How does AI expectations work in regards to their defensive moves? How do I avoid having then perfect block and master strike?
let me ask you this. if you fight in MMA, BJJ or taekwondo, do you ask about the AI behind perfect blocks, master strikes, etc?
it seems like you want to know the AI mechanics. while useful from a combat coding perspective, itâs not necessarily useful from a functional end user perspective
If you want to become a good martial artist you do. Especially in this game where you get locked into an animation for several seconds and take damage seemingly at random. If you donât know, then just say that, because these mechanics heavily affect execution
i donât know the AI coding in any way shape or form
in martial arts, you donât get a training video explaining the human opponentâs âcodingâ. you learn tendencies and adapt. Bernard and the veteran in the Pribyslavitz combat arena expose you to 1 v 1 tendencies but they do nothing for multi unit combat.
thatâs not a useful bit of info. what is important to think of use cases/(Agile like) user stories. long story short. the what matters, not the how
You are literally locked into an animation because of master strikes. Combos become interrupted because of perfect strikes. The enemy defense is based on some sort of AI. So unless you understand how to consistently get around enemy defense, you cannot improve at the game
People like you are what the topic is about. Iâm asking for help, you give me vague platitudes and show you donât actually know either. If people like you werenât so desperate to defend the game, maybe we could eventually get some understanding on how the game works so that we can better enjoy it. Since people like you are too emotionally attached to the game to help me understand it, I can only resolve this by begging for some enlightment from developers.
And again, about 20% of all attacks are master strikeâd on a high level character, and about half are perfect blocked. Thereâs no room for improvement other than understanding enemy defense
to help the devs, describe what you want to see or what you donât want to see⊠that is actionable and that is the epistemological basis of Agile software development (flawed as it might be)
this is an asinine assertion. look at my numerous posts
i just take the perspective of providing actionable feedback. i donât give a how vendors code
I also got âcombo-edâ by peasant and then I hit him once, he fell, because he had bad armor and no stamina left. I did not get good enough at fight to explain, I mostly executed my enemies while sneaking.
Explain how AI defense works! The game tells me
1- Attacking the open side makes it harder to block. It doesnât
2- Feints make it harder to block. It doesnât
3- It gets easier for AI to block if you repeat a side. It blocks any side just as easily
4- Chained attacks made it hard to block. It doesnât simply because perfect block interrupts chains
And I figured out
1- Being too close makes blocking easier for them
Even when you combine all of these, you still get master striked and perfect blocked. The more you continue back and forth perfect blocks, the more likely you get master striked
It seems like level differences donât have an effect, because master striking peasants are pretty common
are you trolling?
So why are you having any opinion if you donât know? You need to know how defense works to get better at the game because your offensive moveset relies on them not using certain defensive moves. If enemy defense is random, then the game is RNG
i have numerous opinions about combat and how it works and doesnt work
youâre the one making some asinine statement about placebo effects. thats for you and only you to defend and/or clarify
Seemingly random things happening plus wishful thinking means people explain how the game works incorrectly or not at all.
look i provide actionable feedback. and i dont need the AI code to do so.
https://forum.kingdomcomerpg.com/t/ashes-aka-the-home-dlc/
if you want to talk specific desired changes to combat, fine. iâm all for it. however, if you want to get Prokop of some other KCD dev to explain AI code, youâre in the wrong venue
Ok I retract my prevoius note on you, BUTâŠ
Consider it like Bernard is teaching you combat with a sword. I am not a fencer myself, but i have a lot of friends who did historical fencing. Things what you criticize as âyou dont know what they meanâ work for me.
Moving? Direction is up to you, depending if you want to get away from the oponnents weapon or to get closer and strike from an unprotected angle.
You seem to ask too many questions on the mechanic, instead of trying to understand it. The thing is there is no single way how to fight foes in this game. Players may develop different approaches, which might be even contradicting.
Its not about placebo, its about trying to find a pattern of attack which will allow you to strike the foe, in a timely manner.
There is no pattern. Things work, then they donât, then they do, on random enemies at random times. Functionally, this is RNG, not skill based combat. Itâs placebo when you think specific things have an effect, but they donât, you just got a good streak with your RNG rolls. If there is something Iâm not getting, then I want to know
Its has to be RNG up to some extent, but its skill based combat, while i am referencing Playerskill. NOT just skills in the character tabs.
I donât know if I want changes because I donât know how the combat works. If itâs RNG, then I want it skill based. Thatâs as far as I can get without understanding
I agree with you that there is not one strategy but many that is valid in this game. My âstrategyâ or rather lack of strategy, is wearing as much plate as I can and use as many potions as possible. The rest is more or less stamina control and try to clinch the enemy and folllow up with a strike. And of course, always try to focus on one enemy and not letting enemies surround me.
This way of fighting will not make me a master of any kind, but it works and I am cleaning our camps and I do not die during attacks on the road and such. But sometimes it is very close and I survive with just a sliver of health and bleeding from multiple wounds.
youâre unable to make observations and inferences without explanation of the AI code?
there are a number of fundamental problems with combat. one is the âmagnetismâ overrides your input. two your input is ignored until the âmagnetismâ is activated. three loss of life is largely (perhaps disproportionately) a function of stamina level when enemy strike lands.