So I was thinking, The combat is super wonky, so I suggest a way to Lock on to an opponent during melee. Another offhand suggestion, maybe in the future, a horse and cart for hauling large amounts of goodies for the player or even for a NPC between towns and outposts for a supply route. Every great conqueror knew that without a supply route, their armies were doomed.
#Random Suggestions from a Sasquatch
21 messages · Page 1 of 1 (latest)
I guess you have never played with lock on
try KCD and go into a group of enemies
have fun trying to look around you and to block incoming attacks when you are surrounded and locked onto a single target
I have and have had no issues. Don't see a problem and if implemented right you may chose NOT to use it with a click of a button. Have fun trying to argue that point.
I am not arguing that point
if its a toggle I am fine with it
if its however forced on everyone without a toggle I am against it
Next time be a little clearer in your point instead of be condescending then. With that said, I have never played a game where Lock on was forced. Most are able to be toggled on and off and too switch NPC you are targeting.
switching npcs is often a pain as it takes maybe a while to get to the enemy you want to target especially if one is behind you
KCD forced lock on, I saw no option where this could be toggled
Maybe you should next time mention in advance that it should be a toggable option
iam not a mindreader and one may say its kinda logical to be a toggable option but in reality there are crazy enough ppl out there who would suggest/might want a forced lock
so you never know ^^
Anyone who thinks it should be forced is an ass clown. Toggle would be the smart option and I figured you would be one of those smart enough to figure out that toggle was the ONLY option for opponent lock-on. Once again you could have said all this without the condescending BS. This could have been a more hospitable conversation then. Just saying. Have a wonderful day.
Toggle Lock-on would be usefull, mostly in 1v1 maybe 1v2 situations.
Tho players who play the game for a while will say that lock-on is inferior.
Not sure if it would help new players get used to the combat system here. My personal experience with lock-on is somewhat negative on the long run.
Different game (Soulslike), and after 2 years I was taught by others that lock-on in a situation where you are outnumbered or want to use mobility to your advantage, just forget it.
Not saying that it would be bad, no, it would be a welcome feature in my book, but might not be necessary?
really hope lock on does not get implemented would 100% ruin combat. This imo is not the solution
Yeah, I’m one of those people. It does get to a point where if I was locked in I’d hate my guts. I get how some people may like it, but I see it as one of those unnecessary additions that could be better served as a mod.
combat needs smoothing over for sure. But target lock on would be so much overkill. I played a game for years with similar combat (gloria Victis) and the combat was great. i think atm just the turning needs some smoothing maybe some more turning speed, movement feels slow in heavy armor, we are a bit too zoomed in for my liking and few other things that they could work on.
in this game i cant see the need to lock on to something.. you are not super mobile you dont do any dodgerolls and you dont have todo any complex direction combos like you had in KCD... its quite simple and straightforward...
yeah a little too straightforward tho maybe some more mechanics in combat would be good like viable feinting or chambering. Maybe if multiple enemies are hitting through each other to hit an enemy they get a dmg reduction to nerf the zeging a little bit.
At the moment its more or less trading blows... you block and the recoil from the impact creates the opening for you own attack...
you just have to guess the direction correctly , and thats it...
i understand that it may seem too simple. It probably depends on the expectation you have... Say, if you want a lot of action.. you want to jump into melee and dominate everything around you... then i would understand that you want more tools in combat todo so...
But is this really what combat in this game is leading us to?
I think later we more or less assume the role of a commander, not a frontline brawler... so i would expect more tools to to influence that...
its similar to how we at start do lots of stuff our self ( gathering, building, crafting) , and with time, that stuff gets shifted to the villagers...
its the similar to combat... in tier 1 you fight a lot yourself. and later on the amount of people in your army, the amount of squad increases your focus is more like that of a commander ... and for that the combat mechanics are sufficient, i would say...
just a few tweaks to improve the feel and skill cap would be good tbh. I would be very suprised and tbh let down if this is the final state for combat. all other succesful directional combat games have a few extra little mechanics to add some spice.
i wont deny there is room for imrovement everywhere in the game... but the promise is good and i like how the communication we have with discord... is so interesting to follow the improvements...
Kingdom Come :Deliverance combat is vastly superior to Bellwright, a directional combat system needs lock on to actually function well. At the moment attacks and blocks get completely messed up by not allowing you to strafe around without moving the camera, so you move the camera and then it selects that direction to block/attack.
I don't think it should be forced, but the option absolutely makes for a less clumsy combat experience.
Turn down fluid blocking sensitivity and your problems would be solved. I have mine set pretty low and it allows me to strafe and look around without my guard jumping all over the place
Thanks, I'll give it a go, though I can't see how it can allow me to block right if I'm trying to strafe right and move my camera to the left...my mouse is going left, how can it know to block right? The only reason lock on works is because it locks the camera so you don't need to use your mouse to change the view.
Obviously allowing blocks via direction keys worls but then that interferes woth movement. Anyway, I'll see how it goes.
There is just a fundamental issue in games where we have only two hands and once directional combat gets involved we need to control 3 separate things and the only way I could see to truoy solve it is with dedicated hardware, e.g. allow keymaps for directional blocking and have a mouse with extra buttons or a d-pad
uh.. i am really curious.. i wish i could look over your shoulder to comprehend why you so much struggling with that...
honestly.... maybe you are inately slugghish ( no offend ), or maybe you are under die assumption that you need to move around like a dancer ( in 1vs1 ) because many action game incorporate a lot of movements.
this game the combat is rather slow paced... assuming you are 1 on 1, you dont need to move that much...
against a sword or a dagger you always want to start in low block because its the most difficult to see / react to.
once you blocked you have time to to retaliate start from again from you block.
of your sometime you are also blocked, but that how it goes dont stress over it. all you need to todo is recognize the attack direction and block.
( you don't need stamina to block, if i am correct, and i prevents all damage, its is really easygoing)
as you weapon skills rises and you animation goes faster it will get easier. and once you are fast enough you can stagger you opponent enough so that they almost have no time to attack you....
as some point you may even be able to block against multiple attackers if their attack are not overlapping.
I dunno, lock on wouldn't make much of a difference in the current combat setting. So far it seems the setting of the npc bandits, and brigands is to lock themselves onto the first target they run across and for lack a better combat style analogy.. leg hump it till it's dead, then move on. They also do the same in groups, swing through each other, have endless stamina regardless of armor weight. So on. It may make for a much better feeling combat to leave off a lock on and just address the underlaying combat behavior issues first. Might sort it self out there before having to attach an additonal system.