Over power NPC

I wonder whether the critics of the sword fighting aspects (limitations, controls, movement, viewpoint etc) are those who have ‘expert’ skills in computer games, but never actually held a ‘real’ sword and attempted to use it according to some method from the historical record.

I find the practice of Meyer longsword (and later rapier styles) informs and aids the basics of positioning and tactics within the game, and the ability to practice distance and timing in the game without the strain or injury risks of additional extensive drilling or sparring aids some of the basic automatic skills which are usable within real swordsmanship.

There are differences - there are many more cuts possible with a longsword than the few offered (with their variations) in game, and the pace of cutting around, flitting or failing during flurries of attacks is not at all compatible with the need to ‘see, react, act’ with a computer game.

I think I will remap the controls to suit my tastes once the game is released and there are remapping options, but the general functionality is okay. I would prefer to be able to draw the sword or torch independently, having to move things around in the inventory to avoid unintentionally drawing my sword is a nuisance, but I have few significant quibbles beyond that.

You are aware that the Beta your playing is over a year old and has already been deeply tested and critiqued by the thousands of backers who have been with it since the beginning.

Your criticism while warranted lacks understanding of the current state of the games development.

Freedom to parrots!!!

Every1 able to say couple of words. :о)
I was dissatisfied some things of beta year ago and nothing has changed. Bad beta.

The Beta is on a closed development branch. The release was based on the earlier alpha branch, and with added prototypes for most of the important gameplay features. It was done at an early stage of development, and was highly successful at testing various aspects of the game design and obtaining much helpful feedback at a stage when things could be done to correct or improve on things the developer wanted to change.

Not every request understood the intent of the game (or the realities of game design and/or mediaeval life and combat), and some were not very realistic. Most focussed on known problems, such as low performance and particularly on slow sleep cycles.

While there has been no update to the backer’s preview released last march, the internal development has continued and I’ve even the results of a request I placed incorporated into the game in a recent video update. With the PS4 version undergoing TCR acceptance the development is in the final stages and I’d far rather this is the current direction of attention than a misguided updating of our preview build.

In short, the Beta wasn’t bad, but had a limited scope. It was successful and has informed the latter stages of development, and hopefully soon we will see how well Warhorse have incorporated the lessons they learned there and managed the optimisation and bugfixing processes. This is what is important - the final result.