Has anyone here played this? The Deadliest Warrior DLC was so [I]awful[/I] that I'm skeptical to try any of their newer stuff.
[QUOTE=bitches;50189713]Has anyone here played this? The Deadliest Warrior DLC was so [I]awful[/I] that I'm skeptical to try any of their newer stuff.[/QUOTE]
I honestly thought Deadliest Warrior was great. More fun than the base game at times. Just a shame it was abandoned when official modding support came and didn't include it.
However, I do agree with you on being skeptical. Torn Banner aren't exactly the best devs when it comes to communication and listening to their player base. In the early days, they had a bad Community Manager, and after she left, they rarely ever told us much of anything, rarely updated the game, and added paid cosmetics that were ridiculously overpriced and could only be bought through their in-game store.
I hope Mirage changes this, but I'm super doubtful. Still going to try it out regardless.
I wish chivalry would team up with Bethesda or someone to make an rpg. Frankly, I'd be more surprised if their tech DIDNT go somewhere.
Still going to give it the deadliest warrior treatment: at least two weeks properly released before considering getting it. I did not end up getting DW, and I'm happy I didn't.
Still, hopeful for AW being a fun and interesting game.
[editline]24th April 2016[/editline]
[QUOTE=Zenreon117;50190159]I wish chivalry would team up with Bethesda or someone to make an rpg. Frankly, I'd be more surprised if their tech DIDNT go somewhere.[/QUOTE]
It isn't really the tech, though, more their ideas for melee combat. There aren't many games which have similar systems.
Bethesda could reasonably revamp the melee combat system used in their scrolls/fallout games to be something similar in some kind of DLC. Most of the interesting fun that's come out of the system in Chiv though has been emergent thanks to the playerbase, adding a much greater interest via a higher [I]player-skill based[/I] skill-ceiling, something which'd be both hard to replicate with AI, but also probably detrimental to the game experience.
It'd work for RPG's where player skill heavily influences your combat capabilities, I guess.
The video in the article makes the combat look very clunky. Not sure if that's just me or the video is just poorly done.
is this skyrim 2?
[QUOTE=Em See;50190259]It isn't really the tech, though, more their ideas for melee combat. There aren't many games which have similar systems.[/QUOTE]
Gotta agree with that. Chivalry as a whole still feels really clunky to me and I'm not too impressed by the tech as much as I am by the idea behind it
Tbh back swings probably fit the setting better. Community hate for them means they've probably solved them. Hopefully dragging is alive and well.
Really they can do a lot of shit to see what sticks, so long as it ain't like DW's attempted solution, eugh, OK on paper but horrid in game.
How on earth are backswings bad?
[QUOTE=bitches;50189713]Has anyone here played this? The Deadliest Warrior DLC was so [I]awful[/I] that I'm skeptical to try any of their newer stuff.[/QUOTE]
I played it at Pax and it was a blast.
I'd love there to be a Battlefield-like game but with fantasy battles instead
not fun at all? ok!
[QUOTE=Amplar;50195311]How on earth are backswings bad?[/QUOTE]
They're really not that different from look down overheads and side accels in the sense that they're a manipulated swing which hits quicker than a standard swing.
Many newer players detest them just like they detest spin to win LMB drags -- it looks silly.
Some more experienced players dislike them as they can be viewed as cheap, giving some weapons an easily performed concealed windup and overall extremely quick attack they'd otherwise be lacking from the front. Third person players can also make better use of them than first.
Personally I'm indifferent, AU shenanigans means feinting is taboo so everything is drags, ROH's add something a little more interesting to the mix, cheap or not. Mordhau is removing them completely by making the first portion of a weapon's release tracers parry-able but non-damaging. I'm hoping the AU scene for mordhau doesn't repeat itself having an aneurysm over feints, then I'll have no qualms about dropping backswings.
[t]http://i.imgur.com/wWp0JqF.jpg[/t]
The problem is that chivalry needs dragging and backswings to mix up combat, else feinting is going to be the only option vs people who can block well.
