Yes, all of my yes. I'm not really a fan of the current combat, as it isn't really... 'fun' per say. But this change, especially if touch damage is removed, would make the combat genuinely enjoyable.
What about two handed weapons, will they have a parry action, and will this became a turn based thing? cause that would suck if i have to start the battle instead trying to run away and do something else, what about the cave monsters, how will their fights be like
Sounds great! This is pretty much what the combat was originally gonna be, isn't it? The shield is different than the original idea, but still interesting. Also if I may so suggest I think it might be cool if 2-handed spears had stab and swipe instead of stab and block.
Thanks again for the support and constructive opinions guys. The forum has been so much more constructive and useful lately!
Tiy. I have a question specifically about the 2handed parry. What will happen if you say parry one of those breath attacks that hits multiple times? Is the monster stunned but then the breath attack keeps going and you get hit after your very brief parry animation over?
Tiy's description of the new monster attack behavior sounds a lot like the combat of the old SNES game E.V.O: Garden of Eden , which is to say, terribad! Unless the pre-attack animation is hella fast, combat will be boring and predictable, as you can just jump back or block when the monster winds up the attack. Also, for the shield idea, I really don't think the monster should be knocked back/stunned if you hold the shield down and wait for it to attack, only if you block the blow at the very last second (much like the sword parry). This should reward skill on the shield user's part.
very nice very promising, as for dodge, i noticed that the "Energy Dash" tech allows for quick maneuvering as well as a fast dodge-backstab gameplay, which wrks perfect with shield/1 handed blade, as for knockback i think only spears should keep it, as the weapon is intended to keep safe distance while dealing moderate damage. As for the enemy AI atm... its pretty much a bounce fest xD wherever i go, specially on low gravity planets a monster fight will most likely be a quite hilarious up and down chase of bunny hops, or "sting like a bee and dance like a butterfly" thing.
hmmm.... I like the sound of many of these changes and hopefully brainstorming further will reveal more unique additions for combat. One thing that I'm trying to think around is the shield usage. I think that shields shouldn't "break" and then regen, it just doesn't make much sense, though I would be open to shields and weapons breaking over time after use and needing repair/sharpening. I think that for combat there should be different monster atk's and types that would negate the shield or that the shield would be more effective against. for instance: say you block a monster's attack and then it initiates a grapple over your shield or the monster has a special vine ability that rips your shield away etc. Anyway nice sounding additions all and all and I'm very appreciative of the chance to discuss ideas.
Now we are talking! ² If this goes as well as said then playing with Two handed will be much more fun... Oh, just an Idea, but after the timed block the player could be able to do a "quick counter" (like a "regular" Counter, where the attack is a little weaker than normal but instantaneous)
All in all, this sound much more interesting and fun to play with! I hope it doesn't end up being to easy though... I'm not a shield user though, so I really don't care how the shields will work... but maybe they're be more valuable tools in this kind of combat?
While much of this sounds good for the majority of things as one way to make the combat more dynamic, I don't think knockback should be removed in all scenarios. For example, I agree with knockback not applying for weapons like swords, but having knockback take effect on attacks like a charging punch from a monster or a player's slow swinging hammer should be retained. Among other things, it would present a difference between axes and hammers in the player's hands. Shields as they are now are "too easy", as you can storm an entire army of soldiers shooting you down by merely holding a shield in front of you indefinitely. As for everything else, I suppose we'll see as it develops.
What about some kind of dodge skill. Like, If you equip a only dagger instead of a parry, you perform a dodge maneuver that, upon a counter attack, is an instant crit. That would help give those players that like the "rogue" an edge and would give a reason to use the smaller, weaker weapon.
What we need is a way to evade (without a tech.) This would solve dual wield issues (a dual wielder wouldn't rely on blocking, but evasion and a faster, more dynamic attack) and make it more fun in general for those who don't like to do builds that rely on blocking. It might also be interesting if movement speeds among other things could be affected by armor. Heavier armor would make you slower but better able to take hits and light armor would make you faster, but more vulnerable. And of course there should be a balanced option as well. IMO doing this could really make combat interesting while still allowing people to choose their preferred style.
I will miss the knockback mechanism, but the new monster stance is nice. Can't wait to collect shields for some major parry damage! Bring it on!!