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  1. #1

    Feedback Request: Test Server Combat 9/29/11

    The current build on the test server has many revision and tweaks to improve combat. Please provide feedback on the current state of PvP combat on the test server.

    Here's what we've done:
    - Player collision adjusted.
    - Weapon range adjusted.
    - Bug with set armor and skill values fixed.
    - Bug with swing power fixed. (Quick swings were gaining 50% swing power).
    - Attack swing speed slowed.
    - Side to side movement slowed.
    - Damage increased.
    - Effect of swing power adjusted.
    - Backstab damage increase slightly reduced.
    - Character body angle adjusted to better match the camera angle.
    - Increased the chance of being able to hold a swing while hit. This is based on your attack skills.
    - Increased the chance of being able to hold a parry while hit. This is based on your parry skill.
    - Successful parrys should always remain held.
    - Swings drain energy, based on how charged your attack is.
    - Bug with stats not gaining in combat fixed.
    - Removed the ability to parry without a weapon.
    - Updated animations to better show what weapon is used for the parry.
    - Blocked auto move holdingboth mouse buttons in combat.
    - Weapon quality increases damageusing a quadratic instead of a linear function.
    - Revised combat damage text to show full calcuations.
    - Dodge has been removed, for now. It will be implemented in a different manner.

    Important!
    - Added mouse combat mode.

    This can be turned on through the Keybind panel. In mouse combat mouse you can use the right mouse button to attack and the left mouse button to parry. By default you will attack with your right and parry with your left hand. To switch hands, press the block (Left Alt) key.

    Notes:
    Attackers skill and defenders armor is combined to calculate a 'to hit' factor that reduces damage. The calculations are similar to the D&D 'to hit AC 0' system.

    Mouse combat mode does not save when you exit the game. This will be set up soon.

    Next up:
    - Animations for successful parrys.
    - Specific body part targeting for critical hits.
    - Debuffs based on critical hits such as slowed movement.
    - Greater effect on energy gain based on hunger and thirst.
    - Revised damage reduction for successful parrys.
    - Revised creature ranges, attack power and defense.

    All of the values are now easy to adjust. I appreciate feedback on all aspects of the current system especially the newly added mouse mode combat.

    Thanks!

  2. #2
    DDT get on and test (if you can)

  3. #3
    No mobs or people to test on yet. First impressions are:

    Likes:
    1-Combat mouse mode.
    2-Improved parry animation.

    Dislikes:
    1-Animations are now too slow. I was hoping that the previous swing speed would stay (or maybe 90% of that speed) and a "pull back" animation would be added to transition the weapon back to ready effectively creating a cooldown between swings and creating the illusion of momentum. It just feels too sluggish now as DDT said in post below.
    2-Stamina drain seems too severe.
    3-See Inhabit's post (8 posts down) about the bug with swing charge. In the current implementation, you can't hold a swing, then press parry while still holding the swing, and then release parry to go back to swing. The same is true about the opposite: holding parry, then holding swing to charge swing without releasing parry, then release swing to go back to parry. This would be a great addition to the current system. It allows faking players to fake swings and jump into parry then counter.

    I'm sure there will be more when I can test on other players and mobs.

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