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Game Design Update - June 9th, 2016

Discussion in 'General Discussion' started by BrentEllison, Jun 9, 2016.

  1. DjemoSRB Djemo-SRB Preacher

    That is the absolute latest update on the topic of mandiblasters.
  2. DevilfishJack Steam Early Access

    I guess it really isn't a priority right now. I think that is a mistake as it means that the item will either be useless or they will need to rework the entire class when they do get added.
    Galen likes this.
  3. Galen Galen Arkhona Vanguard

    Nerf scorpions OP!!111:p
    FaintlyLucky likes this.
  4. Delgear Steam Early Access

    But the tanks already provide cover they wouldn't need to program that ... and i i dont see how that would effect the amount of maps and items since they are different dev's yeah ?
  5. Delgear Steam Early Access

    yeah agree 100% im firmly in the "leave MoN alone or buff it but fix the other weapons ... i think they are the problem not MoN.
  6. Delgear Steam Early Access

    Clanging also keeps people bouncing around the screen and without a lock on melee is sloppy as anything people flying in all directions barely landing anything, and not in a "mortal combat" type feel more like 2 skiers on ice trying to slapfight, its contributing to random backstabs, kicks on d-bash not working.... the dbash hitbox is small most normal melee attacks(non charged) can carry you so far a dbash is useless and while they are in the animation you just get a free backstab for being predicted thus rewarding the one who failed.
  7. Delgear Steam Early Access

    Also on a side note, right now "prediction" is entirely luck based to begin with as guessing rock paper scissors, is "mostly" luck to begin with save the case of an incredibly varied weapon speed "chainsword vs Power fist" i personally would prefer a system that allows the defending player to choose the lesser of 3 evils ::

    TLDR: sorry that was long .... getting rid of clanging will remove headaches and provide more metrics for game balance.

    block : take reduced damage, and weapon durability damage and do no damage of your own and you know when the force exceeds your weapon hp it will stagger you(like the shield) so you have similar mechanics across classes. This will also naturally by mechanics put a shield bro or similar character in the strongest defensive place in melee having 2 block bars to mitigate incoming damage they have the most time to adapt to incoming combo's or whatever ... which is kinda the idea the MoN GA and LSM and whatever heavy melee is for eldar and NoBs should be melee defensive kings and each of their classes could maybe get either both block bars, or longer block bars(bonus to durability). If you don't believe me play shield bro and block with the shield instead of trying to dbash and get your swipes in when you can .. it feels great ... there is give and take it feels like a real melee (besides the ridiculous sliding of everyone in melee). this option should feel grim as if you are "stalling the inevitable" it should buy you time to counter attack, or roll into position and start your own offense. block break is the only way to stun

    Dodge roll(i envision this being smaller than present roll) :: short duration of I-frames as a reward for timing your roll properly if you didn't ... full damage(might allow you to roll through to back for a backstab).

    Parry ::: highest risk smallest I-frames but you give back a double damage counter attack and some effect of positioning good for your class and appropriate i-frames while performing counter attack, but risk a "critical hit" for your enemy if you miss the timing..

    Attack through :::: take full damage and give full damage. Get rid of stagger, stun locking is boring for the stunned and if there is anything that screams WH40K its the sentiment "F___ you I'm taking you with me or at least as much of you as i can carve off"

    now there is no need to program all these whacky, "how will they bounce off each other" code, or "will the d-bash trigger properly and stun them", "how do we manage animations when multiple people clang on same person" or when multiple people rmb a dbash, "how do we balance the ridiculous regen of weapon durability"

    I think when trapped in melee everyone's mobility needs to come down a notch as its lore specific you have to "disengage" in order to leave melee, the only ones who should be able to circumvent that is JPA type classes and i still feel they should have to stun/stagger their opponent to take off, because realistically in the fluff if they didn't they would eat appropriate faction pistol shells while ascending(not very viable in EC maybe it should be with autotarget). I think removing the smartgun and allowing everyone to auto target in close range is better but right now autotarget is essentially "choosing to miss in melee" since everyone is skating around and your attacks don't track well with auto-target(because people are moving too fast when they are pressing attack). If you do this and you slow down melee combat make each strike feel more meaningful you can bring back the melee buffs that mitigate others interfering with ranged weapons to make up for taking more damage from staying in melee longer or moving less because they are in melee. Not to mention they already had a block system in it probably wouldn't be that hard to dust off and salvage, just add in that pressing attack while blocking triggers the "counter attack" animation.

