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DAE find lack of blocking from human type enemies extremely immersion breaking?

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T

TheFawz

Senior user
#61
Jun 14, 2014
It would be pretty great if the human enemy AI reacted in more beliavable dynamic ways where they at least looked like they valued their lives. Especially when in groups I feel like there's a lot of opportunities for the enemy AI to shine. Things like talking with each other to co-ordinate who attacks next, trying to block, falling backwards in fear when something spectacular is done by Geralt or even giving up and running away/pleading for mercy if it becomes clear there is no chance of winning.

I think I even remember CDPR talking about how the human enemy AI would react in more believable ways and not be walking bags of loot with no care for their safety (I think it was in the GameInformer cover)
 
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SoullessPhilosophy

Rookie
#62
Jun 14, 2014
Fawz said:
It would be pretty great if the human enemy AI reacted in more beliavable dynamic ways where they at least looked like they valued their lives. Especially when in groups I feel like there's a lot of opportunities for the enemy AI to shine. Things like talking with each other to co-ordinate who attacks next, trying to block, falling backwards in fear when something spectacular is done by Geralt or even giving up and running away/pleading for mercy if it becomes clear there is no chance of winning.

I think I even remember CDPR talking about how the human enemy AI would react in more believable ways and not be walking bags of loot with no care for their safety (I think it was in the GameInformer cover)
Click to expand...
Spot on. I absolutely agree and still hold out some (possibly naive) hope that they'll pay more attention to humanoid combat, because it's quite possibly one of if not the most annoying and disappointing aspects of the games to me.
 
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Medy89

Senior user
#63
Jun 15, 2014
SoullessPhilosophy said:
Spot on. I absolutely agree and still hold out some (possibly naive) hope that they'll pay more attention to humanoid combat, because it's quite possibly one of if not the most annoying and disappointing aspects of the games to me.
Click to expand...
yeah but on the other hand .. it would be kind of sardistic if ppl run away and you chase them because you want to loot their body...
I mean everyone wants the loot... If npc begs for mercy you wouldnt give up the loot ... that would make a murderer out of geralt in cases where he doesnt need to be..
its not too bad if npc fight until they die...
since first of all its a game not a human behaviour simulator .. so I think its fine ...
but in case of those deserters it would make sense I guess [since they were monsters]
things get complicated with the loot system .. so the line they drew is what it is & I think its good
 
Last edited: Jun 15, 2014
C

crimzonwarrior

Rookie
#64
Jun 15, 2014
SoullessPhilosophy said:
Does anyone else feel that it's ridiculously immersion breaking to see human type enemies (e.g. the bandits from the latest gameplay and past games) taking 3-4 slashes to their torso from Geralt's sword and keep coming like nothing's happened? For me it just completely kills it. I love pretty much everything else about the game, but the combat with and between humanoid types is just intolerably implausible.

I couldn't even bring myself to finish playing through the rest of Witcher 2 (the only one I've played) without personally modding the game so that poorly armored humanoid enemies that can't block take 1 sword hit to kill and those that do block had much higher block percentages (close to 100%) and lower health. Of course that's not ideal, but at least it's tolerable.

Ideally I think I'd like to see something like Assassin's Creed blocking when dealing with humanoid types, where they're either fully blocking, dodging, or just barely deflecting blows. Barely deflected blows would still be taking down their health (and maybe just slightly grazing them or if they're armored, clanking against their armor), and when a blow takes away the last of their health it connects as a killing animation instead of being blocked. When they're dazed or attacked from behind it should be an immediate kill if you land a sword blow on them, or if they're armored and that happens maybe their armor can block a few blows for them.

The monster types not blocking I can understand and forgive due to the unknown toughness and durability of their physiology, but when you have an unarmored bare chested bandit taking full on slashes across the chest from Geralt's sword with no ill effect, to me that's just too much to swallow.

