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sabinati
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Re: Thoughts on future combat systems.
the biggest problem i see with combat is that it's over too fast
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Chakravanti
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- Joined: Sat Aug 29, 2009 3:38 am
Re: Thoughts on future combat systems.
Well I actually don't really. All my information is second hand and observatory. It's just that you really can't have #3 without #1. There's no rhythm to keep.
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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Potjeh
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sabinati
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Re: Thoughts on future combat systems.
oh yeah, this as well. even with multiple hotbars.Potjeh wrote:The system is fine, the interface is not.
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Chakravanti
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Re: Thoughts on future combat systems.
I mean the way I see it is that it's not about hitting or missing. You match the strike to their defensive manuever/stance/style/wtfetc. and an 'average' hit shouldn't do much if any damage past appropriately garbed players even at large stat disparities.
It should be a occasional moment when you suffer a hard hit or so successfully defend that it gives you an attack boost (parry/counterstrike/riposte/wtfetc.). Perhaps high dexterity would allow you to more powerfully captiolize on such events or recover from a heavy blow.
The previous strikes should leave you at a disposition to regain some ground. I think that this concept exists in the current combat system but that it's just a bit repetitive and quick.
I think combat could be slowed down quite a bit, each round made more critical but more likely to be a stalemate/draw exchange.
It should be a occasional moment when you suffer a hard hit or so successfully defend that it gives you an attack boost (parry/counterstrike/riposte/wtfetc.). Perhaps high dexterity would allow you to more powerfully captiolize on such events or recover from a heavy blow.
The previous strikes should leave you at a disposition to regain some ground. I think that this concept exists in the current combat system but that it's just a bit repetitive and quick.
I think combat could be slowed down quite a bit, each round made more critical but more likely to be a stalemate/draw exchange.
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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DatOneGuy
- Posts: 5553
- Joined: Sun Apr 18, 2010 7:50 am
- Location: I'm in Miami, trick.
Re: Thoughts on future combat systems.
Not purposefully ignoring the rest of the post but yes.Chakravanti wrote:Perhaps high dexterity would allow you to more powerfully captiolize on such events or recover from a heavy blow.
More stats should affect combat, would be very nice. Strength is too easy to get and it's too easy to go rambo insane to just end up fucking your character for 'combat effectiveness'.
I've always wondered why dexterity doesn't matter.
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Jackard
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- Location: fucking curios how do they work
Re: Thoughts on future combat systems.
nearly every combat story on this site is incredibly boring because they involve one side facerolling the othersabinati wrote:the biggest problem i see with combat is that it's over too fast
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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burgingham
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Re: Thoughts on future combat systems.
More money in poker though.Potjeh wrote:I like checkers better than poker.