Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Feedback on combat  (Read 1090 times)

1v0ry_k1ng

  • Bay Watcher
    • View Profile
Feedback on combat
« on: November 23, 2010, 07:12:20 am »

So I spent a long time adventuring and areana-ing and decided to give feedback.. I appreciate this might have been given elsewhere but just incase. there is so much I like that its way too long to list, so I'll just list what I didnt like on the off chance that it is helpful to development  :)

31.18 feedback:

pommels bashing is overpowered, esp with dagger pommel (insta kill if on head)

striking with staff of spears/pikes is useless, and seemingly no chance of knocking people back or over

spears/pikes need to stick in more and for much longer than one round.. these weapons lack the fearsome organ penetrating power they used to have, which is saddening- I liked how the pike would punch straight through people and get jammed in there more or less permamently in 40d

blunt weapons are very hard to kill with if they lack instakill power since breaking bones dosnt seem to kill people even when they are thoughroughly mangled.. it would be nice if hits caused more falling over, unconciousness, stunned, and if broken bones had a more meaningful effect (more pain)

bows still function perfectly with 80 maxvelocity instead of 1000, and if you make their head 25 size instead of 2 they can be deflected by breastplates (sometimes)

stranging causes insta-unconcious

bashing people on the head dosnt seem to knock them out, it either kills them or does little

if a solider wearing a bronze helmet passes out and an enemy has a crappy weapon, will attempt to deliver a coup de grace to his head every found and be deflected by the helmet, even if the rest of the body is unarmoured.

people die much much slower than in 40d.. broken bones dont seem to slow them down much and in general injuries dont seem to debilitate people like they used to... broken bones dont seem to cause pain sometimes and puncturing the lung dosnt seem to do a great deal

puncturing lung causes MORTAL WOUND! to flash even though it isnt remotely dangerous

at higher skill levels of dodge and block combat lasts FOREVER and aimed attacks become tedious and pointless

why do all the armours have 100% coverage? if they have eg 75% coverage there is always a chance of a crap weapon 'finding the joints' , is that undesirable?

enemies dont seem to blow apart, fall over or get knocked away by powerful blunt hits anymore... getting hit by an 85000 tall orcs huge mace should send smaller creatures flying

bows seem useless against enemies with decent dodge/block now, esp with the long reload times

killing little creatures, like vultures, takes a suprisingly long time... one swing from a battleaxe, instead of cleaving the little bird through, just fractures or broke bone & opened arteries.. in rl the bird would've gibbed

vultures attack living creatures en masse for silliness

creatures starting with dagger skill in adventurer mode spawn with a spear instead of a daggery loadout



« Last Edit: November 23, 2010, 07:18:03 am by 1v0ry_k1ng »
Logged

Dakk

  • Bay Watcher
  • BLARAGLGLGL!
    • View Profile
Re: Feedback on combat
« Reply #1 on: November 23, 2010, 07:42:09 am »

I agree with your views on pain and blunt attacks, but everything else seems to depend too much on your cahracter's skills to be considered an actual bug. A skilled dagger user can cause alot of damage with one, even if its just the pommel, lung wounds do cause death if you have low recuperation skill, critter behavior and improved combat AI are already planned, the bow speed change only affects fortress mode atm because of the time differences between the modes, etc.
Logged
Code: [Select]
    ︠     ︡
 ノ          ﺍ
ლ(ಠ益ಠლ)  ┻━┻

Table flipping, singed style.

1v0ry_k1ng

  • Bay Watcher
    • View Profile
Re: Feedback on combat
« Reply #2 on: November 23, 2010, 07:55:52 am »

the pommel issue is that it concentrated a blunt attack on a very small surface area, making it much more effective at breaking bones etc than actual maces/hammers... really these kind of attacks could not happen with the velocity of swung weapons (1250) and its current velocity (1000) still represents a swift lunge.. I think 500 velocity for pommel bashing would be more accurate (and reduce the ability to players to bash pommel sized holes in every skull)

to clarify on the bow thing, im only talking about adventurer mode/arena, I havnt played with fortress mode for ages.
« Last Edit: November 23, 2010, 08:14:38 am by 1v0ry_k1ng »
Logged

Pilsu

  • Bay Watcher
    • View Profile
Re: Feedback on combat
« Reply #3 on: November 23, 2010, 04:58:47 pm »

While one shouldn't be able to dodge or parry arrows, skilled shield users being hard to kill with projectiles makes perfect sense. Unless it's a buckler or something. Adding a tower shield category with some actual downsides would be nice though.

