There is a difference between having a daily cycle and between simulation of daily life of each and every AI. This is what actually makes the game most interesting for me personally (together with the emphasis on historical accuracy).
Last time I checked, they didn’t sell any rusty swords ingame.
The pacing is mostly determined by the guidance the player receives from the game and following that, it is beyond slow, despite the fact that you can just go and fight those guys if you do your own thing.
The combat system is in effect not any more complicated than any elder scrolls title. Directional attacking without directional blocking? Makes the whole thing pointless. Might as well only have 1 direction. Blocking itself? Pointless because it gets broken by repeated attacks. So in the end you only spam left mouse button to break blocks and sometimes back off a bit to catch breath, so effectively all you do is the same as in skyrim plus some more movement.
The whole combat system thing would have even been somewhat acceptable, if it wasn’t for all the videos made by Warhorse were they go on about how much research they did and all their great animations and their sophisticated combat system, just to be presented with this now. I don’t know if they are lying to the customers or to themselves.
Also the daily life simulation thing is all nice as it is… yet it seems to only cause more problems. The most pragmatic solution would be to just simplify this system to a level where it won’t cause any problems anymore with loading the game and instead use the time to focus on the actual gameplay.
Sorry, but I don´t like your solution…
It wouldn´t be the game I have paid/backed for!
There is directional blocking. The held guard is the same as the last set ‘attacking guard’. If you lack adequate skill you wont make a block from an off line guard, only from the one nearest the attack line. Feinted attacks move around a set block, and will only be blocked if you also move or reset the guard after the attack is moved. This is more similar to how you react to an actual cut or thrust than a M&B’s system.
While there isn’t a ‘rsuty sword’ in game, neither are swords really, really cheap. They seem to be valued at 100 or 70 Groschen, which is a fairly significant amount compared to the cost of food stuffs. Now I’d not argue that these are correct values for all items, but this isn’t how you characterise it either.
my biggest problem with this is game is the constant crashes and inability to load saved games. Sound can use a vast improvement as well. Voices should differ I would think and pressing E I should be able to intranet with people. I think damage system should also be explained better. I apologize for all the complaining but I want to game to be enjoyable so I’m just sharing my experience.
There is whole topic about directional blocking, and you can even find there some answers from devs.
especially this
People should remember that the game is still in beta - especially when talking about crashes or corrupted save games. As for AI, from the many videos and the game itself it’s evident that the game does NOT use traditional set-in-stone NPC routines. Saying that the programming department lacks skills is a pretty bold statement to make without any supporting evidence… I’d even say it’s borderline ignorance. However in my opinion choosing a somewhat unproven AI system for the game is really quite a gamble.
The combat system has some issues, but it was publicly known from the beginning that it will be based around stamina and I don’t think this is going to be changed. I’m not a huge fan of the system so far but frankly I don’t even care much for realism in combat, I just want it to be fun, so I leave this for other users to discuss. Lots of people say the combat in Skyrim was stupid hack’n’slash, but with a few mods and increased diffculty I found it very entertaining. Not saying Skyrim was perfect, but Bethesda made load of money selling it and that counts too.
I don’t see any issue with pacing, Warhorse that combat will not be a constant occurence in this game. On the other hand this places a lot of pressure on the quality of writing and non-combat gameplay. So far I’m mostly satisfied with the quests.
Combat isn’t an incredibly rare thing either. Outside the immediate area of Pribyslavitz there are 15 ‘enemies’ you can engage, (a few of which respawn apparently), plus you can pick fights with at least three quest NPC who are theoretically neutral/on your side as legitimate quest paths.
Add the arena and clearing out Pribyslavitz and you have ample combat for a small slice of the game. IMO
Thank you for your letter @Cepheiden, this gives us a good view from the outside perspective. However, the combat system is deeper then you think. The direction does matter, you can parry faster if you are in the right direction, you are able to attack different zones if your enemy does have various armor there, and feints would be not possible without directional attack zones, you can fight around the block of your enemy and your opponent can do this too. The directions of attack are not pointless as you say, there is a deeper design behind it.
The enemies not attack bug does have the same problem as the AI system for now, complex AI. It is possible that the AI does need a lot of time to react because the full AI tree is acitvated. But we already have solutions for this problems, it is just a lot of work. We know how to engage this problems, that we have to find routines when wich AI tree hast to be turned off, and when to be turned on, to make standardisations in the AI. But before you can make this, you need to build up the framework of the AI system. You can´t cut down what is not there.
Therefor we don´t see any reason why we should change the approach here, the system is not failed, it is just not finished yet.
And about the parcing. Combat is a part of this game, but Kingdom Come Deliverance is not about combat, it is a story driven RPG, it is about making decisions. The only decision you make in a novel is to continue reading it.
In what way are any of those believable? KC:D actually has realistic combat, unlike those games, which have choppy, and cartoony looking fights.
I fully agree with the OP regarding the combat system. I would add on top, that it is not really suited for keyboard and mouse control and it is rather gamepad tailored. I must admit myself, that I am pretty disappointed by the current combat system - I was expecting something like Exanima (also in “beta status”) in the first person, but I’ve got clumsy, simplistic and not well controllable (by K&M) system.
And combat system is the most important feature of the game, so it should be well polished.
On the other hand:
- I had no issue with save&load, so I do not share the concern.
- the pace of the game is fine for me; while I also like games with a lot of action&combat more similar to movies than to written “novels”, it is far from realistic and not really suitable for this type of game. From Kingdom Come, I would expect and enjoy rather slow and careful pace of a written “novel”, than adrenaline-packed movie-like experience.
- pricing should be realistic - agree with OP; I have not experienced any opportunity to buy or sell weapons, so I do not know…
Are you forgetting that this game is nearly a year from release?
Are you forgetting that this game is nearly a year from release?
No, I am not. I hope it will be well polished in final release. And I am raising my concerns, because I want to influence the devs in a positive way towards better combat system.
Not sure how many hours you’ve sunk into the beta, and I can tell that you’re new here, so welcome… but to make a comment like the above (in fact, to write an open letter in the tone and manner you have) tells me that your understanding of the systems and mechanics involved here are bordering on ignorance.
Constructive feedback and criticism is one thing, but to straight up shoot down all the hard work the devs and entire WH team have put in over the past 2-3 years is frankly just plain rude.
If you’re such the expert on AI, integrated combat systems, and games programming… then please feel free to constructively enlighten the team and all us onlookers.
I await your solutions with some eagerness.
Дураку полработы не показывают. Dunno how to say it in english right.
That is hard with Kickstarter.
This is what i got from google translate,
"Fool polraboty not show"
but I’m guessing it’s not even close to what you actually said.
Meant Literary. A similar proverb.
Fool half the work does not show.
Dont show half the work to a fool? -> Pearls before swine.
I love the slower pacing, and the lack of a rush to battle. That’s one of the main reasons I backed this game!!
Never played blade, but the combat in KD is very intense and realistic. You have to employ more patients than ay RPG I’ve ever played. The kinetic feel after striking a blow is very rewarding. Most RPG’s feel like ur slicing through cheese. Oblivion attempted this but no where near as profound.
Love what the devs are doing, keep up the good work!!