#Random Suggestions from a Sasquatch

21 messages · Page 1 of 1 (latest)

spark abyss
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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.

rich mantle
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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

spark abyss
rich mantle
spark abyss
rich mantle
# spark abyss Next time be a little clearer in your point instead of be condescending then. W...

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 ^^

spark abyss
rancid yarrow
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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?

wary meteor
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really hope lock on does not get implemented would 100% ruin combat. This imo is not the solution

neon leaf
wary meteor
vivid raptor
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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...

wary meteor
vivid raptor
# wary meteor yeah a little too straightforward tho maybe some more mechanics in combat would ...

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...

wary meteor
vivid raptor
chilly drum
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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.

neon leaf
chilly drum
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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

vivid raptor
# chilly drum Thanks, I'll give it a go, though I can't see how it can allow me to block right...

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.

fallow quail
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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.