Continuing the discussion from How to counter the “dumbing down”: Advice for Warhorse Studios to deliver a true Hardcore RPG:
I’m pretty sure this is a “no derp” topic but at least someone can’t say “this wasn’t brought up later” now.
Something that I’m curious and concerned about is how the different weapons will translate with different animations in combat, particularly using the “combat star” as I like to call it, and the blocking mechanic.
It just seems to me that the “combat star” was made for slashing weapons and not much more. Sure, it works very well for a long-sword, but what about a mace? Being a blunt weapon it would have to swing differently than a sword and your opponent would have to block/deflect the blow in a different manner than he/she would block/deflect a sword.
So how are Warhorse Studios going to do this?
I am aware that they already have a sword & shield animation, but like I said, it looks like the “combat star” was built with longswords in mind, and this game could have all manner of combinations: dagger v.s. longsword, axe v.s. pike, broadsword v.s. mace, and so on. And each one of those might require different animations.