Skilled opponents dueling for a long time seems about right to me. Reminds me of that book in Morrowind.

Blunt weapons causing enemies to explode was stupid and out of place to begin with. If flinging was to make a comeback, it should be a powerful knockdown effect and not automatically result in death. Also, it shouldn't have a massive range. 2-3 tiles at most for the smaller critters with good contact. You aren't going to send anyone flying with a war hammer either so it'd need to be restricted to blunt weapons with large contact areas and weight.

Broken bones not being a hinderance is a pretty big problem, admittedly. In addition, a creature with broken legs shouldn't be able to bite you in the face as it's lying on the ground. Reach issues could use a little work.

Hitting joints should not be something that just happens by accident because of a lack of coverage. It should be a deliberate, difficult attempt and allow armor user skill to be used to defeat it in addition to the other defenses.


Enemies really shouldn't be able to parry or block spike traps. Dodging them should actually involve stepping out of the square if there's enough spears present. Naturally, traps would need to be a bit less saturation happy for that to work.
Logged

1v0ry_k1ng

  • Bay Watcher
    • View Profile
Re: Feedback on combat
« Reply #4 on: November 23, 2010, 05:31:26 pm »

Skilled opponents dueling for a long time seems about right to me. Reminds me of that book in Morrowind.

the armour one?

long combats get boring though, especially when the rare attacks that get through cause fractures or broken bones which cause little or no apparent hinderance.

characters are much too resistant to arrows through the combination of dodge, parry and block; imo all of these should be made more unlikely.

Quote
Blunt weapons causing enemies to explode was stupid and out of place to begin with.

maybe, but that was a very popular feature in my sharehouse  :)

nenjin

  • Bay Watcher
  • Inscrubtable Exhortations of the Soul
    • View Profile
Re: Feedback on combat
« Reply #5 on: November 23, 2010, 06:03:43 pm »

Quote
Blunt weapons causing enemies to explode was stupid and out of place to begin with.

And yet, it's the only thing blunt weapons had going for them. Now they have nothing. You're more likely to shatter the skull with a sword blow then you are to shatter it with a blunt weapon, at least as far as I've seen. Blunt weapons are flavorful, but they have almost no inherent advantage over edged and piercing weapons. The fact they bruise through armor is....meaningless, since bruising doesn't really affect combat in the grand scope of things. If I had to choose between breaking a bone and severing a limb, I'd choose the sever every time.

So I'd prefer the knockback 'splosion. A lethal hit is a lethal hit, who cares how it's presented? As if guys with arms hacked off and guts hanging out, fighting to the bitter end, isn't ridiculous already?
Logged
Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Pilsu

  • Bay Watcher
    • View Profile
Re: Feedback on combat
« Reply #6 on: November 24, 2010, 06:22:45 am »

Those just sound like they need a rebalance and tweaking. Reintroducing blunt damage-induced body explosions on the other hand would be going against the direction the combat is headed right now, more realism.
Logged

Dakk

  • Bay Watcher
  • BLARAGLGLGL!
    • View Profile
Re: Feedback on combat
« Reply #7 on: November 24, 2010, 07:35:33 am »

Aye, I misinterpretated his post when I mentioned blunt attacks. I mean I agreed in a sense they need to be more useful, but not with the old explosions and stuff. Mayhap only if whoever does the damage is incredibly strong, like a colossi.

I`m failing to see the direction of this honestly. Sometimes the OP goes for realism with bow speed and strangling, but then switches for random fun stuff with blunt attacks and fights between skilled fighters. Its more I like it this way, change it!, then This stuff is unrealist and overpowered.
Logged
Code: [Select]
    ︠     ︡
 ノ          ﺍ
ლ(ಠ益ಠლ)  ┻━┻

Table flipping, singed style.

1v0ry_k1ng

  • Bay Watcher
    • View Profile
Re: Feedback on combat
« Reply #8 on: November 24, 2010, 10:37:41 am »

I'm for seeing combat balanced- that is, every option is viable and interesting- more than realism... I like every weapon and armour chpoice to be useful and have its pros and cons. I like the realistic injury system, but also liked the over the top finishing moves that occasionally happened in 40d.