I had really hoped to see that they'd fixed or at least improved that aspect with the Witcher 3, but seeing the latest gameplay with the bandits, my heart sank and I went from excited and hopeful to sighing, rolling my eyes, and dialing down my excitement quite a bit, because it's just so annoying, distracting and immersion breaking.

I really hope they come up with a more plausible system (like how I described above, ideally), because that'd remove one of my biggest annoyances and hurdles to me enjoying the game.

I'd like to get it for the PS4, but as it looks now, I'll probably wait to see what the modding options are on PC and get it on PC at some point if it's fixable or improvable through modding.

I realize a lot of people probably don't give a damn about what I'm describing, but for those of you who are like me and put a premium on immersion, I'd like to know how you feel about it.
Click to expand...
I found the enemy blocking mechanic from the second game, so inexcusably bad that it almost ruined it the game for me. So no I don't dislike that the bandits with no means of blocking didn't block. If they had shields, or two handed swords maybe defecting would have been reasonable, but one handed sabers? No it was perfectly reasonable that they couldn't stop Geralts attacks. Also there shouldn't even be a perfect blocking in the game like there was in Witcher 2 it should be a guarded state, and a unguarded state. With the guarded state deflecting yet still taking damage, and the unguarded state taking critical damage.
 
S

sharpappple

Rookie
#65
Jun 15, 2014
i just read the thread but for people annoyed at the break in immersion in regards to enemies inability to block or to die when hit once there has already been a good alternative mentioned. you don't need to change combat at all you just have to build on it.
SoullessPhilosophy said:
Ideally I think I'd like to see something like Assassin's Creed blocking when dealing with humanoid types, where they're either fully blocking, dodging, or just barely deflecting blows. Barely deflected blows would still be taking down their health (and maybe just slightly grazing them or if they're armored, clanking against their armor), and when a blow takes away the last of their health it connects as a killing animation instead of being blocked. When they're dazed or attacked from behind it should be an immediate kill if you land a sword blow on them, or if they're armored and that happens maybe their armor can block a few blows for them.
Click to expand...
this meas you change nothing in game play but animations. when an enemy gets hit they don't, in appearance alone, get hit till the killing blow.

now they appear more intelligent even though they are not. as for what to do on higher difficulties I think that an enemies ability to defend is also related with there ability to attack. we have likely all heard that a good offence is a good defense. in the demo if you watch one of the deserters, see how they use their weapons. defense to us is the ability to stop a hit from landing but in combat if you want to stop someone from hitting you, what do you do? do you hold you sword up in the air or down at your side in a cool stance or in some kind of ready position to defend a blow. no what you do is you point your weapon at them. if your using a sword for example and you point it at someone they cant run at you so long as your blade is aimed at them, otherwise they will just run into your weapon. Geralt can strike freely and usually without risk in the demo. on harder difficulties players should be punished for just swinging his sword around. enemies should use their weapons properly and, if they are more intelligent mindless minsters, work together in combat. combat should be about attacking at the right time and about getting behind enemies and even tricking enemies by faking attacks, something that was talked about in the book. attacking past their blows with fast strikes, or pirouetting to dodge, scare and get behind your enemies. using sighs becomes extremely important as well to defend as well as to get past their attacks. mixing up light and fast attacks to bring them off balance was in the witcher 2 and could be done well in the next game. there is allot that could be done to improve the game I think.

anyway I'm just laying my thoughts out there. others have already said allot about it. we should be coming to an agreement talking about what we think are good changes in combat. we have allot to offer CDPR in regards to good criticism that is constructive and will get us closer to achieving the kind of combat mechanics that all of us dream of weather it be tactical, realistic and difficult, or action orientated, stunning and capable of achieving the kind of bad ass we expect from Geralt.
 
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IsengrimR

Guest
#66
Jun 15, 2014
1-hit kills are not realistic

Sorry, but no. Just bloody no!
First of all, it's a videogame. An Action RPG. Not an action game in which enemies wait politelly to attack you, one after another, and then die horribly becuase when you kill one, you can go on an amazing killing spree for no fucking apparent reason.

