“The Art of Devs Summoning”? Well, we should as well think of system, which would be possible in PC game. There be should some attacks with weapon, defense, shield bashing (left hand action?), stance changes, attacking with pommel, maybe kicking (not a big fan of this though, it compromises stability and needs proper distance). Taunts, evading, cloak using… How many buttons are we able to manage? Let’s make a list first…
What makes you people think that the devs even need help?
We haven’t seen anything about the current fighting system and yet here you are, proclaiming yourselves to experts with value to the development…
That’s actually pretty arrogant.
You’re absolutely right (indeed, i think I said something similar myself as well, yesterday). Obviously we can’t bring in EVERYTHING. We just need to figure out exactly what and how could be implemented… and again, a word from the devs could be useful
I’m not proclaiming anything, and I’m deeply sorry if I sounded arrogant on something.
Being an HEMA scholar, even if I only started a year and a half ago, I think I may have some feedback that could be useful, that’s all. I thought we were here to give feedbacks and proposals and discuss about potential implementations, am I wrong?
“HEMA consulting team”? Without any knowledge about what the combat will look like?
I get the excitement but feedback is only possible after experiencing something, am I right?
Oh well, just don’t mind me. Wasn’t even planning on getting involved. Carry on.
Again, this was just a proposal, and maybe you’re right, we’re all excited about this sure-to-be-great game. I just wanted to be helpful, that’s all. I’m just proposing
Please stop “fighting”. Otherwise it will soon end with topic, where members of the community will propose duels in real life.
I would like to propose our aproach to medieval longsword fencing. Because the fencing in trailer video seems to be a bit funny. It’s based on modern theathrical stage fencing. Especiall beating the blade in the battlefield is quite ridiculous.
All techniques in the first videos are base on real medieval manuals about fencing.
Actually, the fencing in the kickstarter video at 4:30 reminded me of some techniques I’ve seen in combat. Of course they are slow, and executed with failures. But to be honest: If you were able to execute any technique without a failure, you would always win with your first hit.
Also, most players do not have the reaction time of a trained fencer, not to mention the missing tactile interaction. Besides, we don’t know how much training the character in the video has had. I wouldn’t expect masterfully executed strikes.
My commends to your fencers in the video though. It’s beautiful to watch.
Greetings
Ferlonas
Nice Talhoffer, guys Nevertheless, there won’t be just longswords. What about one-handed swords? I don’t think that long-swords were used widely on the battlefield. But this would be a neverending discussion. I would like those things ingame for long-swords, but they shouldn’t be everywhere.
Edir: Did I just notice ElGur sword on the video?
Of course. But I am reacting to kickstarter trailer where were used longswords.
Edit: No elgur swords.
ARMA member here, and I did the exact same thing.
And since we seem to be posting longsword videos, here’s my personal favorite:
As a person who does Historical European Martial Arts (HEMA), I am very interested to know which 15th Century combat system you are basing the combat on. I understand the development team has consulted, in its words, “medieval martial arts experts” which makes me very hopeful because frankly I don’t think I am yet to see a released medieval game has a combat system informed by proper sword fighting techniques.
Judging by what I have seen so far the combat seems to be based on Fiore dei Liberi. If this is so that would be a great system to base the combat on. Fiore’s instructions cover how to fight with a large variety of weapons, everything from daggers to poleaxes, and how to fight on the ground and on horseback.
I finally get into the forums and this is the first thread I find. Reading it I know that I’m home.
I’m not picky about what form of HEMA they choose or even if it is a perfect simulation. It is a game after all and needs to be playable and fun. However when I heard this in the latest update video, “…if you use chainmail you will be well protected against swords but not as good against arrows. Plate mail is good against most weapons but not hammers and axes…”, I got all goosepimply. I suspect these guys get HEMA. The snippets of combat in the videos so far certainly imply they do.
I just hope that the line about “weak against” doesn’t mean useless or invunerable, but rather that you have to adapt your attacks.
It’s entirely possible fora guy using a sword to fight against someone in either chain or plate and win, it depends on his attacks and what he does.
Chain was weak vs slashing sword strikes, but sword makers adapated and swords became dull and focused more on thrust weapons with sharp points for getting into chain, etc.
tips fedora it’s a good day to be euphoric, eh friend?
I totally agree. Stances, guards and grappling are the most important part in fighting.
i would like to see grabbing in close combat that leads to wrestling, or kriegsringen. when fighting in plate armor it often has to come this far to get your opponent to the ground.
i don’t think we will be disappointed.
Do you mind if I ask you a few questions about this video?
What were the relative skill levels of the participants? Some of the fights look pretty decent (some nice grapples and whatnot), but I see a lot of false-timing and things like leaving the arms extended to get lopped off (which seems to happen frequently too).
One other thing I’m curious about, since the school I’m at doesn’t train this way, is why there’s so little gear worn? Do you find it necessary to pull your blows? If no, how do you avoid injuries? If yes, how do you know a technique is actually successful? It’s always nice to hear how other groups are doing things, and the different ways we train all have different strengths and weaknesses.
OT: I certainly do hope the devs try to incorporate some kind of historical style(s)! Would be pretty awesome.
Mixed. The video is a “prize play,” and people of all skill levels are there to test the prize player. Part of the test is your ability to control yourself, to be able to fight against “the lion and the lamb, the sober and the drunk.” Funny thing about the drunk comment was when the ARMA director John Clements said it and told a guy there he had ten minutes.
You can learn more of the history behind the plays here: http://www.thearma.org/essays/playpriz.htm#.UvmoMPldV8E
Control is greatly emphasized. Shots are “pulled,” but we’re still hitting each other hard enough so that you know that, yes, you would definitely have died (or at least cut. Humans can be surprisingly resilient). There are plenty of bruises, though.
ARMA’s not big on heavy padding, and a big reason is that it forces people to go nuts with their strikes so that anyone can actually feel it. Heck, our ancestors trained without padding, even without masks (though apparently they never thrusted at a partner’s face).
This convinced me, I think some way of grappling or grabbing should be implemented for combat.