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KickStarter Kingdom Come: Deliverance - Dan Vavra's medieval chad simulator

Bigg Boss

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Sep 23, 2012
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Who gives a shit

Game isn't balanced for master strikes either
I do dumb fuck (and lots of other people apparently) which is why I mentioned it. It makes the game better and harder to play which I find fun. If people jump right in with those mods then they might as well fucking play Skyrim and then commit suicide and nuke their account here while they are at it maybe not in that order.
 

Tacgnol

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I'd always argue people should go without mods for the first playthrough, unless it's very basic QOL/Graphical stuff.

They can always install some of those mods later in the playthrough if they feel the need.
 

Wesp5

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Apr 18, 2007
Messages
1,969
Myself I just wanted to have a fun playthrough where I make enemies into pin-cushions. I wanted bows to be my main way of fighting in combat, as well as doing thiefy stabby-stabby shenanigans when I can sneak up on people safely.

I don't particularly like KCD's approach to normal combat and I don't care to play another 70+ hours of backpedalling repeatedly while being chased by 5 enemies. Even if you fix master strikes, fundamentally that is the experience of melee combat in this game and I hate it.

I completely agree! I am a first person shooter guy myself and could never figure out the melee combat of KCD. Still I managed to reach the first boss fight against the Cuman chief or whoever and even killed him with my bow only to then see an in-engine cutscene in which Henry was using a sword instead. This was the moment I stopped playing the game...
 

cvv

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Enjoy the Revolution! Another revolution around the sun that is.
Game isn't balanced for master strikes either
Isn't the consensus that it's better to have an unbalanced game, over one that's Balanced™?
Depends on your definition of balance. If you can break the game too easily - an endgame weapon is available too soon, you can implode the economy a few hours in, a basic spell can melt endgame mobs etc. - than that's retarded and nobody sane would argue for that. Maybe except for the people - if you can call them that - who enjoy playing games on God Mode.

That consensus you're talking about is more of a backlash against Sawyer's idea of balance than anything else. Against ubiquitous low-stakes drudgery where nothing is too powerful or too exciting for fear of being too OP.

But there's a difference between "hard work = exciting rewards" and Sawyer's school of "no fun allowed no matter what".
 

Paul_cz

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Joined
Jan 26, 2014
Messages
2,153
killed him with my bow only to then see an in-engine cutscene in which Henry was using a sword instead. This was the moment I stopped playing the game...
Having cutscene show different weapon than used sounds like an immensely petty reason to stop playing a game, assuming you enjoyed it otherwise. Wtf.
 

Wesp5

Arcane
Joined
Apr 18, 2007
Messages
1,969
killed him with my bow only to then see an in-engine cutscene in which Henry was using a sword instead. This was the moment I stopped playing the game...
Having cutscene show different weapon than used sounds like an immensely petty reason to stop playing a game, assuming you enjoyed it otherwise. Wtf.
Of course I didn't enjoy it otherwise, this was just the final straw :)!
 

moon knight

Matt7895's alt
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Italy
killed him with my bow only to then see an in-engine cutscene in which Henry was using a sword instead. This was the moment I stopped playing the game...
Having cutscene show different weapon than used sounds like an immensely petty reason to stop playing a game, assuming you enjoyed it otherwise. Wtf.

He's right tho. The game's premise is all about "immerscion!", and then ruins it all by abusing cutscenes. And they aren't even prerendered, so there's no reason why the helmets and the correct weapon shouldn't be shown.
 
Joined
Dec 17, 2013
Messages
5,405
Good lord, do I need to make a thread with a melee guide for KCD? Never imagined so many people on the Codex would not understand melee combat in this game, which is actually one of the greatest combat systems in any game ever.
 

Fedora Master

STOP POSTING
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Edgy
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Good lord, do I need to make a thread with a melee guide for KCD? Never imagined so many people on the Codex would not understand melee combat in this game, which is actually one of the greatest combat systems in any game ever.
- Get the Clinch perk
- Get in a clinch
- Stagger the enemy
- Win
 

V17

Educated
Joined
Feb 24, 2022
Messages
334
killed him with my bow only to then see an in-engine cutscene in which Henry was using a sword instead. This was the moment I stopped playing the game...
Having cutscene show different weapon than used sounds like an immensely petty reason to stop playing a game, assuming you enjoyed it otherwise. Wtf.

He's right tho. The game's premise is all about "immerscion!", and then ruins it all by abusing cutscenes. And they aren't even prerendered, so there's no reason why the helmets and the correct weapon shouldn't be shown.
I believe that they are prerendered. They look like they're rendered in-engine, but I was playing the game on a potato PC which greatly struggled with performance and the cutscenes were always perfectly fluent.
 

cvv

Arcane
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Kingdom of Bohemia
Enjoy the Revolution! Another revolution around the sun that is.
killed him with my bow only to then see an in-engine cutscene in which Henry was using a sword instead. This was the moment I stopped playing the game...
Having cutscene show different weapon than used sounds like an immensely petty reason to stop playing a game, assuming you enjoyed it otherwise. Wtf.

He's right tho. The game's premise is all about "immerscion!", and then ruins it all by abusing cutscenes. And they aren't even prerendered, so there's no reason why the helmets and the correct weapon shouldn't be shown.
I believe that they are prerendered. They look like they're rendered in-engine, but I was playing the game on a potato PC which greatly struggled with performance and the cutscenes were always perfectly fluent.
If they weren't pre-rendered they would feature your actual character with your actual gear, duh.
 

