heres a differnt topic i don't think any one has talked about.
I think the sword play could be greatly enhanced. it feels sloppy and unskillful. id like there to be more finesse or responsiveness to sword play.
tell me what you guys think.
@hobosloth28 I think so too, one of the things that i see as as big problem is the Sword lock that they said was removed but obviously wasn't
@nyadc85 ya I want it to have combos and skill involved. being a good swords man should be a valuable skill.
@hobosloth28 said in Sword gameplay works, but could be better:
@nyadc85 ya I want it to have combos and skill involved. being a good swords man should be a valuable skill.
Agree, should be more swordfights. I usually carry two guns because swords are Minecraft style combat, no thanks.
I agree , we need direction based combat - swing left and it goes left screen , swing right and it goes right , click mouse button 1 with no direction for middle over head hit , combo multiple hits with different directions to create a more powerful combo. Direction based blocking and sword slashing would make parrying a human pirate challenging because you would have to block the same direction they attack .
Also combos that don’t lock us into some silly a*s cool down that literally keeps us still for a few seconds after would be nice ... the lock after sword charges and combos is clunky , and not needed . Make these changes I have listed and the sword play won’t feel so skill - less , clunky and simple .
Now that the game is out we really need to push the devs to add new features and polishing fixing existing features like sword play , it would only make the game 10 times more playable .
@hawaiin-skunk I think this will need a total over-haul of the game and it's far too complicated for this game. We're not playing Mount&Blade. Upgrading the current system is one thing, changing it from the foundations it's way too much, imho.
I agree it is clunky but it's not supposed to be skillful. This game is all about causality. Sword play should be made better but by adding more variation and smoothing it out because it feels pretty bad to me. I loathe sword combat in this game because it feels very janky and repetitive. And I have a consistent bug where if i swing once my sword disappears and it doesn't let u continue to swing. I just stop after 1 randomly.
I think this is actually a topic that every single person could agree on. They don't even need to make it more complex, just make it more responsive. There's a slight delay between pulling the trigger and the attack actually happening that feels just plain janky. It seems to be an issue with all the weapons including cannons, but it's a lot more noticeable during sword play.
@goldipicks swordfighting is actually more deep than most think, in its semplicity.
Lure your enemy, Dodge and attack while he's stuck.
I've killed many pirates with the sword while they had guns out.
@arcangelo87 thks for the sword tutorial. I didnt know the charge while parry.However my dissatisfaction is not in its depth and simplicity but in its lack of grace. While I do feel good sometimes about killing ppl, there is never a sense of skill in it because it is too janky and laggy feeling. It is not smooth at all.this is in huge contrast to their entirely smooth movement and use controls. The timing for partying And your charge attack are super delayed and have janky animations.while the
Gun noises of the world sound great the sword noises sound terrible and repetitive. Hence there is a large need for polish in alot of the game, not just more content.
@goldipicks I can agree, but still, even gunfighting is kinda simple. Great sounds, but not much else. I think it's ok with this kind of game. Of course, upgrades are more than welcome. But changing it totally is probably impossible. xD
@arcangelo87 haha lemme clarify. I do not care about the simplicity of the combat gameplay. It is meant to be simple and casual. I love that about it. However it lacks swordplay variety which when i say that has nothing to do with depth. for example depth would be complicating it with new functioning systems, while variation would be adding more visual systems of the same level of play. Like instead of what the above ppl suggested (rediculously) adding movement and combat focused changes that have no casuality or wide accessibility to them much less any ability to be added;instead add a different looking combo so its not the same one over an over. That is an example of variation vs depth. Adding a sprint and jump attack animations is another example. Adding different weapons that look like they function differently. This game cant ever change its combat to be what the dreamers who posted around u want, but it can have polish and the changes listed above done to it. I mean all games are essential go from point a to b. The variation is mostly done in the visual department usually.
@doomed-panda ya, swords are supposed to be quick and accurate precision weapons. but it feels like a club the way your player gets tired and is so delayed at swinging it. I've also found after swinging your sword for a little it's makes it difficult to switch to bananas in a pitch, you have to wait for about 2 seconds after ur last swing and then banana. not a big deal but just something I noticed.
@joe-gallows it's not about the depth it's just how sluggish and slow the sword play is. id just like a quicker more controllable blade.
@hobosloth28 said in Sword gameplay works, but could be better:
@moadeebe no I play with a controller it's the same
Ah OK, needs some work then.
@hobosloth28 said in Sword gameplay works, but could be better:
@joe-gallows it's not about the depth it's just how sluggish and slow the sword play is. id just like a quicker more controllable blade.
What I wrote really, so yes :)
Refinement and a smoother melee.
(XBOX) I need to change my button map!
PC players will laugh at this, but on xbox, in the 'heat of the fight' these following things happen too often.