Gameplay Design Rants (tm) - Counter Play - Losing is fun

Forum for suggesting changes to Salem.

Re: Gameplay Design Rants (tm) - Counter Play - Losing is fu

Postby vienradzis » Tue Jun 17, 2014 4:02 pm

There is nothing to discuss. All we need is slow so combat didnt turn out in run fest. +here is noone who will discuss whit you, becouse 95% of playerbase knows about the combat aproximetly the same us you.
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Re: Gameplay Design Rants (tm) - Counter Play - Losing is fu

Postby Dallane » Tue Jun 17, 2014 4:40 pm

nonsonogiucas wrote: Also note that for the sake of time I restricted myself to a single example (thrust vs parry) but I actually opened the discussion to other mechanics for my main purpose was to discuss the Counter Play principle, and not only the Parry mechanic of which, as you pointed out, I know very little. So please, everyone, feel free to discuss the topic regardless of my ignorance.


What do you mean thrust vs parry? If someone lands a parry on you then you are taking some hits and they will be able to move away from you without any damage taken. Parry is harder to land now from the last tweak but still easy if you get your timing down. If you can't time the parry right then they will get a free hit on you. Switch to dodge if you are going to eat a hit to take less damage then immediately turn on run to gtfo or keep the dance going.

No need to move it but you should have some knowledge on the subject b4 starting a thread about it.

vienradzis wrote:There is nothing to discuss. All we need is slow so combat didnt turn out in run fest. +here is noone who will discuss whit you, becouse 95% of playerbase knows about the combat aproximetly the same us you.


Exactly.
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Re: Gameplay Design Rants (tm) - Counter Play - Losing is fu

Postby TotalyMeow » Tue Jun 17, 2014 4:41 pm

I don't intend to move any of these threads out of I&I; they fit here just fine.
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Re: Gameplay Design Rants (tm) - Counter Play - Losing is fu

Postby nonsonogiucas » Wed Jun 18, 2014 9:10 am

TotalyMeow wrote:I don't intend to move any of these threads out of I&I; they fit here just fine.


Thank you TotalyMeow for clarifying.

vienradzis wrote:There is nothing to discuss. All we need is slow so combat didnt turn out in run fest. +here is noone who will discuss whit you, becouse 95% of playerbase knows about the combat aproximetly the same us you.


I see your point now viendrazis, and even if I don't know how combat really works I can see you have mentioned an issue worth dicussing and I would really like to hear more about it from you and Dallane. I'm referring to the "run fest" you are talking about, I would imagine that combat can easily turn into a phlegm competition am I right? Is there any way to "stop" an opponent from running away (or chasing) other than trying to lure him into some obstacle?
I can only refer to videos of pvp I have seen now, so please bear with my ignorance, running speed is the same for everyone right? So if no one runs into an obstacle or have some serious connection lag an attacker could have to actually run after his prey for as long as the other has phlegm... and if we talk about biles around 100, it could be a very long time right? If that is the case I can see how annoying it gets.

Dallane wrote:No need to move it but you should have some knowledge on the subject b4 starting a thread about it.


:| again, sorry for the confusion, but the thread was really meant to be about Counter Play as a principle, not any specific application. The fact that in Salem there is a Parry move and that, at first glance, it seems to be a very good example of Counter Play (if it actually works, which I don't know) was just the first thing that came to mind.


However I understand that, since Counter Play mostly applies to combat situations and knowledge of combat mechanics is probably very scarce in the majority of players, as viendrazis suggests, a discussion about the Counter Play principle is premature for anyone that is not a veteran.
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Re: Gameplay Design Rants (tm) - Counter Play - Losing is fu

Postby vienradzis » Wed Jun 18, 2014 10:16 am

noone will discuss combat, noone will give you tips,

all see you as scalp full of loot.

Now its race who gets you first :)

Welcome to open world pvp sandbox mmorpg.
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Re: Gameplay Design Rants (tm) - Counter Play - Losing is fu

Postby Ukhata » Wed Jun 18, 2014 12:52 pm

vienradzis wrote:noone will discuss combat, noone will give you tips,


the problem with this statement is the following.

even IF someone is to give you tips and tricks that actually work, about 10 people both tribe, non tribe, treaty signer, treaty haters etc, all tell you the tips are wrong whether they are or not.

so even if you get good advice, you never know if you have to believe it or not. since everyone will just post "Thats wrong on most accounts!!"
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Re: Gameplay Design Rants (tm) - Counter Play - Losing is fu

Postby Dallane » Wed Jun 18, 2014 1:58 pm

vienradzis wrote:noone will discuss combat, noone will give you tips,

all see you as scalp full of loot.

Now its race who gets you first :)

Welcome to open world pvp sandbox mmorpg.



Remember....no tips
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Re: Gameplay Design Rants (tm) - Counter Play - Losing is fu

Postby vienradzis » Wed Jun 18, 2014 2:07 pm

Dallane wrote:
vienradzis wrote:noone will discuss combat, noone will give you tips,

all see you as scalp full of loot.

Now its race who gets you first :)

Welcome to open world pvp sandbox mmorpg.



Remember....no tips


***** it got too excited
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