Five easy changes to fix Alpha combat/playability

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Tretterag
 
Posts: 5
Joined: 09 Sep 2014, 01:22

Five easy changes to fix Alpha combat/playability

Post by Tretterag » 13 Oct 2014, 22:44

Please consider:
  1. Nerf/Remove bleed.
    This is by far the most damaging mechanic currently in the game and invalidates almost all combat skills.
    1. Bleed makes Blunt obsolete
      Currently there is no reason to use blunt weapons, because everyone passes out from one bleed.
    2. Bleed makes Armor obsolete
      There is also no reason to use armor, because the bleed status effect may be applied to any unlucky hit. Wearing armor makes you more likely to be hit, so it is bad to wear.
    3. Bleed adds RNG to combat
      It is my opinion that combat should be skill based and not luck based, and I hope I am not alone in this belief. Having fights be determined by who gets bleed status first is not compelling.
    The fix I propose is to have individual wounds have a maximum sHP associated with them, corresponding to the limb damaged. IE:
    Torso 30% sHP, arm/leg/feet/hand 20% sHP, head 40% sHP. Each wound would cause that amount of sHP if the wound is not mended during the bleed effect. Notice the total %'s are above 100%. This would prevent bleeding out from one wound, but may still be possible from multiple wounds.

  2. Fix Crossbow instant reloading, and overpowered damage.
    It seems necessary to store a state of the weapon (empty,
    loaded).
    Crossbows currently kill anyone in two hits, and cause bleed out almost every hit (see above).
    Combined with Move out, combat primarily consists of running around at warp speed and taking instantly reloaded pot shots until someone gets lucky, because this is the most damaging weapon in the game. This is not fun or competitive.
  3. Nerf/Remove Move Out ability
    This gives a huge advantage to people grouped together over those unprepared and ungrouped.
    The amount of the buff is absurd, and causes you to move as fast as the "flee" ability with no downside. Instead of 50% movement buff, it would be more reasonable to be a 5-10% buff with increased damage taken if hit under the effect so there is a negative for using it.
  4. Reduce the distance of pounce.
    Currently this is being used to jump over wall defenses in multiple ways. Palisades can be pounced over with no effort. Stone walls can be pounced over by standing on your friend's head. It makes it too easy to circumvent people's defenses. This could be changed by making it only add a horizontal component to your velocity, and not vertical, or lowering the initial velocity of pounce. Maefgar has implemented a temporary fix on his server, I believe.
  5. Make /stuck have same functionality as "Recall" spell
    Currently, you can jump over any wall by issuing a /stuck command, then walking over the wall. I realize this is an alpha game, but we the patrons would appreciate if there weren't effortless mechanics built into the game which circumvented all fortifications. By making stuck recall you to a random location, or your house, you could not use this to jump over walls anymore.

These simple changes would greatly improve combat mechanics and playability of the game in it's current state, and we the players would appreciate simple changes so that play is more fun!


Xtream
 
Posts: 8
Joined: 23 Aug 2011, 14:34

Re: Five easy changes to fix Alpha combat/playability

Post by Xtream » 14 Oct 2014, 11:47

+1


Siegbert
Alpha Tester
 
Posts: 1368
Joined: 02 Nov 2013, 15:15
Location: Germany

Re: Five easy changes to fix Alpha combat/playability

Post by Siegbert » 14 Oct 2014, 13:36

I might add:

6. add a message in the system chat window of how much damage (in percent) was deflected by a successful parry.

I just watched a combat video and I couldn't tell if parry did work at all... damage was generally dealt in a 5 to 15 points range.
In order to encourage defensive play styles (in contrast to lmb spam) you need to see the effects of parrying instantly.


Nernums
 
Posts: 11
Joined: 14 Oct 2014, 17:28

Re: Five easy changes to fix Alpha combat/playability

Post by Nernums » 14 Oct 2014, 17:38

I like bleed, but it's rng seems to be extremely random, as armor seems to not prevent bleed at all, and all bleeding is always extremely severe. This is bad, because although it rewards someone using a slashing or piercing weapon, it completely punishes people who are wearing heavy armor.
Bleed just needs an extreme nerf as it is, bringing it more in line with shattering bones with blunt weapons.
Hell blunt could probably use a buff considering the blunt weapons like the maul are extremely difficult to use compared to a claymore.

Crossbows damage is fine, they're crossbows after all, but the main problem is that they start loaded when equipped.
They should always be empty when equipped. A crossbow is not anything like a gun as far as travelling goes, as having a cocked bolt strapped to you is just asking for danger to yourself.
However I've also found the reloading as is to be very buggy, as well as the firing since I last used one a couple weeks back.


Atanar
 
Posts: 9
Joined: 23 Sep 2014, 10:58

Re: Five easy changes to fix Alpha combat/playability

Post by Atanar » 14 Oct 2014, 20:38

I can subscribe to this, but I would add a small cooldown onto the shield bash.


Immitated_one
 
Posts: 21
Joined: 24 Sep 2014, 16:56

Re: Five easy changes to fix Alpha combat/playability

Post by Immitated_one » 15 Oct 2014, 01:01

Tretterag wrote:Please consider:

[*]Make /stuck have same functionality as "Recall" spell
Currently, you can jump over any wall by issuing a /stuck command, then walking over the wall. I realize this is an alpha game, but we the patrons would appreciate if there weren't effortless mechanics built into the game which circumvented all fortifications. By making stuck recall you to a random location, or your house, you could not use this to jump over walls anymore.
[/list]



I personaly think this is much more of a issue than current combat system. The game is at early alpha state, and I support it in belief that dev will work this out in time...
However I think ppl should have more control over fortifications and better protection making it more real if a village is attacked that people defending it have upper ground in a way...

Overall i give +1


Aursn
 
Posts: 2
Joined: 15 Oct 2014, 10:35

Re: Five easy changes to fix Alpha combat/playability

Post by Aursn » 15 Oct 2014, 10:39

As of what I have seen according to the Wiki - Bleed rates as following:
Head - 4.1 blood per minute.
Torso - 3.1 blood per minute.
Arms/Legs - 2.1 blood per minute.

So I think you could say it is still buggy.
Maybe it is not true or what so ever but I think these rates are ok if not a bit too low.


Nernums
 
Posts: 11
Joined: 14 Oct 2014, 17:28

Re: Five easy changes to fix Alpha combat/playability

Post by Nernums » 15 Oct 2014, 20:41

Aursn wrote:per minute.


not unless it's changed since I last played, as it was per second, could have simply been a left over from testing the status effects for the devs though.


Evil_This
 
Posts: 37
Joined: 03 Oct 2014, 18:35

Re: Five easy changes to fix Alpha combat/playability

Post by Evil_This » 16 Oct 2014, 07:53

Aursn wrote:As of what I have seen according to the Wiki - Bleed rates as following:
Head - 4.1 blood per minute.
Torso - 3.1 blood per minute.
Arms/Legs - 2.1 blood per minute.

So I think you could say it is still buggy.
Maybe it is not true or what so ever but I think these rates are ok if not a bit too low.


I think those numbers are *per magnitude*. So a 10 magnitude bleed to the torso does 31.0 blood per minute.
Phin King
Steam, Youtube, twitch: Evil_This



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