#Hit / Impact physics

9 messages · Page 1 of 1 (latest)

ornate quartz
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Currently, when a weapon makes contact with an object or opponent, it simply presses against that spot. In reality, there should be some degree of recoil or bounce. For example, if I hit someone with a wooden stick, the impact would cause the stick to bounce off rather than continuously pressing into them. Similarly, when parrying an opponent’s attack, their weapon should recoil instead of remaining pressed against mine. This principle should be applied to weapon impacts in Gladio Mori.

Additionally, after a clash, if the attack button is still held down, the strength of the animation or move should be drastically reduced due to the kinetic chain being broken.

This would address a few big issues plaguing the game:

  1. Continuous application of force after contact – Right now, players can hold their swing, forcing opponents to maintain their guard. In reality, the weapon should bounce off after impact, leaving the attacker momentarily open and allowing for counterattacks. This also applies to weapon clashes.

  2. Dragging with polearms – Currently, polearms can be used to drag opponents by pressing the shaft or blade against them. Implementing recoil for blunt impacts would prevent this issue.
    This may also help with blades getting stuck in the body

Conclusion
These changes would create more realistic and dynamic gameplay, rewarding parries and guards instead of simply swinging the biggest stick with max torque.

ornate quartz
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it would also help with weaker cuts being very lethal. right now if a sword just DROPS on someone, they get split in half. However with this the sword might cause a shallow cut, then just bounce off.

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badly aligned cuts will also be less viable. If your edge alignment is off you will bounce off before being able to cut deeper

bitter shale
ornate quartz
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the sword just won’t glide through someone like a lightsaber

worn latch
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I agree with this opinion.

ornate quartz
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Another thing, if you get hit, the striked limb should briefly lose strength

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right now players just have infinite hyperarmor and has ZERO reaction to pain