V17

Educated
Joined
Feb 24, 2022
Messages
334
I was trying to be needlessly polite. My brain has degenerated after years spent on sites like reddit (feel free to "cringe" this, it is warranted) where you cannot ever be direct.

ahem.

HOW THE FUCK DID YOU COME TO THE CONCLUSION THAT THE CUTSCENES MUST BE IN-ENGINE AND JUST DISPLAY THE WRONG EQUIPMENT FOR NO FUCKING REASON, YOU COCK-JUGGLING THUNDERCUNT??

I hope that was better.
 
Joined
Dec 17, 2013
Messages
5,405
Good lord, do I need to make a thread with a melee guide for KCD? Never imagined so many people on the Codex would not understand melee combat in this game, which is actually one of the greatest combat systems in any game ever.
Rather share your views on this thread, just summarize it. Im interested :cool:

Summary: Warhorse created an amazing melee combat system in KCD, very close to real life HEMA combat. However, they then fucked up on two fronts:

1. They do a bad job of communicating how it's supposed to work to the player (that trainer guy tries to, but it basically requires the player to experiment and understand things or read a guide like this).

2. They introduce a few broken mechanics on top of an otherwise great system, like Masterstrike and Clinch, or damage scaling in mid-late game that breaks the system.

So to address point 1, you need to read something like the below. To address point 2, install a mod or two, some good ones are outlined in my modding addendum linked in the Codex KCD review.


****

KCD melee combat, similarly to the real thing, is all about alternating attacks and defenses while looking for an opening. Enemies have a pool of defensive actions, like blocking, parrying, dodging, or taking damage. Each action has some percentage to be in effect (this can be adjusted by mods somewhat). The action to take damage is very low percentage, so that's why you will almost never hit someone by simply swinging at them. That makes sense, since obviously in RL, your enemies can block and parry and dodge too, and why wouldn't they.

So the openings you look for are basically combos. As you play the game, you learn more and more combos (unique to each weapon style). They consists of different sequences of directional attacks. So the idea is, as you fight the enemy, you strike them with whatever directional attack you happen to pick. But each one potentially leads to a different combo. If the enemy parries you, the combo is dead, so you look for a new one, but if they simply block, you can continue with the next directional attack in the combo. This takes some muscle memory and practice. If you string a few such attacks together without the enemy parrying or dodging, you get to complete the combo with a nice hit.

By default, enemies block a lot more than parry, and this makes combos somewhat easy to land after a while. So that's why I suggest changing the percentages in the mods. Up the parrying and lower the blocking relatively. So now combos are actually rare and challenging to land. Meanwhile, as the enemies parry you, they often counter attack with a swift strike, so this adds more defensive challenging on your part as well. The mods also remove the Masterstrike crap.

So now, following this approach, you have something that very closely simulates medieval combat, a great movie-like flow of attacks, parries, counter-strikes, and fancy combos.
 

BruceVC

Arcane
Joined
Jul 25, 2011
Messages
10,229
Location
South Africa, Cape Town
Im 8 hours in and so far Im loving the overall Medieval experience the game provides, some highlights

  • its a beautiful game. I am running it on maximum graphic settings
  • I know nothing about this historical time period so I am enjoying the lore around Bohemia
  • I like the different survival mechanics like nourishment and rest. Its realistic
  • I haven't really touched on serious combat but I finally worked out how lockpicking works which was very rewarding when I got the ring the miller asked for from the executioner
  • I like the open world design, I enjoy exploring and interacting with people
Yosharian thanks for the mod list, everything seems relevant and appropriate from what I am seeing

I will do another update once I am further in the game but Im very impressed :salute:
 

BruceVC

Arcane
Joined
Jul 25, 2011
Messages
10,229
Location
South Africa, Cape Town
when I got the ring the miller asked for from the executioner
That one is fun on hardcore. Took me a while to locate the right area lol
I dont know how you guys can play without map markers, that takes some serious exploration skill. I can understand the challenge and satisfaction but I prefer getting guidance navigating the map :-D
 

Yosharian

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Joined
May 28, 2018
Messages
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Location
Grand Chien
when I got the ring the miller asked for from the executioner
That one is fun on hardcore. Took me a while to locate the right area lol
I dont know how you guys can play without map markers, that takes some serious exploration skill. I can understand the challenge and satisfaction but I prefer getting guidance navigating the map :-D
It helps when you've already played the game, I just really like the way it makes the game super realistic from a survival perspective. Towns are actual safe havens, travelling into the woods is genuinely dangerous because if you lose your way, shit can go south very quickly. The part where you escape on horseback from the town early on was quite funny because I kept going in the wrong direction and getting caught
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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Game isn't balanced for master strikes either
Isn't the consensus that it's better to have an unbalanced game, over one that's Balanced™?
Exactly. A smart player is able to control "balance" on the fly, as he is the player and the "game master" of the whole process of playing the game. When the designer tries to go all on in on being the "game master", he will inevitably fail. The game turns from a player-guided experience into an interaction with an unsophisticated chat bot. It takes lived experience to understand this, which is why designers like Josh Sawyer keep failing at it.
 

DJOGamer PT

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Apr 8, 2015
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Lusitânia
which is actually one of the greatest combat systems in any game ever.
oh-wait-youre-serious.gif
 

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