The problem with that was that in TW2 it made the combat feel very unresponsive and downright frustrating at times.
And it certainly didn't feel like controlling a very skilled fighter, like Geralt should be.
The problem with that was that in TW2 it made the combat feel very unresponsive and downright frustrating at times.
The problem with that was that in TW2 it made the combat feel very unresponsive and downright frustrating at times.
That's a false dichotomy.What would be a bigger problem:
- Players having to approach every game as something new, and adapt to the rules & skill requirements that games devs asks of you?
- Every single game, or even a large portion of them, exactly the same gameplay, just a different theme?
I loved vanilla TW2 combat, took me effing ages to get the hang of it, but talk about satisfaction !
How exactly does that exclude a responsive combat? How do you equate more responsiveness with games playing the same?Players having to approach every game as something new, and adapt to the rules & skill requirements that games devs asks of you?
How exactly does that exclude a responsive combat? How do you equate more responsiveness with games playing the same?
Have you played SoM? If you disable those overhead markers, the combat can get difficult, and you can fail. Some enemies you can't block, only dodge, there are missiles, and enemies you can't just button smash to death because they're immune to frontal attacks and so on. It's not the most challenging combat system ever, no, but that doesn't mean you can't make it more challenging -- and easily.Because people are talking here, just like others have waxed lyrical previously about the wonderful Batman action combat animation & flow - and I thoroughly enjoyed it myself, but i've had no desire to play another game cloned from that system again, not its sequels nor mimics. Its way to easy. All down to repetitive button timing, but even mashing gets you through when it comes down to it. Yeah it look great and makes you feel uber... but you know where it fails right? Yep, you can't fail.
Like others have mentioned, if you are in mid sword swing, you really shouldn't be able to defy gravity.
Like others have mentioned, if you are in mid sword swing, you really shouldn't be able to defy gravity.
I'm also more inclined to the attitude of not allowing to break a motion. A problem with TW2 was, among other things, the length of animations. You attacked and suddenly found yourself performing something that took a bit too long. I think some attacks took 2-3 seconds? Not sure.
That's a false dichotomy.
"Unresponsiveness" is part of the challenge and tactic, we wouldn't want the combat to be an easy button-mashing-fest like a Batman Arkham game (or worse, a generic over-the-top hack-n'-slash) would we?The problem with that was that in TW2 it made the combat feel very unresponsive and downright frustrating at times.
No we don't... that's why I said I don't think it would fit in TW3: http://forums.cdprojektred.com/thre...he-Witcher-3?p=1424268&viewfull=1#post1424268"Unresponsiveness" is part of the challenge and tactic, we wouldn't want the combat to be an easy button-mashing-fest like a Batman Arkham game (or worse, a generic over-the-top hack-n'-slash) would we?
Yeah, but freakie I think the priority in combat should be what makes a game fun and challenging, rather than what fits the lore \ real-world. I like it when devs aspire to imitate real life, but they can only go so far. If you come up with a mechanic that is similar to a real master swordman's feats, while still remaining challenging, then I'm up for it. Is this the case in the matter of changing an action mid-motion? I'm not sure.Not being able to stop an attack mid swing makes Geralt seem like an amateur swordsman, not a master. An actual swordsman can transition an attack into a parry and will also feint attacks in order to provoke an opponent into attacking, thus allowing a riposte or counterattack.
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Not to mention that Geralt is a mutant and has enhanced reflexes, he'd never follow through with an attack which left him vulnerable to counterattack.
In an actual fight, maybe. In a computer game fight? I'm not sure it restricts tactics and strategy. How?Being forced to follow through with an animation makes combat awkward and restricts tactics and strategy that are used in an actual fight.
Allowing me to change whatever I'm doing encourages spontaneity, not planning. I can jump into the middle of a group of enemies, without much preparation, without thinning out the herd, because I know that my survivability is a function of the swiftness of my fingers. I don't need to decide who to attack first, because I know I'll always be able to dodge if I didn't calculate properly the distance of a nearby foe. I can dodge all over the place, without needing to be sure the area I'm jumping to is free of enemies, because I know I'll be able to click a button if I didn't notice an enemy. There's no requirement for me to evaluate the field of battle properly, because as long as I can change whatever I'm doing, then, hypothetically, no decision if mine can be a mistake. My failure is a result of slow reflexes, not a bad call.