Ya people arguing against dragging is stupid, its what makes chivalry's combat... chivalry's combat. Real-time-strikes and all that. Backswings are just an arguably overly effective example of emergent game play. I remember the forum post when people first discovered you could hit people behind you, and everyone was talking about how useless it'd be because you'd leave your rear exposed!
Between feints, dragging (swing redirection, delays and accelerations) and normal combat, I feel there's enough there to make combat interesting. Mordhau might be obliterating backswings, but it is also adding chambering, so we're not going to be lacking in options vs people.
On topic though, I'm hoping we'll see some in depth gameplay out of PAX, though I wont hold my breath as I recall TB saying he's only going to have access to canned footage.
Ey Em See, you're that chivalry player I talked to before, right? What rank are you? I rolled back from rank 56 to rank 23 don't ask questions (Remember when you said being a true high rank is when you prestige into a smurf - well my main is now my smurf)
[QUOTE=Rahu X;50190111]I honestly thought Deadliest Warrior was great. More fun than the base game at times. Just a shame it was abandoned when official modding support came and didn't include it.
However, I do agree with you on being skeptical. Torn Banner aren't exactly the best devs when it comes to communication and listening to their player base. In the early days, they had a bad Community Manager, and after she left, they rarely ever told us much of anything, rarely updated the game, and added paid cosmetics that were ridiculously overpriced and could only be bought through their in-game store.
I hope Mirage changes this, but I'm super doubtful. Still going to try it out regardless.[/QUOTE]
They have a new community manager and one of the newer devs (working in quality assurance) is actually a die hard Chivalry player who has 1382 hours in Chivalry, and is continuously listening to and gathering feedback from places like reddit and his fellow chivalry players.
So yeah, in terms of feedback, balancing and support - it's better than before.
[QUOTE=Amplar;50195311]How on earth are backswings bad?[/QUOTE]
Backswings are a crutch. They're incredibly easy to perform and the tiniest bit of lag can cause it to hit you regardless of parrying it perfectly.
That being said, most people who use it as a crutch have no idea how to fight against proper footwork.
[QUOTE=Rahu X;50190111]I honestly thought Deadliest Warrior was great. More fun than the base game at times. Just a shame it was abandoned when official modding support came and didn't include it.
However, I do agree with you on being skeptical. Torn Banner aren't exactly the best devs when it comes to communication and listening to their player base. In the early days, they had a bad Community Manager, and after she left, they rarely ever told us much of anything, rarely updated the game, and added paid cosmetics that were ridiculously overpriced and could only be bought through their in-game store.
I hope Mirage changes this, but I'm super doubtful. Still going to try it out regardless.[/QUOTE]
are you sure? because when i played chivalry in its early days, the devs seemed more interactive with the community, and because of said community the game went to shit.
Chivalry had a really shitty community for some reason. For being such a fun game, it had a lot of people who took the game way too seriously by either only dueling, or getting extremely butthurt whenever they got killed.
I'd play it again but I haven't played it in so long that everyone is probably way too good at the game now.
There is nothing more satisfying than ducking under someone's swing then killing them
[QUOTE=Em See;50196843]They're really not that different from look down overheads and side accels in the sense that they're a manipulated swing which hits quicker than a standard swing.
...
[t]http://i.imgur.com/wWp0JqF.jpg[/t][/QUOTE]
A weapon at the apex of its swing should do more damage, as opposed to doing the same damage right as it was starting to gather momentum..
It's unfortunate the devs never incorporated it as a feature & balanced it.. Instead, they treated it as a bug and neutered blade dancing entirely.
By the time it got to "deadliest warrior" the game was too [del]casual[/del] "streamlined" to enjoy.
[QUOTE=bitches;50189713]Has anyone here played this? The Deadliest Warrior DLC was so [I]awful[/I] that I'm skeptical to try any of their newer stuff.[/QUOTE]
I played some at PAX East this weekend. It was...interesting. The magic really changes the dynamic of the game. Some characters can levitate really high and smash the ground, or put down a brief AoE. Makes running up and hitting them with your sword a lot more complicated now.
