Kick *CENSORED* thread, i totally agree with everything posted (except the old UI returning, we need something like the ideas discussed here)
I especially agree with the animations/initiative part.
CR2.0 just isnt right without hit/hit animations. I too know it's probably a lot fo work but with a complete overhaul of the combat system i think it deserves such attention. Not to mention the stupid unrealism of it all, so much for this being an RPG huh?
Message Edited by cloudwol on 01-18-200603:06 PM
Message Edited by Woreku on 01-18-200607:05 AM
Jaeger Chase wrote:Great post, i agree with a lot of it. The thing you mentioned about activating like misdirect punch and it doesn't go through, i agree that it should continue trying to go through the next round without you pressing it to activate it again. Yes, there should be more combat animations, but i'm satisfied right now. Other things need to be handled first (like the vampire NPC in this mission that kills me with one bite).
[CoZ]LostProphet wrote:--Animations. That leads me quite nicely onto this. When we heard about CR2.0 I don't think I was alone in envisaging awesome animations where somebody catches my triple front kick and throws me onto the floor, and so on.But instead, whilst the backend combat ideals have been beefed up and made more complex and lifelike, the animation side of things has not.I realise that it's probably a huge amount of work to create a block animation for every attack, a hit-hit animation for every attack, etc., but quite frankly without it ... it doesn't look right.If my opponent and I hit each other with a punch, we should be seen to hit each other. This whole thing with initiative just doesn't make sense. It's an easy way out of not going the whole hog.If a guy punches me in a bar, I am NOT going to do damage to him (unless he's particularly poor at hitting somebody). If we hit each other, then we'll both do damage.It should be the same in game.If I hit a guy yet he has the "Initiative" and hits me too, then only his animation will display yet damage will be done to both parties. This is simply confusing and unrealistic.--Special Attacks. This is another area which hasn't been explained and/or executed properly IMO. In the old system, you queued attacks each round. That should happen still, just faster. There was nothing fundamentally wrong with that, it was just too slow.How do I know when one round ends and the next begins? What happens if I activate a special too soon or too late?It blinks in the bar and not much else happens. My suggestion:I activate MisDirect Punch in the middle of a round. It requires no state from my opponent.The hotbar blinks to show it is activated.The next round, I do this special move.It hits, and does damage. In this case it stops blinking.ORIt misses, and stays active for the next round. It can be deactivated with another click of the button and stops blinking.I activate Ki-Charged Foot Sweep. it requires my target to be Staggered.The hotbar blinks to show it is activated.If my move in the round causes Stagger, then it is activated immediately the next round and behaves the same way as above with MisDirect Punch.However if I do NOT cause Stagger, then it stays waiting until I cause it, and then activates immediately.^That might be the way it is supposed to work of course. But I don't know, because it seemed totally random to me.
[CoZ]LostProphet wrote:
--Animations. That leads me quite nicely onto this. When we heard about CR2.0 I don't think I was alone in envisaging awesome animations where somebody catches my triple front kick and throws me onto the floor, and so on.But instead, whilst the backend combat ideals have been beefed up and made more complex and lifelike, the animation side of things has not.I realise that it's probably a huge amount of work to create a block animation for every attack, a hit-hit animation for every attack, etc., but quite frankly without it ... it doesn't look right.If my opponent and I hit each other with a punch, we should be seen to hit each other. This whole thing with initiative just doesn't make sense. It's an easy way out of not going the whole hog.If a guy punches me in a bar, I am NOT going to do damage to him (unless he's particularly poor at hitting somebody). If we hit each other, then we'll both do damage.It should be the same in game.If I hit a guy yet he has the "Initiative" and hits me too, then only his animation will display yet damage will be done to both parties. This is simply confusing and unrealistic.--Special Attacks. This is another area which hasn't been explained and/or executed properly IMO. In the old system, you queued attacks each round. That should happen still, just faster. There was nothing fundamentally wrong with that, it was just too slow.How do I know when one round ends and the next begins? What happens if I activate a special too soon or too late?It blinks in the bar and not much else happens. My suggestion:
I activate MisDirect Punch in the middle of a round. It requires no state from my opponent.The hotbar blinks to show it is activated.The next round, I do this special move.It hits, and does damage. In this case it stops blinking.ORIt misses, and stays active for the next round. It can be deactivated with another click of the button and stops blinking.I activate Ki-Charged Foot Sweep. it requires my target to be Staggered.The hotbar blinks to show it is activated.If my move in the round causes Stagger, then it is activated immediately the next round and behaves the same way as above with MisDirect Punch.However if I do NOT cause Stagger, then it stays waiting until I cause it, and then activates immediately.
