Page 1 of 2 12 LastLast
Results 1 to 10 of 38

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Combat Revision Feedback for 6/1

    Greetings Community,

    The combat revision will be released today on the public test server.
    Please direct any feedback or suggestions to this thread only.
    Do not create discussions, if you would like to create a discussion about the combat system please do in The Barracks.
    This is purely for feedback only.
    Myself and the Developers will be monitoring this thread to take in the communities feedback while we continuously work on the combat revamp.

    The updates can be found in the following link, this will also tell you what we would like your help in testing.

    http://www.xsyon.com/forum/showthrea...-Xsyon-Updates

    If you have any questions you would like answers to, regarding the new combat system that is currently being tested go to our new Q&A thread.

    http://www.xsyon.com/forum/showthrea...A-for-week-6-1

    Thank you everyone.

  2. #2
    Xsyon Citizen Creator's Avatar
    Join Date
    May 2011
    Location
    Xsyon - z739
    Posts
    168

    Utter Dissapointment...

    So i kept hearing from the dev's about this awesome combat system... its so cool, man going to change everything!!! ya know.. like ya know right!

    So we patch today... all last week since the ground work for replanting patch which was fail... no new content... patch before that was decay... just like my mood today.

    So we get the patch, and test server is up after the site has been fail for hours!!!

    I login to see this amazing new combat system, only to find it is the same shit, with the same look and feel, cept knives ( my top skilled weapon is broken ) ah and I knew desync would be there... but... we waited weeks for this god forsaken... directional swing...... directional swing with... some pretty epic bugs.

    Its a rage post, I know, its unsightly, and etc. But I really feel sorry for those today who have played this game for over a year... and the reason we and they or anyone else isn't seeing new content is for FAIL... directional swing.

    So I am going to rage log for about a week.. catch you all next Wed. if I don't see some new decent content before my first month is up, not going to be subscribing until launch.

    Note: the players here and guides, devs.. your all grand guys.. love you all will miss you but.. really.. just damn kids are we serious here about this patch? See ya wed.

  3. #3
    Eh... It's on the test server for a reason, Creator.

    And the servers not online for me?<--- Nevermind read the update.

  4. #4
    I think the parry should be directional aimed as well. And preferably a parry with the weapons instead of the fore arms.

    Haven't got to test this much, but I am really liking the directional swings. Hopefully the hitbox is attached and is equal to the size of the weapon.

    In the old combat system, you would have to click on the person to hit their hitbox. Now, if we dont click on the person to swing, but move our reticule onto their hitbox during the swing, will that still do damage like it does in MnB??

    Or do you still have to actually land the click on the person to get the hit boxes to connect? Hopefully someone who's done some testing can answer this

    Added after 11 minutes:

    Quote Originally Posted by Creator View Post
    So i kept hearing from the dev's about this awesome combat system... its so cool, man going to change everything!!! ya know.. like ya know right!

    So we patch today... all last week since the ground work for replanting patch which was fail... no new content... patch before that was decay... just like my mood today.

    So we get the patch, and test server is up after the site has been fail for hours!!!

    I login to see this amazing new combat system, only to find it is the same shit, with the same look and feel, cept knives ( my top skilled weapon is broken ) ah and I knew desync would be there... but... we waited weeks for this god forsaken... directional swing...... directional swing with... some pretty epic bugs.

    Its a rage post, I know, its unsightly, and etc. But I really feel sorry for those today who have played this game for over a year... and the reason we and they or anyone else isn't seeing new content is for FAIL... directional swing.

    So I am going to rage log for about a week.. catch you all next Wed. if I don't see some new decent content before my first month is up, not going to be subscribing until launch.

    Note: the players here and guides, devs.. your all grand guys.. love you all will miss you but.. really.. just damn kids are we serious here about this patch? See ya wed.

    I'm sorry, but you didn't really test it. You're hopes were too high, like expecting a graphics rework with it to be an exact MnB replica. Of course the characters and weapons are still going to look the same.

    Desync has improved yes

  5. #5
    Swing style is just like M&B/Warband for anyone that has played those.

    There are some issues with desync.
    IE I was behind the target on my screen, yet they saw me in front of them the whole time.

    Only directional parry we tested was over top, which did not work at all. Even with weapons in hands.

    Combat sounds are lagging, and are not sounding off correctly.
    Hit sounds are VERY light.
    Lacking any type of display that you are being hit when you are in middle of attacking. (You can be hit right before an attack, and it starts to look like you getting hit, but then you attack and it does that animation so no way for you to know you are hit. Needs blood, or other effects. Sound helps a ton.)

  6. #6
    Sound and perhaps a screen flash when you get hit...red around the edge or something...

    then a contact sound for when you score a hit...something anyway

  7. #7
    Very quick video of the test server before it went down.

    Naked DDT vs Big black bear.

    http://www.youtube.com/watch?v=muQBUaK1-j0

  8. #8
    Glad to see desync is being improved on, but obviously theres a little more room for improvement.

    I agree some way of knowing you're being hit is very needed. A consistent way, at that. Red around the edge of the screen is a good idea, or a little basic blood animation, sounds are important as well.

    Good job to devs for making big improvements in the right direction. I think the next priorities for combat on the list would be a consistent and alerting hit-notification (for attacker and defender), and finishing the desync fixes.

  9. #9
    I haven't fought anything yet, so I can only comment on the Aesthetics. I like what I see and how air boxing feels.

    Animations:
    Axes
    All hits seem to animate correctly.
    Dodge seems to animate correctly.
    Parry only looks to animate for the left side of the body.

    Clubs
    Left Mouse Button Thrust attack spends avatar around all crazy-like. All other hit animations seem to look correct.
    Parry only looks to animate for the left side of the body.
    Dodge seems to animate correctly.

    Picks
    Parry is backwards. Moving mouse left then parries right etc.
    Left Mouse Button Thrust attack spends avatar around all crazy-like. All other hit animations seem to look correct.
    Dodge seems to animate correctly.

    Blades
    Very little love for blades atm .
    Parry only 1 side. Dodge correct.
    No combat revisions are seen in terms of directional swing or hold on mouse button.

    Unarmed
    Fist Parry is backwards. Moving mouse left then parries right etc. Everything else looks correct.

  10. #10
    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).

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •