The futility of melee combat in relation to movement mechanics and a few suggestions to fix it.

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WestArcher
 
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Joined: 02 Jul 2016, 17:04

The futility of melee combat in relation to movement mechanics and a few suggestions to fix it.

Post by WestArcher » 25 Feb 2018, 15:06

With the current movement mechanics, melee combat is required to be consensual on both parties.
It's extremely easy to dodge a fight after taking a bad hit and changing your mind on fighting, once someone decides to run he's pretty much gone unless you're secretly a lancer.

Engaging into melee should be more of a commitment and not something you should easily dodge once things start failing to go your way

I propose a few suggestions, some of which should be relatively easy to implement to fix the floatiness of melee combat.

1. Take a lesson from counterstrikes "aimpunch", something along the lines of being by a melee weapon decreases movement speed by 50% for 1-2 seconds, Successful parries ignore application of the debuff. Being hit by a missile weapon or blocking a melee strike with shields slows by only 25%
Or something along those lines, could be interesting with the inclusion of modifiers from heavier weapons as well as armor types but taking melee hits should generally slow a lot and blocking with shield/taking missile should not be so severe.
Parrying should be rewarded as well and should not only save you from the slow but it should fully remove it on a successful

2. Have wounds actually do something. Fractures are the only wound worth it's salt currently. The bleedy wounds really need to be expanded on, in the context of catching people in melee have leg wounds reduce movement speed or something.

3. The spear weapons need a mechanic to maintain the greatest reason they were so widely used in history, and that is the reach advantage as well as the ability to control distance from your opponent using the weapon, with the current mechanics one of the best ways to deal spear users is to charge into their face so you only take the handle hit. This is the most difficult one to implement and may not be realistic to see in the game as it will have to include the addition of collision boxes and all sorts of buggy nonsense.

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