Ok recently criticized some the needed intensity for fights after repeatedly fighting the archer/bandit duo up north as being too quiet as well as needing more audio/visual feedback of hits and who is around you. Just had my first tryout back at the training camp since a few updates ago and that felt more like what I was expecting and found the combat pretty fun and engaging -just need new keybinds -block is most instinctive human behaviour so we need it at our fingertips.
So while training my sword must have accidently hit a bystander and next thing I know -the entire camp is on me as a mob with an archer out front who just straight up thug plugged me at point blank -it was glorious. l just love this kind of emergent behaviour. My faith is also restored in this game and I can only say you guys are attempting innovative new sword game mechanics and on the way to calibrating it -expect a landslide of criticism!
Back to the player awareness of multiple attackers on side and rear, perhaps (short of a 3rd person mode) show the bloodied screen effect relative to a clock position -so if blood is at the left bottom of screen, that enemy or arrow came from the 7 oclock position. Just an idea - keep up the great work
PS: Please add more sound to walking in thick brush like twigs snapping and louder bushes. I was chasing a guy who ran from me in woods but couldn't hear anything plus would be nice for hunting