    Quite honestly as fun as the game is on the whole i would say melee is most often times very frustrating, as it makes no sense how you lose or win most times, you can perfectly time a d-bash against someone with their eyes closed spamming rmb and their rmb alone will carry them past your dbash animation and they get a backstab on that next attack, you could also mistime your dbash and kick someone who is charge attacking and stun them, you could lose a melee encounter just due to Auto target mistakes and bad tracking, you could manual the aim and still have it skate so ridiculously you cant reorient in time to even find the guy killing you.

    from a design perspective both players being in auto target and not having to worry if their attacks will track to the intended target and measuring their strikes/squaring-off, with 2 attack types and the defensive options I listed will be "infinitely" easier to balance once implemented it will give you multiple metrics to balance everyone on that don't have "ripple effects".
    The eldar not as physically strong ? give them more i-frames on roll and parry and smaller durability.
    Shieldbro needs to be turtlesaurus rex ? give him 2 block bars or make his shield be the blocker and give it great durability.
    need that MoN to push into the base crushing all opposition ? give him a weapon force bonus.
    want to play a "skilled" TacSM ? give him a balanced trait weapon and his parry I-frames go up and maybe a slight damage resistance to failed parry damage.

    there is infinitely more possibilities by doing it this way and less fuss about getting melee to work, as well as more wargear options, and build freedom, and with counter attack in there it helps speed up the combat time despite things being slowed down and less mobility.

    i think the present system is a "whole lot of headaches" for not as much versatility as you would initially think.
    in game design when you are making a game based on "PvP balance" you want as many metrics as possible to adjust your balance, but however you want as little as possible left to chance or hidden and ambiguous in the system. the system we have now has no way for players to measure risk/reward, it frequently encounters the issue that it doesn't do whats intended and leaves people in NPE(non play environments) like stun locking, or being back stabbed with no way to avoid it due to animation locks.

    There is also the idea that in any case a choice should be meaningful if the player chooses to attack with quick attack he should have a reason besides "its always best" with my system you don't take a chainsword and think "im going to spam rmb" against a Power fist because there is no stunlock and if he power attacks you, "you dead bro", so you have to think "I need to shoot in tag and leave or i-frame roll his attack" or "take advantage of his slow attack and counter him", while the fist user contemplates "I gotta land a careful big blow" or "i gotta counter this guy hes too fast" where as right now in the current melee system that matchup is Chainsword: i gotta spam rmb so fast i pass past dbash or roll when he successfully dbashes and he'll never be able to do anything but get stunned or watch the ineffective dbash play out. and the power fist user has the following options : Run, Die,Get a sammich while dying since im stunlocked anyway, dbash and get backstab gibbed in 1-2 hits.

    right now our present melee system has no "risk reward" and no "meaningful choices" i bet if they logged what actions were being used you would see a stark statistical representation that rmb is the most oft pushed melee button followed by quite a margin of dbash(since its some classes only option to not being completely stunlocked). the reason for that is the other options aren't "meaningful choices" in fact i would argue dbash isn't really a "meaningful choice" its more of a desperate "gee i hope this works it almost never does" skating all over the place like a ninny is the best damage reduction, its the best offensive strategy, it also has the potential to essentially ensure your opponent can do nothing against you. i think from a design angle by choosing your rock paper scissors path you have pigeon holed yourself into an endless cycle of putting out fires, with no real "amazing rainbow melee system" at the end of the tunnel if you do it perfectly the players will still as an endgame be "playing rock paper scissors", and skill will be removed from the equation.


    P.S. :: assault is my bae, and i still think it needs these things every game in EA right now is almost entirely composed of assaults,sorcerers,warlocks because spam is so effective and they have the best spam weapons, its one of the reasons MoN is so crazy not because MoN is broken but any added toughness and HP just multiplies the advantage of rmb spam and lack of a way to deal with is save spamming it yourself. assaults are becoming a solve all in almost every situation as opposed to having a "primary role" on the battlefield(killing HW and apocs in the field so they cant get set up, or saying hello to an entrenched position, or if specced for it tank killing).
  8. Cpattom Recruit

    What about making melee lock on a wargear upgrade?

    I know a lot of folks use it, but I feel like I have a lot better control switching back and forth between attack styles if I don't use it at all (because strong attacks attack fail the space invader principle) .
  9. Galen Galen Arkhona Vanguard

    I would say that making it a wargear upgrade is not the correct way.As it is right now you have the choice to use it or not and it works .In my opinion.
    Chainsaw138 and Wiawyr like this.
  10. Cpattom Recruit

    I dunno if it is a good idea or a bad one. Just an idea I'm throwing out. I would like the hardcore melee specialists to chime in on it.

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