PVP animations and mechanics.

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X_Vinny_x
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Joined: 13 Apr 2014, 18:14

PVP animations and mechanics.

Post by X_Vinny_x » 23 Jun 2016, 08:00

So I've been pvping a lot lately and found some things I think should change. First and foremost, I'll mention some of the bugs I've found.

1. The most annoying one I found is where you can still parry in front of you when you're huffing and puffing from stamina loss. It makes stamina monitoring less important.

2. When you get a perfect parry your opponent can be staggered. Though, when they are staggered they can still parry if they are looking in the right direction during the stagger. It's similar to the issue in number one.

3. Try this one out: If you swing, you can do a swing animation if you click 3 quarters to the end of the swing; In another direction of course. It looks odd but you will notice you do a quick swivel. I found that this merely just looks ugly, as it doesn't seem to do any damage.

4. Transitioning from swinging to blocking and vice-versa is a bit clunky. It would be nice if both the animations looked smoother and the mechanics were smoother. You see, when you're in mid swing, maybe you want to block right after. If you hold the block button, sometimes your weapon may not come up. But a block will register regardless and this is another bug. This is especially true with shields. Shields actually seem to have this problem even more. Overall it would benefit the player to have more fluid combat.

5. Sometimes randomly out of the blue I will be charging up a swing and it will launch in the opposite direction. I see opponents doing this too and it's very frustrating to get hit from a swing like this. If you every played Mortal Online, it's the equivalent to the "super feint".

6. Perfect blocking is a good idea! Though I think it could be executed better. I feel like it is so easy to get a perfect block. I'd suggest making perfect blocking and following up with a counter harder, if it leaves the player wide open to attack. Also, I don't think perfect blocking should totally stop the attacking player but rather slow them down a lot and slow down camera movement a lot. To add to this, this player cannot attack but can only block. If the player does block he/she would only be limited to a good parry. Because of the slowing of the mouse movement speed, it would be hard to defend from angles. That's my idea of perfect parrying in a perfect world. I just wish perfect parrying required more speed and precision.

Here's my last bit of feedback: This is my favorite game and so far I haven't had this much fun in any other. Thank you for this game. I hope combat can be smoothened and perfected.


Toren
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Joined: 14 Oct 2014, 20:00

Re: PVP animations and mechanics.

Post by Toren » 23 Jun 2016, 09:05

1. Although the fact that you can parry while out of stam is a bit dumb, you can easily get around it by sidestepping and then stabbing if you have the time. Generally in bigger fights when someone stams out, they will get hit in the back so it doesn't really matter if they parry in the front. Still gotta agree that they should probably fix this at some point though.

2. I'm gonna have to say after playing around with parries awhile that the whole stun after getting parried is one of the stupider things in the game. There should really be no stun for either party, and parrying really isn't hard enough to justify there being one. The parry stun gives people with faster 1 handed weapons way too much of an advantage, and when would a light sabre ever stun someone using a flamberge? While there are ways around getting stunned after getting parried, they are pretty easily countered, and honestly there just shouldn't be a stun at all. Parrying should be a defensive move for when you can't duck or dodge a swing, and shouldn't really be an opener for an attack.

3&5. Think you're talking about essentially the same thing for this one. A lot of people try to use the swing redirect as a feint as you mentioned, but I find that a lot of the time people who focus on this have a harder time actually landing the hit. Even among the amazing pvpers I've met, no one has actually ever used this technique reliably more than for a couple of hits, especially during larger battles where trying to switch up an attack could mean hitting a teammate who expected you to swing from right to left instead of left to right. Don't really know if this needs any adjustment, and some people I have met have argued that its a counter to parries, but honestly special moves are a much better counter to parries and more weapons should have them. Only time this is really a problem is when people use the more spammy weapons like the nordic axe, war pick, light sabre, cudgel, etc. Those weapons already do quite a bit of damage more than they need to for swing speed and ease of use, but they really benefit way too much from being able to spam unreadable attacks through the methods you mentioned.

4. The animations with shields do seem to be the most bugged out animations in the game. Quite a few times do I see people who seem to not be blocking actually be blocking, while other times stabbing right through people who appear to be blocking. This also is a problem when I try to pounce people who appear to be blocking but really aren't because the animation is bugged. The animations for this really need some work, as well as the open arm issue that happens when blocking and parrying some times. As far as the slow speed after a swing going into a block, this is more of a way to prevent people using tower shields and wearing plate armor from being unkillable by people using spears, swords, and to some extent poleaxes.

6. I'm still gonna stick by my idea that a defensive movement by the opponent shouldn't hinder your movement at all. The sword and board already gets a parry breaking stab after being hit on the shield, which is more than enough to chase enemies after they try to hit you. I think the idea behind the defensive stuns was originally as a nerf to the extreme hit and run players doing a 180 turn after every attack and unequipping and running, but seeing that it really doesn't hurt these people at all because the stun seems to disappear after going out of combat, I would argue that they don't need to be in the game at all (why not just remove extreme hit and run like we asked for? Oh well I guess). Plus, another defensive stun would make the spammy 1 handers even stronger then they are right now in melee fighting. Part of the skill portion of using a shield is timing it right and knowing when to drop a shield to ensure you get a hit while your enemy gets a handle hit or better yet misses.

This game does need a lot of work and discussion on how to be even better in the combat sense. I have already put a couple hundred hours more into just the PvP in this game than my old favorite games on steam. Really wish more people would make posts like these concerning the state of combat rather than asking to get into the MMO Beta where they will inevitably get bored within 2 days (at least that's what I have heard from my friends).


X_Vinny_x
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Posts: 21
Joined: 13 Apr 2014, 18:14

Re: PVP animations and mechanics.

Post by X_Vinny_x » 23 Jun 2016, 16:15

Wow, thank you for your concern. You seem to have a lot more experience with this combat system than I. I'm glad someone like you agrees with a lot of my opinions. The game needs some polishing with its combat definitely. Though, maybe you are right about the parrying. With your knowledge maybe I could change what I said about the parrying previously. If you ever played warband you'd know that when you block a weapon at the right time (Not holding block for a while, just pressed right click recently) your opponent will be unable to attack for a fraction of a second. But they can block. This lets you follow up and them a chance to defend. Did you want something like this? It would stop combos for sure and I think it would work well personally.


Toren
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Posts: 153
Joined: 14 Oct 2014, 20:00

Re: PVP animations and mechanics.

Post by Toren » 23 Jun 2016, 20:08

It would make sense if it stopped combos. The problem is with the stun currently is that it prevents the attacker from parrying the faster weapons like I mentioned. It wouldn't be an issue if the attacker couldn't attack for half a second or so after getting parried, but they should still be able to dodge a riposte or parry it themselves, not be completely rooted and vulnerable. Against weapons like the light sabre, a stunned attacker is completely unable to parry or move for enough time to get hit twice. So yea, making it so the original attacker is unable to attack for a short amount of time would be fine, as long as they are capable of parrying/dodging themselves during that time. I think that's how it was originally intended to be, but there was never a system implemented to make someone unable to attack but still able to move, and as such the stuns were a shoddy workaround.

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