Second of all, people do not die after one slash. Remeber, it's their life their are trying to hold on. Adrenaline, stress on extreme levels, primeval instincts.
Movies introduced the idea of a '1-shot kill'/'1-slash-kill' and no, it doesn't happen unless you cut sbs head off.
You can take a slash through the chest. You can take a stab in the liver. It won't kill you out right. But there is a good chance, when the fighing ends, adrenaline leves drop, the you will just collapse on the floor with blood loss, and die.

So no, no "1-hit kill" Assassins Creed bullshit.

Do not be this guy - start at 1:15 [video=youtube_share;lCjzA-C647o]http://youtu.be/lCjzA-C647o?t=1m15s[/video]

Next, we will have people complain about bullshit he says. "Aw they do not wait politely in a line to attack you! THEY CIRCLE AROUND YOU! THAT'S INSANE!"

And yes, the weaklings hardly block. You know... RPG enemies...
 
Last edited: Jun 15, 2014
M

mxYELLOW

Senior user
#67
Jun 15, 2014
It's an RPG game not sword-fighting simulator.
 
S

sharpappple

Rookie
#68
Jun 15, 2014
Isen'grim' said:
Sorry, but no. Just bloody no!
First of all, it's a videogame. An Action RPG. Not an action game in which enemies wait politelly to attack you, one after another, and then die horribly becuase when you kill one, you can go on an amazing killing spree for no fucking apparent reason.

Second of all, people do not die after one slash. Remeber, it's their life their are trying to hold on. Adrenaline, stress on extreme levels, primeval instincts.
Movies introduced the idea of a '1-shot kill'/'1-slash-kill' and no, it doesn't happen unless you cut sbs head off.
You can take a slash through the chest. You can take a stab in the liver. It won't kill you out right. But there is a good chance, when the fighing ends, adrenaline leves drop, the you will just collapse on the floor with blood loss, and die.

So no, no "1-hit kill" Assassins Creed bullshit.

Do not be this guy - start at 1:15 [video=youtube_share;lCjzA-C647o]http://youtu.be/lCjzA-C647o?t=1m15s[/video]

Next, we will have people complain about bullshit he says. "Aw they do not wait politely in a line to attack you! THEY CIRCLE AROUND YOU! THAT'S INSANE!"

And yes, the weaklings hardly block. You know... RPG enemies...
Click to expand...
I don't think you understand what I mean. Read carefully and try to understand what I said and what others have said. What I described is not one hit one kill it only takes the appearance of it being so. When you get an attack through that hurts an enemy it does not, in appearance alone, hurt them. So where you would usually see an enemy take 5 hits in a row you would see 4 rough parries with the last attack getting through and killing him. The only thing changing here is the enemy animation where instead of the AI badly reacting to being hit they manage to just escape being hit. They still lose life even though they parried and the fact they are impervious in appearance to the first 4 blows they receive is no longer an issue for people. And all the while this simple animation does not changing any mechanics of combat. What is the problem with that idea?

Sure people can receive stabbing wounds and not die immediately it is also true of the opposite. Have you ever been stabbed? I don’t think its likely that anyone here has, and I know little from having surgery in the past. Do you know how much pain we are talking about? Even with the adrenalin most people can barely stand to overcome that kind of injury. It is paralysing and the panic just makes it allot worse. If a wound is serious it can take a very short amount of time to kill you. So is it realistic that enemies should take what looks like 5 practically mortal blows that they react to with a lame moan and a stagger with no change in physical appearance at all. Is this going to in any way help you forget you are playing a game? Does an enemy that doesn't appear to be hurt when being hit serve the function of RPGs.

here_soon said:
It's an RPG game not sword-fighting simulator.
Click to expand...
Exactly it’s an RPG. And a bad excuse for the lack of innovating or improvement in a game just because the reputation of its predecessors.

