Original Post — Direct link
over 4 years ago - /u/marox_ - Direct link

Please keep posting these, it helps us give an idea of what players don't want to see, and fosters some discussion to this extent inside the dev team as well. We've recently included a glance calculation for this specific case, but it seems we didn't quite nail it since it's obviously still possible. It's always a battle between not intruding into the combat freedom and making sure really weird stuff is weeded out.

Another thing we're looking at is the speed of idle turning/looking animations, which many people are finding jarring despite it not being possible during an attack itself. We've specifically made the look/aim animations very snappy to aid in reading during attacks, but there's no reason why they should be so in idle, so it's definitely something we can improve in the future.

Sometimes players mention spazzing out and dancing, but we're not sure what specifically they mean, so having it pointed out specifically in video and saying "this and that" makes it a clear problem for us to focus on.

over 4 years ago - /u/marox_ - Direct link

Originally posted by TimboQ

Have you guys considered a momental damage system like warband? where in this case his swing at the very beginning of his pull would cause little damage compared to in the center of his swing? It makes sense because you have to build the force with the swing, and obviously a swing shouldn't have much force at the beginning or very near the end. I'd like to see a spectrum of damage based on when the weapon hits: less if it was dragged and more if it was accelled, or something along those lines. I think this would naturally make the combat more believable. (I am very much an average noob in this game though)

Keep in mind that momentum is not what is usually desired here. Momentum means that spinning will do more damage, as it would in real life, because more momentum is obtained that way. The reason spinning isn't prevalent in real fights is because you'd get shanked or otherwise grappled, something that's impossible with the game's rules and initiative system, hence why we have to use different conditions/rules.

over 4 years ago - /u/marox_ - Direct link

Originally posted by Warriorgrunt

I'm pretty sure this is implemented in a small way, glancing hits, but as I recall, they only come to play at the end of the swing.

The change to the start of the swing I would want; Reduced damage, but the player hit is moved a small path along the swing. This would make it so mauls wouldn't insta-gib at the start of the swing, but rather it hits, deals a bit of damage, and at the middle of the swing the enemy is kind of 'released' at the peak momentum of the swing. I wouldn't mind if the enemy would be ragdolled, but that might be a bit too strong.

This swing-start implementation would reflect momentum of the weapon. At the start there isn't enough momentum to cut, but enough to drag the opponent slightly along the swing. Blunt weapons would have a larger push-back while bladed wouldn't.

We do glancing hits and 'early release' (phases through and cannot damage but can be parried), because we generally prefer more deterministic damage states rather than a smooth curve. The biggest issue with further reducing the viability of early/late attacks is that it effectively cuts down on the ability to get around blocks, and that it would still lead to these moves being used, just to lesser effect (which won't make them any less infuriating on the receiving end)