Yeah, but freakie I think the priority in combat should be what makes a game fun and challenging, rather than what fits the lore \ real-world. I like it when devs aspire to imitate real life, but they can only go so far. If you come up with a mechanic that is similar to a real master swordman's feats, while still remaining challenging, then I'm up for it. Is this the case in the matter of changing an action mid-motion? I'm not sure.
In an actual fight, maybe. In a computer game fight? I'm not sure it restricts tactics and strategy. How?
Allowing me to change whatever I'm doing encourages spontaneity, not planning. I can jump into the middle of a group of enemies, without much preparation, without thinning out the herd, because I know that my survivability is a function of the swiftness of my fingers. I don't need to decide who to attack first, because I know I'll always be able to dodge if I didn't calculate properly the distance of a nearby foe. I can dodge all over the place, without needing to be sure the area I'm jumping to is free of enemies, because I know I'll be able to click a button if I didn't notice an enemy. There's no requirement for me to evaluate the field of battle properly, because as long as I can change whatever I'm doing, then, hypothetically, no decision if mine can be a mistake. My failure is a result of slow reflexes, not a bad call.
To clarify: I didn't mean to suggest that a sword swing could never be redirected half swung, of course some actions can be modified, and yeh Geralt is a special case with some superhuman abilities, but likewise every combat move should have a "point of no return" even if that point is contact. Martial arts are full of moves that start the same and can finish with variety. Likewise, i'm not arguing against perceived "responsiveness" by the player. The discussion is great, but imo calls for Geralt of Gotham are inappropriate, on many levels.
CDPR don't need to clone, everyone in an industry learns from their peers successes & failures, but following anothers path... well its not your own is it? Bats is a hand to hand & shadow fighter, he's also far more than a match for 99.99999% of enemies he meets and 99.99999% of the time he chooses the battlefield, that difference gap isn't a normal part of Geralts day (teenager with pitchfork). I'm pointing out that it makes sense in a batman game for the player to be superduperuber, but not in The Witcher. Gerlat must be able to fail, and fail badly. That means we must too.
bw @eliharel;s last paragraph above is pure gold.![]()
CDPR don't need to clone, everyone in an industry learns from their peers successes & failures, but following anothers path... well its not your own is it? Bats is a hand to hand & shadow fighter, he's also far more than a match for 99.99999% of enemies he meets and 99.99999% of the time he chooses the battlefield, that difference gap isn't a normal part of Geralts day (teenager with pitchfork). I'm pointing out that it makes sense in a batman game for the player to be superduperuber, but not in The Witcher. Gerlat must be able to fail, and fail badly. That means we must too.
bw @eliharel;s last paragraph above is pure gold.![]()
The primary problem with TW2's combat was the centre_screen_targeting. This is what messed most people up, when you move against an enemy pixel centre no matter direction or distance of Geralt. Frustration arises because you were just looking around the battlefield and made a move against an enemy you didn't expect or mean to.
This has most definitely been fixed for TW3, we can see it in the video, it appears to be Geralt facing direction = target now. I'm confident we'll see, that will fix most peoples problems. TW2 was before Batman right? TW2's combat, while flawed, was an excellent attempt at challenging combat that relied on more than speedy reflexes, in fact it encouraged well-timed reflexes more than these other games, and that requires application of discipline in the player. Far more interesting - allowing for more options than just run in and press buttons wildly like some other games. I want that system improved, not replaced with some popular over used system.
Not sure that was the reaction I was hoping for.And yes, that last paragraph he wrote made me chuckle![]()
Admittedly, what I had in mind when writing that comment was Arkham, where you can block from any direction and dodge in any direction. It seems that way in SoM, too, with Talion skipping over enemies. TW3 seems to limit your maneuverability more than these two games, so yeah, my example may not have been as relevant. Unless you can still parry from any direction, which... makes my example relevant again. Don't know if that's the case.And the rest of what you wrote is simply way off base. Jumping into a group of enemies would be just as deadly to your character regardless of whether or not you can adjust mid swing. Either way you are giving at least one opponent your back. Making a mistake will still be punished by being struck by an opponent..