RPGs role playing games are what the name says they are, they place you into a role. To what degree it succeeds in placing you into that role is important because if it fails in doing that and is not placing you in that role it is not achieving its aim. An RPG doesn't have to be realistic, but being realistic can make us further engage with playing that role. When you play an RPG you are looking to place yourself in a role. and with the witcher games you are looking to place yourself in an engaging fantasy that unlike what we have come to expect from many RPG is brutally closer to the world we live in. so keeping things believable is important. We should not be relying of old conventions and if the game can be made to make us better believe we are in that role than the witcher is a greater success. Not everything has to be realistic but it dose to a reasonable standard have to immerse us in something that isn't in order to entertain because that is part of the fun of RPG’s. Don’t you agree?

So if you think the ideas people have suggested are problematic than come up with alternatives and make your criticism worth something. We wont get anywhere otherwise and then how do we present our views to the developers if all we can do is argue? Because that’s why we are here I’m guessing. We like the games and we want them to be there best.
 

IsengrimR

Guest
#69
Jun 15, 2014
@eunoia_evanescent

Alternative? It stays as it is.
That's my alternative. You are also forgetting, that this is a videogame and has to be percieved as so. Not a fencing sim, not a combat sim.

Yes, some enemies will take multiple hits, and will not block. Classify enemy type: "Pawn", Threat description: "Dangeruous in large groups".
We had the same type living in harmony in Witcher 2, mostly in their natural habitat near the shield knights and 2-hander knights.

I do not see the issue with anything you take as apparently "immersion breaking" in combat. Taking hits happens, and the lack of reaction for them taking hit when they block... and take damage? What?
Let's say they miss the parry all the time. Ok, well... then why there's no reaction to it?
I think you do not see the problem with what I like to call "combat resposiveness", if you strike and hit the enemy, there should be a reaction to it, not "I missed a parry, so I will just try again", same goes for your hero.

Taking RPG by word is one of the most silly things to do, in that description, CoD: Dogs Ghosts is an RPG - it puts you into a role.

Action RPG means that the combat is a mix of two elements - players positioning and knownledge of game mechanics + stats&RNG.

Also, belive me when I say, that I've never, ever seen a single game that did anything close to actuall medieval sword fighting. Keep in mind Witcher moves are a mix of european and asian/japaniese sword fighting, plus some wild acrobatics, and the AI attacks are... belivable, to a degree but still.

( Before somebody mentions Dark Souls... ok, the moves are doable... but every attack is overly marked and "OMFG the overswings", it makes sense from gameplay standpoint, but if you tried that in real life, you would get horribly murdered ).

It's all about fitting in the context of the game and the world. If it's fitting with artistic theme, no matter how many hits a person will take on a chest, it won't break your immersion. It will looks silly if you will take a step back and look at it, but certainly not in a moment of having it in game.
 
Last edited: Jun 15, 2014
C

C0bR

Senior user
#70
Jun 15, 2014
Geralt getting parried by a lowly bandit 4-5 times in a row?

IMMERSION BREAKER! He ends most of the fights in two swings.

Nah, just a joke. I have accepted that a really realistic combat (or something even close to it) is not going to happen for a long time (if ever). Different animations could for sure be nice, but I can imagine lots of people being pissed about not actually hitting that guy and then killing him with one swing (blame the "hitbox = person's life" tradition).
 
V

Villentretanmerth

Rookie
#71
Jun 15, 2014
Some interesting ideas in the 1st post, I'm not necessarily saying I would be for or against that, but I think with combat there is a delicate balance that has to be maintained, and CDPR are the only ones who know what that balance is. :)
 
F

FoggyFishburne

Banned
#72
Jun 15, 2014
First: Cool ass name.

Second: I think you're confusing good game design with realism.

