Combat System Update!

The blocking moves and attack zones were the same drilled (or at least attempted to be drilled) into me during real life sword training.

Looking very good so far!

Hoping you will add shoulder and shield bash functions in the game too, both which are good and often used attacks when wearing heavy armour. Your weight is a weapon!

do you think the guy they showed in the video with red goatee and green hood when they mention famous trainer is konrad kyeser?

So far it looks wonderful. I am however going to agree with a number of other posters and say that I do not feel blocking should simply be one-click and block. Much like mount and blade games and its off shoots, have a blocking stance, and maneuver your sword or shield to encounter the blade coming at you. This would require skill and create an actual sense of accomplishment in simply surviving a difficult opponent for a period of time.

trainer in the arts of siege warfare? that would be pretty cool indeed

also he is an excellent candidate for inclusion. he is on location in bohemia during the game’s time.

1 Like

I like what was shown in the video update on combat . But I wish they would’ve been a bit more clear on how you target different parts of the body, how to perform successive attacks besides parrying, how stamina drains, and how injuring body parts or armor affects combat. One thing I hope they’ll change is the one button blocking system. This thread by @Neon_Knight pretty much covers how I would like the blocking system to work: Blocking Enemy Attack Suggestions

3 Likes

One button block means less room for error, less room for skill, less skill based combat.

2 Likes

True. I like the War of the Roses and the Mount and Blade system. Controlling the direction of blocking/attacking based only the movements of the attacker/defender is extremely satisfying. Other combat systems feel too simplified after that.

2 Likes

Would be cool to make it work with Myo or dual Myos by Thalmic Labs https://www.thalmic.com/en/myo/ :slight_smile:

would like to know how it works if multiple opponents attack you. do they wait like one after another or do they surround you like a pack of wolves…?

1 Like

I really want to know this also. Only thing keeping me from backing at the moment. I just can’t stand this since the assasin creeds game

Conversation taken from youtube.


Now you can pledge! :wink:

3 Likes

Not necessarily. It’s a different kind of skill. It’s stamina based too so it’ll bring out the strategy of real combat more than mount and blade did. Don’t get me wrong I love MnB but the combat does not feel realistic.

I would be very interested how they handle taking on multiple foes when it is locked in first-person. It seems that situational awareness would be very difficult to overcome.

Just judging from everything that Warhorse has said up to this point, it sounds like these situations will need to be overcome with strategy/planning, which I am totally for. Match numbers with numbers or use the element of surprise to your advantage. As @lorderon mentioned in a previous post, no queuing of multiple enemy attacks a la assassin’s creed.

I love the fact most of the staff are names Peter lol

1 Like

The way combat was presented in the video looks pretty exciting. For everyone worried about the blocking, keep in mind that this is a RPG. The developers have to find the right balance between realism and entertainment. I’m sure the blocking and even the attack options could be even more complex than what was shown but would the gain be worth the potential aggravation? The combat options in the video seem to present a pretty robust number of options without crossing the threshold into being too daunting.

I watched video one more time and there are many questions how does injury affect your character in combat, how does health system work and so on. Warhorse probably solved all of this by now, but I would like to guess or think of possible system.
They said repeatedly that stamina will be important and there is big stamina bar in the videos. So I would guess that every injury would restrict your stamina to certain level, every hit will take a chunk from your stamina which won’t recover till you have time to rest and heal your wounds after the fight. When your stamina is depleted completly, you are overcomed and killed or captured (important aspect of medieval battles!) That is something which I would find both realistic and fun to play. What do you think? :wink:

I agree that stamina will be very key. This has been alluded to several times but never fully explained. With stamina playing such a large role, I wonder if there will be any indication of how successfully you have reduced your opponents stamina during battle. Ideally some sort of indicator could be achieved through animations or audio, but could provide an additional element to combat.

Animations and audio are good suggestions. Also your opponent could get slower and slower with major injuries.
Another important aspect in real combat is distance. There are different techniques for close distance and different for longer distance, even if both opponents are fighting with swords of same length.

1 Like

I would think these are all things that should be achievable with their inverse kinematics engine or whatever the proper term for it is. Stamina/fatigue would modify force/weapon speed in the same way that weapon weight and player strength would. If this can be done dynamically through the progression of the battle it would really add to the immersion and realism.

2 Likes