So I’m going to ignore all the talk about what’s a professional and what isn’t and just address the topic of the thread instead as an early backer.
I doubt devs actually read this entire thread as it’s not exactly a condensed well formatted way to ingest player feedback, but here goes nothing!
My background: Competitive FPS, love the combat in Dark Messiah and I’ve been fencing for most my life.
Disclaimer: I know it’s an beta.
The combat feels awkward. I personally am interested in motorcontrol-skill-based games where you can get better by learning quick moves and accuracy and by not being hamstrung by blocking animations and whatnot. I like realism, actually I love it. I love the feeling of skill-based (please interpret this the right way) combat more and I don’t think those two are fundamentally distinct.
My main point:
- Realism is not an excuse for awkward feeling combat and movement control. There is a reason why this is so hard to do for devs.
- It’s okay if the devs decide to go whatever way they wish, it’s their game and backing a game is more of an investment.
- I really really really hope they get the input of people who are experienced in FPS (or similarly movement-skill-based games) when doing the final design (and implementation!) of the combat. This makes or breaks a game (of course you might decide that it’s okay for a game not to sell more than X-amount of copies and say it’s niche… gawd I hate opinion disclaimers on forums so what you say doesn’t get taken out of context).
Why are we even discussing this? I don’t know! In the end all that’s been said has probably been said and the devs either already care about this aspect of the combat and thus will invest enough time to polish it or they don’t, in which case they won’t simply agree to random forum posts.
Peace!