^That might be the way it is supposed to work of course. But I don't know, because it seemed totally random to me.
The above is the of great concern to me.
As for the other things, ShadowSK made a great post about displaying rolls with the new HUD. I love the duel hotbars personally.
The damage is a nasty bug it seems.
Attributes seem to force people into using a specific set of builds rather than being a jack of all trades. Each attribute that you choose as a main seems to have one that will compliment it best for a particular role your playing. For instance Freiheit will be max focus with most other points in belief and vitality...this should help Freiheit be a good gunman as per the attribute/influence notes. It also keeps me from using MKT, which is what I usually use in the current combat system, because I'd need to put my attribute points in Focus and Reason for accuracy and damage...
I doubt you'll see the ma you just killed in pvp come back through a hardline as mkt or hacker...
Time to level some alts...
Message Edited by Freiheit on 01-18-200607:42 AM
Nice post LP!
the large amount of damage is a bug cause I don't get do that much damage with my attacks and I've tried doing different things to get it to work but can't.
Yup, thats another thing i agree with (and iv seen quite a lot on these boards)
The hotbars need to be seperate, we need 20 bars imo.
I also strongly agree with the arguement against so many new buffs, like LP said, why not have our profession buffs passive? it makes no sense to me.
Oh and another vital point that needs to be recognised. The WASD/directional arrows bindings, why in gods name arnt they there anymore? With the new combat everything looks nice and fluid, stylish and nice yet we dont actually get the chance to apprechiate it cos we're constantly looking at our hotbar, bs i say.
I can only pray the devs are actually read all the feedback floating around and take it seriously rather than a 'they'll live' attitude... The costumer knows best afterall.
Message Edited by cloudwol on 01-18-200603:55 PM
I actually managed to do some fighting last night, and I have to agree with most of the posts in this thread.
My $.02...
No Zero-Sum combat and animations...Whiskey Tango Foxtrot?
Half the time I can't even tell if I've won a round or not. I see two block animations and I take damage? I stand motionless while a mob flips and jumps around when I win the roll? And I can win a round, yet still take damage? Maybe taking out zero-sum is more "realistic", but it definitely adds to the confusion. Put zero sum back in, while it may not be realistic it does keep things simple and intuitive. I shouldn't have to scroll up my chat log to see if my last power attack landed or not.
Speaking of confusion...
We need to see our rolls, the chat log scrolls up way to fast. I never thought I would say this, but we need the old hud system back. I want to know what attack I am performing, and what's queued up, and I want to know what my opponent is rolling against me. Let us map WASD to the combat tactics again...please.
Buffs...all those buffs...
I have KungFu Grandmaster loaded, I am using the KungFu style...of course I want all the buffs! Why do I have to keep clicking on it? These should be running in the background. Micro-managing all the different buffs (including the awakened abilities) is a big turn off. I also don't like the idea of automatically switching fighting styles if I use a special from another tree. If I want to switch styles in mid-fight, I can do that on my own.
Attributes...
How did they decide which attributes affect which stats? It seems totally random to me. Make it simple...if I want to build an MA specialist I should be able to max out say Belief and get a totally rocking MA, if I want a Hacker Character, I put all my points into Reason. As it stands right now, I have to sit down and build a spreadsheet in order to figure out how many points I want to put into each attribute. Group stats for the 4 different attack modes together, stick some regen and other miscellaneous stats on the others. Simpler is better.
Some pluses...
Animations seem a LOT smoother and in just over an hour I think I saw 4 or 5 that I had never seen before. More bullet-time blur-dodging...very cool. Ki charged foot sweep is actually usable. Free-fire melee attacks.
Bottom line...
I think we're headed in the right direction here, but they may have gone too far towards the complexity/realism side. Give us our hud/feedback for each round. Re-think zero-sum and the whole "initiative=animation" thing. Make fighting as simple as possible, with lots of visual feedback.
Thank you everyone for all the feedback so far.
A quick clarification note: Any time your character does damage in a combat exchange you will see a hit animation associated with your character. Initiative is currently an accuracy boost to your abilities used in combat.
If your character misses in a combat exchange, he/she does no damage.