View Full Version : Combat Physics
Cunning
10-16-2009, 10:59 PM
People complain about stamina bars being funky as far as combat is concerned. They dont like the full sprint circle fighting, I don't like it either. Its not very realistic or fun for anyone looking for real combat strategy. Its only rewarding for FPS twitchers on crack. Stamina bar could use some alterations, but the real problem is physics imo.
Its really a problem of physics in game. People shouldn't be able to do 360 in mid air after they have initiated a jump, they shouldn't be able to turn on a dime at full sprinting speed, jumping should cause a pause after landing, jumping and sprinting should drain more stamina, turning toward the direction you are swinging after you have started to swing should decrease dmg. And there is more, but this is what came to mind immediately after reading a post about stamina bar revamping.
Gray Fox
10-17-2009, 01:40 PM
The only in all of those that should be implemented ASAP would be pause after jump.
Edit:What happened to you? Going on a suggestions spree?
GRCPan
10-17-2009, 01:42 PM
The game needs a stunt bar for sprinting and jumping.
Jango1337
10-17-2009, 01:45 PM
/signed
Gambe
10-17-2009, 01:46 PM
full sprint circle fighting really ruins this game imo.
stingerII
10-17-2009, 02:05 PM
a simpler solution wud me to make sprinting/jumping with ur weapon unsheathed cost a hell lot more stam
Jango1337
10-17-2009, 02:07 PM
a simpler solution wud me to make sprinting/jumping with ur weapon unsheathed cost a hell lot more stam
wouldn't fix it
dariobrun
10-17-2009, 03:05 PM
/signed the game definitely needs a huge change on the whole costant sprinting and jumping going on...no matter if it is momentum or a stunt bar, it just need to change :)
Azraine
10-17-2009, 03:10 PM
yea we all think this, lets just hope AV agrees with us and plans to modify.
Cunning
10-18-2009, 01:45 AM
The only in all of those that should be implemented ASAP would be pause after jump.
Edit:What happened to you? Going on a suggestions spree?
I know right?
The game needs balance. Killing and dying in game isn't an effective enough way to change things for the better so I spend a little time here each day in FORUMFALL!
Lord Zeb
10-18-2009, 03:03 AM
Agree with OP, why I now have posted this thread:
Poll: Combat Scene Workover (http://forums.darkfallonline.com/showthread.php?t=218214)
Anyone that wants a physics engine, come read my thread: We already got one that should be implemented!
MikeJT
10-18-2009, 08:05 AM
People complain about stamina bars being funky as far as combat is concerned. They dont like the full sprint circle fighting, I don't like it either. Its not very realistic or fun for anyone looking for real combat strategy. Its only rewarding for FPS twitchers on crack. Stamina bar could use some alterations, but the real problem is physics imo.
Its really a problem of physics in game. People shouldn't be able to do 360 in mid air after they have initiated a jump, they shouldn't be able to turn on a dime at full sprinting speed, jumping should cause a pause after landing, jumping and sprinting should drain more stamina, turning toward the direction you are swinging after you have started to swing should decrease dmg. And there is more, but this is what came to mind immediately after reading a post about stamina bar revamping.
The whole 'swing your pole-arm whilst turning to get a 180 attack arc' is fairly absurd.
IMO, at the start of the swing, the damage should be less, and at the end of the swing, the damage should be less. Damage should be maximised when the pole-arm head hits the target when the target is in the cross-hairs. This should applied to all weapons to reward accuracy over random swinging.
This makes sense, because at the start of the swing, the weapon is still accelerating, and at the end of the swing, there's no power left to push through your target.
The main reason why the full-sprint circle combat works is because the attack damage is the same regardless of where you hit in the arc. Changing the damage system so damage is maximised at the point of the crosshairs would mean that full-sprint circle meleer only hit at the start or end of their attack arc would do next do no damage whilst the person who stood there and tracked their target well would do close to max damage.
The other alternative is changing how people move on land.
I don't know how many other people have noticed this, but when in water, if you sprint swim at full-speed, then do a 180 degree turn, you actually continue moving in the direction you were going before you decelerate, the re-accelerate back to full speed. Even a 90 degree turn slows you down a bit and it takes you time to accelerate back to full speed.