[QUOTE=ghosevil;50209726]A weapon at the apex of its swing should do more damage, as opposed to doing the same damage right as it was starting to gather momentum..
It's unfortunate the devs never incorporated it as a feature & balanced it.. Instead, they treated it as a bug and neutered blade dancing entirely.
By the time it got to "deadliest warrior" the game was too [del]casual[/del] "streamlined" to enjoy.[/QUOTE]
Realistically yes, and this is what they did in deadliest warrior. Damage smoothly increased up till a maximal point at the highest energy part of the swing, and then tailed off. On paper it sounds like a good idea, in practice it ruined a lot of drag gameplay.
Main issue is that a damage change doesn't matter at all until it changes the number of hits to kill players. When it does change the HTK, it better be clear (to both players) and repeatable. Players getting wounded does not effect their performance, and given a pause, they regenerate anyway. A better way of doing it would have been to have only 2 or 3 phases within the release phase itself, with set damage amounts during each.
Falls under the same category as adding more specific target areas for a damage boost, like visor slits and limb joints. On paper is sounds cool, but in something as fast as chivalry with the view constantly shifting along with both players, it causes unpredictably boosted damage. Or at least, that's what the Mordhau's devs confirmed in testing.
This already exists and it's on the source engine. It's called Dark Messiah of Might & Magic. Games good.
[QUOTE=The golden;50231480]I stopped playing the game because of this.
It got to the point where you either did those things to have a hope of staying alive, or you didn't do those things and you spent your entire time dead.
It struck me as abusing the system and I think it's total bullshit. They never fixed it during my playtime (got it Launch) so I uninstalled and haven't played it since. And because people are talking about it here, it looks like it was never fixed, probably because the tryhard players convinced TornBanner it was a ~feature~. Either way, no regrets about uninstalling it. Also a sidenote, but Chivalry had one of the worst online communities I had ever seen in any game I've played. Insanely toxic and mean.[/QUOTE]Yeah, I got tired of it as well. At this point, the most fun I've have with the game now is occasionally loading up bass heavy pop music on Spotify and running around as an Archer punching people in the face. Its absolutely hilarious and to this day people still get confused as fuck about why an Archer is cracking them in the nose.
They made weapon blocks act like shield blocks in mirage, which is probably the best thing they could have done for the learning curve.
That will help quite a bit with all the weapon hit timing crutches for new players.
Uh, golden, without dragging and shit, it'll just be a feint fest. The point of a drag is to trip up your opponents timing so they block early. Otherwise your only option is to feint if they're good at blocking.
Dragging adds an interesting facet to combat that's quite hard to master, while not being bullshit. I can block drags 90% of the time. It's nice to have real control over your movement and swings rather than press m1 to hit enemy
I have double your hours and only play high rank; I can tell you, combat would literally be nothing but feinting unless blocking was made harder. It just looks like to me that you can't see these kind of attacks coming and lose constantly.
Look at mount and blade; there are no real time striking. The only way to beat each other is to get them to fuck up a block, or feint them.
If they're in range, looking at the tip of your opponent's weapon and parrying when you hear the grunt signifying the start of the release is combat: solved. The battle is then who runs out of stamina first.
Working in footwork, weapon drags (around people's blocks, misdirections, hitting at the end of release and hitting earlier than expected) can silly commonly come down to a battle of stamina, but only if the combatants can read the other's motions as well as the other can read theirs.
They can certainly look silly at some extremes, and some of them definitely feel cheap though.
You can also kick to counter a lot of delays. Stuff like reverse overheads also has very short range.
I have over 1000 hours (to join in the "i've played more medieval ballet than you so i know what im talking about" boat) in chivalry, delays aren't so much cheap tricks anymore as they are the crux of the gameplay. At lower level it's fine to just exchange hits and parries until someone messes up, but at a higher level you're not going to see the same kinds of mistakes. There's always feinting, but a lot of people don't like feints because it's more annoying and frustrating to deal with than delays/drags/etc., which are completely manageable even if they seem quite ridiculous.
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