Still, you could definitely design a game around a system that rewards active play and you can kill an enemy in one hit rather than just passively waiting for an opponent to finish his pattern and then counter. Totally doable. The design just has to be on the fucking mark because a system like that is fucking hard to imagine, let alone balance out. The reason most melee oriented games allow you take multiple hits before dying is because of feedback. The game is sending you a message that you're playing the game wrong and that you need to alter your playstyle. The reason an enemy can take multiple hits is because you want him to be a threat, otherwise, what's the point in playing if you just kill all the enemies in one hit and they're absolutely no menace to you at all.

Moderator: Post edited. State your opinion without being condescending towards other users.
 
Last edited by a moderator: Jun 15, 2014
A

ATiBotka

Senior user
#73
Jun 15, 2014
I mostly agree with OP. Except for the one hit kills.
 
Last edited by a moderator: Jun 15, 2014
Z

Zhyphix

Senior user
#74
Jun 15, 2014
So many people are missing the point... He's not asking for enemies to die in one hit. He's just asking for different animations, basically.

Current system:

1) You miss or the enemy dodges: no damage, of course.
2) The enemy successfully parries: no damage or a very little fraction.
3) You hit: full damage, you see the enemy getting stabbed or slashed, blood spills but the enemy isn't affected by any wound, even though he should have been maimed or horribly injured.
4) Once you hit and the enemy's health drops to zero: you have the same animation but the enemy dies.

Desired system:

1) Same as above.
2) Same as above.
3) You hit: full damage, you see the enemy make a sloppy parry, so no blood gets out, no "phantom stab" occurs.
4) Once you hit and the enemy's health drops to zero: you have a different animation where the enemy gets stabbed, slashed or maimed and he dies.


Simple as that. As I said, I don't find the current system an immersion-killer since I'm used to it, but if we're talking about realism, the second system is fairly more realistic, and not so difficult to reproduce.
 
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SoullessPhilosophy

Rookie
#75
Jun 15, 2014
The Fixer said:
3) You hit: full damage, you see the enemy make a sloppy parry, so no blood gets out, no "phantom stab" occurs.
Click to expand...
Really, with the sloppy parry I'd be alright with a non fatal cut or stab or graze or something (with an accompanying blood texture over that spot, ideally) if they're unarmored, or clanking against their armor if they're armored. I think that'd be preferrable, actually.

For an example of what I mean by partial or barely deflecting: Geralt swings his sword horizontally to cut a bandit through the chest, but the bandit just manages to put his weapon in the way so that the sword doesn't go fully through his chest but merely grazes his chest or maybe it cuts into his side a little bit but is stopped before it goes all the way through. So you'd have blood texture either across the chest where he was grazed or on his side where he was cut. And like you said, his health would still go down just like a regular hit.

The Fixer said:
So many people are missing the point... He's not asking for enemies to die in one hit.
Click to expand...
Yeah, I guess they're reading the paragraph where I said I had to mod the humanoid unarmored enemies in TW2 who were incapable of blocking to die in one sword hit and assuming that must be how I want it for TW3. It's definitely not.

I went and edited my OP for clarification, since it seems I was unclear about what I was asking for.
 
Last edited: Jun 15, 2014
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Pedrolago

Rookie
#76
Jun 15, 2014
Take the OP's system and add more speed, combos and different parry animations to the enemies,(at least on higher difficulties) and we would have a close to perfect combat system imo! Hope the reds will at least consider our suggestions while tweaking the CS.

PS: A coup de grace mechanic for big monsters at least wouldn't hurt too
 
Last edited: Jun 15, 2014
S

sharpappple

Rookie
#77
Jun 16, 2014
Isen'grim' said:
@eunoia_evanescent

Alternative? It stays as it is.
That's my alternative. You are also forgetting, that this is a videogame and has to be percieved as so. Not a fencing sim, not a combat sim.