If the same system applied on land, then full-sprint circle combat would be near useless, because the tighter the angle they turned, the slower they would move, and the easier it would be to both parry their hits and return hits. Basically, they would be burning through stamina like a mo’ fo’ whilst barely moving, and at the same time getting parried by every attack which drains their stamina even more.
Those two systems combined – max damage only at the crosshairs, and deceleration for people who turn whilst sprinting – would max full-sprint circle combat completely useless. Anyone who tried to do it would simply burn out their stamina extremely fast whilst landing hits for next to no damage and being easy to block.
Then we would actually see some more interesting melee combat, not to mention it would be easier to hit mages who try to sprint around in circles whilst charging up a spell (because they would decelerate and have to reaccelerate every time they changed direction).
Cunning
10-18-2009, 10:49 AM
The whole 'swing your pole-arm whilst turning to get a 180 attack arc' is fairly absurd.
IMO, at the start of the swing, the damage should be less, and at the end of the swing, the damage should be less. Damage should be maximised when the pole-arm head hits the target when the target is in the cross-hairs. This should applied to all weapons to reward accuracy over random swinging.
This makes sense, because at the start of the swing, the weapon is still accelerating, and at the end of the swing, there's no power left to push through your target.
The main reason why the full-sprint circle combat works is because the attack damage is the same regardless of where you hit in the arc. Changing the damage system so damage is maximised at the point of the crosshairs would mean that full-sprint circle meleer only hit at the start or end of their attack arc would do next do no damage whilst the person who stood there and tracked their target well would do close to max damage.
The other alternative is changing how people move on land.
I don't know how many other people have noticed this, but when in water, if you sprint swim at full-speed, then do a 180 degree turn, you actually continue moving in the direction you were going before you decelerate, the re-accelerate back to full speed. Even a 90 degree turn slows you down a bit and it takes you time to accelerate back to full speed.
If the same system applied on land, then full-sprint circle combat would be near useless, because the tighter the angle they turned, the slower they would move, and the easier it would be to both parry their hits and return hits. Basically, they would be burning through stamina like a mo’ fo’ whilst barely moving, and at the same time getting parried by every attack which drains their stamina even more.
Those two systems combined – max damage only at the crosshairs, and deceleration for people who turn whilst sprinting – would max full-sprint circle combat completely useless. Anyone who tried to do it would simply burn out their stamina extremely fast whilst landing hits for next to no damage and being easy to block.
Then we would actually see some more interesting melee combat, not to mention it would be easier to hit mages who try to sprint around in circles whilst charging up a spell (because they would decelerate and have to reaccelerate every time they changed direction).
Brilliant. Listen to this man AV.
Goblin_aka_Dark
10-18-2009, 12:39 PM
sprint ability must block any actions or drain 500% of stamina from "normal action". easyest way to solve the problem.
Sanshi44
10-18-2009, 01:02 PM
why shouldnt u be able 2 jump and do a 360 spin i can do it in real life
Jango1337
10-18-2009, 01:18 PM
why shouldnt u be able 2 jump and do a 360 spin i can do it in real life
frap's or it didn't happen
Azraine
10-18-2009, 02:08 PM
why shouldnt u be able 2 jump and do a 360 spin i can do it in real life
can you do a 100m hurdles race, and at every hurdle jump and do a 360 degree spin and still complete the race at the same speed as if you were just doing a 100m sprint? while your at it throw a ball at someone behind you every time you do it...just curious.
MikeJT
10-18-2009, 02:17 PM
can you do a 100m hurdles race, and at every hurdle jump and do a 360 degree spin and still complete the race at the same speed as if you were just doing a 100m sprint? while your at it throw a ball at someone behind you every time you do it...just curious.
This.
Cunning
10-18-2009, 10:49 PM
why shouldnt u be able 2 jump and do a 360 spin i can do it in real life
The problem isnt that people are jumping doing a 360. The problem, as I already stated, is that people are doing 180s, stopping the turn to fire a missle/arrow, then doing another 180 to turn back the direction they were going. IF you can do that IRL, then by all means it should be in game. But as far as I know, RL combat consists of more tactical manouvers than running at full speed and turning to shoot behind you, while still moving at the exact top speed you can running straight forward.
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