Ooh, you reminded me. I hope that parry damage isn't a lot, otherwise it would be pretty silly for players to "cheese" progression by only building shields instead of armor or weapons, and parrying their way to the next sector/tier/progression-thing. Especially if shields can block all of an equal-tier attack, a skilled player could theoretically remove or severly-lessen the need for armor. It would be really funny, but it also might be a bit cheap, and probably not a very fun playstyle after the first go.
I don't want to read through all the posts, but I sure would be happy to have damage by touch removed. Unless they are a spiked creature, or fire, or sub zero, or electrified... you get the idea.
We could have a separate mode, where the player can't craft armor or weapons, and only shields. It could be called "Parry Carry".
Yeah this seems awesome! I only wish that you guys implement some kind of combo system. Instead of just swinging the sword once and use the same animation whenever you swing the sword, it would be nice to be able to perform a 3-strike combo or something like that to make it more hack and slash and not so boring... I know most player playing 2D side scrollers like Terraria and Starbound probably don't care much for this but I do.
"timed parries" yes you're doing it right especially with monster positioning and please remove touch damage (except for birds, they need it for dive, right?) also, removing knock-back may seem to decrease difficulty, but it is also satisfying to blow things away. especially with a hammer. i recommend toning it down, if anything , but not removing it also, add wind up to monsters ranged attacks as well, since it can be quite frustrating to be insta-blasted by aimbots the moment you get into aggro range, especially because there is no stealth in this game as of yet. i remember seeing that as one of the features long ago, as well as the ability to hurl large chunks of dirt lastly, deflecting projectiles would be freaking awesome. with a shield or a sword. edit: making parries take energy and making lower defense armors have more energy (multiple sets for each tier) would make light/heavy armors for players who want to play a quick glass cannon or a gunner or a tanky shield user. creating classes that are based around the armor your character is wearing. im literally regurgitating your earlier ideas, because i liked those better.
all that is fun fun fun BUT: Can we get something to less mine and more talk? Like I've found that I'm 70% mining or looking for resourses, 20% beating monsters, exploring for stuff other than ore, 10% on the ship or at home. there's 0% of talking to npc, getting quests or doing fun quest stuff(even if it's "get that, came back" or "kill 20 of that"). Just think, how many tasty stuff you can get as quest reward? Awesome building blocks, wendors for colony, GUNS, pixels(no more grinding for hours). Can we get alternative way of getting metals, other than mine ore? It's EXTREMELY BORING! even mining in soft soil/rock/stuff Also, I've would love to know, what structures are on planet before I will spend ~hour walking on planet from start to start.
This is not a good enough reason for CF not to implement it. Sorry. Maybe you can suggest a better alternative?
it's just a early beta, do not expect that the game would be great at its first stage, but with the time, it will geting better with ameliorations. So let's just be patient and wait for "THE FINALE STAGE" :O
Please make monsters colors and attack match their planet type. That would be amazing. It would completely reform the atmosphere of the game in my eyes.
Where to sign for this changes to be implemented? Looks awesome and really changes game for better: more interesting and unpredictable combat, lots of variations and big field for maneuver.
Hard to say if this will be a change for the better. It has to FEEL GOOD - so implement it and then we can talk.
The only real question a have for this is that this combat-based system is that it only works best on FLAT surfaces. I want to know how well this be integrated and how flexible monster based combat can be when coupled with hills, lakes, and valleys. Other than that, I like how this spices up the combat system concerning monsters and whatnot.
Sounds promising! Love the prospect of parrying with a two-hander and being able to make use of some of these awesome-looking shields I've been picking up. Just a couple of concerns: 1 - Under this system it sounds like dual-wielding one-handed weapons will no longer be viable. Currently they rely on knockback and slightly increased damage output for survivability; without the former I doubt the latter will make them usable. Any plans to fix this, or is this combat style not intended to be usable in Starbound? 2 - Getting mobbed by multiple monsters is currently survivable due to knockback. Under the new system, in which only shields can block without precise timing, it would become very difficult to handle more than one monster at a time without using a shield - and even then, depending on how fast your shield health drops it might still be hard to do. Is this an intended change? Are we supposed to run away if we see two- or three-to-one odds? I'd personally rather this were not the case, at least at higher tiers; I know this is a survival game but I do want to feel like a badass by the time I'm wearing full impervium plate. Thanks for your time and hard work!
Now Doesn't that shield idea look familiar!? Well I Wont complain, At least It's done how I suggested it Back in early December.
I wholeheartedly agree to this combat change. Hopefully, this will make monsters much less spastic and allow the player to hit them more than once. The shield revamp also sounds great because the old one was overly complicated, and this system will allow for more use of shields. I do however, recommend that you re-add knock-back to an extent, possibly only allowing certain weapons to knock enemies back any noticeable distance.