Yes, some enemies will take multiple hits, and will not block. Classify enemy type: "Pawn", Threat description: "Dangeruous in large groups".
We had the same type living in harmony in Witcher 2, mostly in their natural habitat near the shield knights and 2-hander knights.

I do not see the issue with anything you take as apparently "immersion breaking" in combat. Taking hits happens, and the lack of reaction for them taking hit when they block... and take damage? What?
Let's say they miss the parry all the time. Ok, well... then why there's no reaction to it?
I think you do not see the problem with what I like to call "combat resposiveness", if you strike and hit the enemy, there should be a reaction to it, not "I missed a parry, so I will just try again", same goes for your hero.

Taking RPG by word is one of the most silly things to do, in that description, CoD: Dogs Ghosts is an RPG - it puts you into a role.

Action RPG means that the combat is a mix of two elements - players positioning and knownledge of game mechanics + stats&RNG.

Also, belive me when I say, that I've never, ever seen a single game that did anything close to actuall medieval sword fighting. Keep in mind Witcher moves are a mix of european and asian/japaniese sword fighting, plus some wild acrobatics, and the AI attacks are... belivable, to a degree but still.

( Before somebody mentions Dark Souls... ok, the moves are doable... but every attack is overly marked and "OMFG the overswings", it makes sense from gameplay standpoint, but if you tried that in real life, you would get horribly murdered ).

It's all about fitting in the context of the game and the world. If it's fitting with artistic theme, no matter how many hits a person will take on a chest, it won't break your immersion. It will looks silly if you will take a step back and look at it, but certainly not in a moment of having it in game.
Click to expand...
how do I start?

Isen'grim' said:
Alternative? It stays as it is.
That's my alternative.
Click to expand...
All I’m asking is that you instead of repeating your argument continuously, you help us all come to a way to fix this problem. Because other people here have opinions and theirs should be considered just as much as yours. So we need to find some middle ground. Help develop an idea, you are part of a group of people who doesn’t agree, but you are also part of the community. We all like the witcher games and we all want to enjoy the third game. It is important that every member of the community can equally experience the next title. You seem to push only your point of view. Suggest ways both those who agree and disagree could make to come to a balance.

I believe that the ideas come up with so far are great because they doesn't really change game play mechanics for those who like it as it is. And I know allot of people are into it even if I'm unsure.

Isen'grim' said:
You are also forgetting, that this is a videogame and has to be percieved as so. Not a fencing sim, not a combat sim.
Click to expand...
I’m not forgetting. My stand point is that that is not completely correct. Your right this is not a fencing sim. None of us wants to sacrifice the elements that we love about the witcher games for realism. That was not what we are asking for. A game doesn't have to be perceived as one, inside the game itself. Like I said it’s an rpg and we are looking to lose ourselves in some way in that experience, in the role within that world. The nature of that world is that it is more realistic than other rpg. So we should, for the sake of that nature, pay more respect to realism in areas with respect to the game world. I recognize that this world, created by CDPR and inspired by Sapkowski, is not completely realistic, but it is in certain respects. In regards to combat the game is not meant to be gamey or even perceived as a game in visual appearance. that said it is still a game but it need not appear in visuals to be one. Can we agree that the witcher is not meant to look like a game, but like the world of Sapkowskies novels? novels where the world has elements or realism and not containing the past side effects of games inability to capture in certain respects realism. Side effects like AI’s reactions among many other elements that draw people out of the experience.

Isen'grim' said:
Yes, some enemies will take multiple hits, and will not block. Classify enemy type: "Pawn", Threat description: "Dangeruous in large groups".
We had the same type living in harmony in Witcher 2, mostly in their natural habitat near the shield knights and 2-hander knights.

I do not see the issue with anything you take as apparently "immersion breaking" in combat. Taking hits happens, and the lack of reaction for them taking hit when they block... and take damage? What?

