hand earlier...guy was standing near me...thought were were going to chat about dueling/testing things out...then I twitched around for a bit and was dead....

    As they continue to work on desync/lag/etc, this will get better I believe

  6. #26
    Greetings all,

    Any Questions regarding the combat system that is currently being tested, please go here...
    http://www.xsyon.com/forum/showthrea...A-for-week-6-1

  7. #27
    With limited testing so far this morning, parrying seems to be MUCH faster and more responsive...

    Waiting for some fellow testers to do more and check out the desync, etc

  8. #28
    Is it possible to turn global chat on on the test server ? That would help a lot.

  9. #29
    Quote Originally Posted by Jadzia View Post
    Is it possible to turn global chat on on the test server ? That would help a lot.
    This will be enabled very soon, 1 of the programmers is working on it.

  10. #30
    Quote Originally Posted by Aiden View Post
    With limited testing so far this morning, parrying seems to be MUCH faster and more responsive...

    Waiting for some fellow testers to do more and check out the desync, etc
    Also, desync *appears* to be much much better today. Combat felt much more like combat... Excellent progress IMHO

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