Maybe it’s because they are stating why they wouldn’t support this game?
Doesn’t it make sense to you?
Did you ever try out the multiplayer of Mount & Blade: Warband?
It can deliver the most rewarding (melee) fighting experiences out of every game I played so far.
I have so many memories of fights (1 on 1) that took several minutes to finish.
Every fight was unique, it felt like a champion after those fights. (but still in mind that there were people who were much more better than me)
I can understand why many of you don’t like the idea of directional blocking.
(exept the points about realism, there I don’t because there are alternatives which would look realistic but are still based on “directional blocking” in terms of gameplay)
But in my opinion the mechanics how the melee (blocking and locking) works right now is too less rewarding and far too easy. Why can’t I just easely target one of those cumans by moving my mouse instead of pressing another key? That just feels so wierd and influent. I guess it’s because @warhorse either is focusing on gamepad just for the time of developement or is trying to make the controls from keyboard and mouse similar to the controls of gamepads (in a way that gamepads and k&m will create nearly the same gameplay experience - what is imo a wrong way). I fear that they recommend the final product to be played with gamepad, because it would minimize the whole potential that k&m can have.
I also hope that the will get much more difficult, because it was nearly no effort needed to whack that best guy in the arena. (maybe it’s because of the missing directional blocks, or if you don’t plan that to be implemented atleast make the AI stronger)
Without that lock on system those cumans wouldn’t be that hard to kill.

There were some serious troubles around it, will be fixed in the next one (hopefully).
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. If you aren’t fit, they can really drain you - you wouldn’t think so, but just about every fight that lasts more than a minute and a half has me breathing hard
. Also, a fight doesn’t generally end when the person blocks the wrong way - once again, in my limited experience, it is really hard to block the wrong way in real life (i.e. block the wrong direction). Most of the time its because you miss the block, either a little too high, or a little too low, or you’re just a little too slow, or you don’t parry their sword properly and they can move it out of your parry. Blocking the wrong way generally only happens with inexperienced swordsmen who don’t know how to read their opponents movements - and i mean people who have never handled a sword, and even then, about an hour or so of instruction normally solves that problem.
. Most the of the complainers say what they don’t like and leave it at that. there’s no attempt made to understand what the dev team has to do, and what would be a feasible solution to whatever was bothering them. A prime example is the “not a fan of the combat” thread, which i know you’ve read. the first post from Mackwab is him complaining about locking, then complaining about blocking. no suggestions made. at. all. Granted, he is a backer, so not the best example.