Let's say they miss the parry all the time. Ok, well... then why there's no reaction to it?
I think you do not see the problem with what I like to call "combat resposiveness", if you strike and hit the enemy, there should be a reaction to it, not "I missed a parry, so I will just try again", same goes for your hero.
Click to expand...
Just because it’s a game doesn’t mean it has to have those immersion breaking elements. You may not agree that they hurt the experience, but others have trouble with those kinds of inconsistencies in game worlds that draw you in. and you can guess why. But you are also correct that this is a game. There are important elements that make it enjoyable that are outside of the world and are solely concerned with how we react with it. You have to communicate what is happening in the game especially in combat. But there are other ways of showing that players are interacting than just through visuals.

For the sake of this explanation of these methods take an action such as movement that, in a game, is the outcome of input that we see as 3D visuals. So if you push forward on the controls you should actually move forward on the screen. But there are other ways of communicating motion on screen than just by having actual motion. Camera orientation, visual effects, distortion, sound, etc are used in games now. These are elements of cinema and have been used to great effect in order to communicate events in films to audiences. The same can be done with games especially in the horror genera where lighting and sound become essential for shock.

With the example of a character moving forward I’m now going to say that we are playing the role of a pilot in a fighter jet that can accelerate. We can use actual motion to show input from the player, but then there is more going on in the scene especially from the pilot’s point of view. We can communicate to the player there is speed by adding motion blur for a start. Then I think that the first few seconds of acceleration need to give the player better input to the change in speed when they decide to move forward. I can add some distortion to the environment around the jet and the sides of the camera to show how fast he goes when he decides to accelerate. Then the pilot the player is playing as would experience g forces from this rapid movement. To show that this is happening I can convey the experience that the pilot is close to blacking out by slowly and progressively dimming the screen and increasing the contrast. Then to show how sickening that experience is, I can for a very short moment increase saturation of the colours on the screen. Specifically greens can be saturated because they communicate sickness.

It is important to realise that, although this doesn't make the game more realistic, it makes the experience feel more real. Typical examples from games that are used often are the sound of a heart beat when close to death or the reddening of the screen when hurt.

For enemies in a game to show that they are hurt, you don’t need to see your sword hit them. Body language, sound, the characters expression, the appearance of fatigue can be used, along with health bars that can represent more than hit points.

Isen'grim' said:
Taking RPG by word is one of the most silly things to do, in that description, CoD: Dogs Ghosts is an RPG - it puts you into a role.

Action RPG means that the combat is a mix of two elements - players positioning and knownledge of game mechanics + stats&RNG.
Click to expand...
That’s right CoD is an rpg in its own right, most games are, but there are sub genera’s. What most people take as an rpg is a word that has been manipulated to encompass more than just a game where you play as a role. Even simulators can be rpg’s.

I acknowledge the adopted meaning of rpg. But let’s not talk about genera’s because they are just names we give to media that we see as having a similarity. And names that encompass a set of anything encourage the false recognition of similarities from our view points. Just because we have names for categories doesn't mean categories exist. Fact is reality doesn’t distinguish between one thing and another, we do that. And we need to because otherwise we can’t make do anything or make sense of anything we a hard wired for it.

So let me ask, is it so bad that a game is not strictly something? Dose it matter on any level that it meet certain specifications to fit a genera if it can achieve something incredible, only if what you are looking for is not to fit into a genera?

Isen'grim' said:
Also, belive me when I say, that I've never, ever seen a single game that did anything close to actuall medieval sword fighting. Keep in mind Witcher moves are a mix of european and asian/japaniese sword fighting, plus some wild acrobatics, and the AI attacks are... belivable, to a degree but still.
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Look up kingdom come some time, its awesome!

I know the witcher is a mix of different influences that is what we love about the world. I’m not asking for that to be changed at all. But specifically those deserters could fight or rather act more like believably living beings right? Its not rally in their character to be game like animated mannequins. Even if they are in a game.

