Game will feel completely different and awesome! This kind of combat has way more potential than the current one. I can't wait to get back to the states and try it out! Edit: Curious if projectiles(arrows/bullets) will be parry-able.
I dont know whether anyones mentioned this, because i dont have enough time to read all 14 pages at the moment, but i think as far as the Damage-on-Touch goes, i think for the most part it should be removed, but certain monster body parts should Re-Enable it, like for example, having a lot of spikes. obviously walking into something with spikes... will hurt.
Reading all of this has me excited to fight monsters, instead of running away in terror from some of them *glares at the flying monsters*
Sounds good to me but like what other peeps are saying how is this gonna work with terrain? Besides that i like the concept.
Dear Team, If you wish to make the combat system much more active in the future, please also consider the addition of a way to keep your own home planet safe from these menaces, as being attacked by monsters with a more active attack pattern will end up consuming more time in dispatching them. My suggestion would be some sort of field that pacifies monsters, accessible via your ships terraform drive.
good job tiy that sounds awesome keep up the good work dude. also i have a idea for guns maybe some guns require ammo same with bows. that will be cool
If you can make the actual characters look like the sketch guy when fighting I'll highly consider buying this game for all* my friends on Steam. *most of
So... what about Bow&Arrow changes to actually make them useful for their intended purpose of gathering meat, so we don't have to do all of our hunting on Lv1 planets?
This is going to be one of the best things to ever happen to Starbound. Also, maybe instead of having shield health that goes down when it is hit, shields could have weight that determines how long you can hold it up. If the shield is too light, you will be knocked back a small amount by enemy attacks.
Sounds like an interesting place to take combat. I'd definitely make sure to do some extensive testing via the community to see how it rolls out.
As many have stated before, I am looking forward to the evolution of combat. I am also curious as to how NPCs are impacted by these changes. 1. Will NPCs also have being knocked back removed? 2. Will NPCs with two-handed weapons also be able to block? 3. Will NPCs be able to stun others on a successful block? 4. Should we fear NPCs with insta-block timing? Although I do not know how feasible it is, I have a suggestion on how a shield bash could possibly be performed. When the shield is used, it has a brief "sweet spot" - it has timing like blocking with the two-handed weapon. During this brief "sweet spot" time, the shield has the Spiked status effect. After the "sweet spot" expires, blocking continues like normal.
One thing that crosses my mind: I really love the idea of parry at the right time (Chivalry does that and its one of the best melee games that I played so far) but how this will work in a multiplayer game? I mean... the lag usually messes with this kind of stuff and maybe it will be harder to play (specially in the PvP). Besides that... it will be cool if we can parry some projectiles like arrows or even lasers (like a true jedi)
Sounds pretty cool. I'd also like to see timed attack combos for greater damage in the future. And perhaps monsters that may feature a built-in shield or shell that may need to be broken prior to dealing damage.