Isen'grim' said:
It's all about fitting in the context of the game and the world. If it's fitting with artistic theme, no matter how many hits a person will take on a chest, it won't break your immersion. It will looks silly if you will take a step back and look at it, but certainly not in a moment of having it in game.
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I... wouldn't call those deserters reactions as exactly fitting with artistic theme... I guess it could fit with the vision for the game that a director has.

True though it’s not as noticeable in the moment, but have you ever watched a film, the matrix for example. And seen that scene where Neo is opening the door in the second film, and you can see the reflection of the camera on the handle. Or in the lord of the rings the two towers in the first scene with Eomer where his sword falls out of his sheath as he rides away. As soon as you see it, it can’t be unseen. It burns a massive hole in your mind like the sour end of a joint. Its kind of the same with those character animations for some people.

At that anyone reading this don't look up movie mistakes and don't go looking for the ones I have mentioned forget them I don't want anyone to experience that kind of suffering.
 
Last edited: Jun 16, 2014
S

SoullessPhilosophy

Rookie
#78
Jun 16, 2014
eunoia_evanescent said:
Or in the lord of the rings the two towers in the first scene with Eomer where his sword falls out of his sheath as he rides away. As soon as you see it, it can’t be unseen.
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At least with that example in the movie it's fairly easy to overlook and get past. The current game animations, on the other hand, are pretty much impossible to overlook.

To continue with the movie analogy, it'd be like seeing an Orc axe go straight through Aragorn's chest and see blood splash out, then see Aragorn just stumble back a few steps and just continue on like nothing's happened. After seeing that, most people would probably (and appropriately) say to themselves: "hey, wait a minute, Aragorn's not a cyborg! That doesn't make sense!"

But for some reason when it comes to a game like TW3, which clearly is striving for a high standard of believability and immersion in other areas, there are some people who wonder or just can't seem to understand why we also want to extend that same high standard to aspects of combat. And why shouldn't we ask for it? The technology's there. Why shouldn't we set our expectations a little higher?

All I'm asking for is an increase in realism for the sake of immersion. The important elements of combat like speed and fluidity shouldn't be eliminated or even affected by the changes I'm suggesting, while the increase in immersion would be significant. To me, that's kind of a no brainer.
 
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Pedrolago

Rookie
#79
Jun 16, 2014
On a slightly different topic:
I've been watching the vgx and last E3 trailer and looking at some old screen shots, and did you guys notice that combat looked quite different in early builds by the "clues" we get from screens and the trailers?
For example:
In two early screenshots we see Geralt burying his sword in a viking's belly and slashing another's throat as blood gushed realistically only from the wound
In the 2013 E3 trailer we see him rolling away from the fiend, slashing a bandit in the throat and performing a ground aard
In the VGX trailer we see him doing the exact same animation (slash throat and ground aard) as in the E3 trailer, and also cutting a man's hand of and nimbly hopping to face the next foe(which looked amazing).
This makes me wonder, why does the combat we've seen is so different from the trailers animation wise?Maybe they changed the combat recently for some reason, I don't know… guess I'm just a bit disappointed, combat looked so natural in the trailers, the animations were so great, Geralt really looked like a dancer...
 
Last edited: Jun 16, 2014
F

floppypig.425

Rookie
#80
Jun 16, 2014
This thread is sexy as hell.

I've wanted combat like this for YEARS. Literally, years.

Every game that does sword to sword combat is so arcadey it pulls me straight out of the game. Assassin's creed is the closest game I can think of that does it differently, BUT... the next sentence is so important I'm going to caps-lock the shit out of it so I don't get MISUNDERSTOOD:

ASSASSIN'S CREED WENT TOO FAR IN THE OTHER DIRECTION.

I'M GOING TO REPEAT THAT FOR THE SAKE OF CLARITY

ASSASSINS. CREED. WENT. TOO. FAR. IN. THE. OTHER. DIRECTION.

The perfect system would be a balance - and OP's idea is a damn brilliant way to get on that road.

Good on ya OP.
 
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