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

gabel

fork's latest account
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Mar 27, 2023
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Staged pic.
If not, they should drink and socialise less and work more instead. :p
 

9ted6

Educated
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Mar 24, 2023
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575
The instances in this where you're forced into certain interactions or quest paths are unbearable.

Say yes to a question about clothes, out of nowhere you're now having sex with a random NPC.
 
Vatnik Wumao
Joined
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Niggeria
I agree, but it's not that large of an issue even if the player were to grind it, since melee gets pretty much entirely supplanted by archery anyway. Why spend 5 min spamming riposte when you can just headshot a dude for an instant kill?

That's the way I played. Actually I could never get the hang of the sword fighting, even in the training, so I used a bow as I am a shooter guy anyway ;)! And I got really annoyed when I shot the first boss with a bow and the follow-up in-engine cutscene showed me defeating him with a sword. I stopped right there...
The sword fighting was great. I found archery a drag because I kept needing to mentally correct my shots without a cross hair.
 
Joined
Dec 17, 2013
Messages
5,183
It's a very elegant system that's arguably the closest to real life swordfighting.
I did some LARP sword fighting against real HEMA users and this is nothing like the real thing.

I disagree. It's very much like the real thing (as far as video games allow anyway). Name one video game that has a more realistic melee combat system. A significant majority of them have spam clicking as their combat system (Morrowind, Two Worlds, Daggerfall, UUW, Arx, Oblivion, Skyrim, etc). Then the more advanced ones have timed binary reactions (like rolling/parrying on time) and that's as deep as it gets.
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
4,814
The sword fighting was great. I found archery a drag because I kept needing to mentally correct my shots without a cross hair.
Funny. For me it was the opposite - I hated having to change directions on the fly. It felt very counter-intuitive (I liked Mordhau/Chivalry system better). I did like archery, because once you knew where to aim, you could do it reliably, while still keeping the challenge of shooting without a crosshair.
 

Wesp5

Arcane
Joined
Apr 18, 2007
Messages
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It's a very elegant system that's arguably the closest to real life swordfighting.
I did some LARP sword fighting against real HEMA users and this is nothing like the real thing.

I disagree. It's very much like the real thing (as far as video games allow anyway).
So you did some practical sword fighting too? Anyway you are probably right that the real thing can't really be converted into video games...
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
56,652
The game is a simulation so the fighting system was appropriate. It could have definitely been done a little better but it still scratched that "realism" itch for me.

To people who argue it's not actually like real fighting, not even the best racing sim is even remotely close to the experience of driving a real car so that's a moot point.

The biggest problem with it was probably fighting more than one enemy but honestly who would try to fight a whole group in real life anyway. That's where archery or stealth came in for me.
 

VerSacrum

Educated
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Aug 19, 2023
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Switzerland

Name one video game that has a more realistic melee combat system.
Perhaps that Blade and Sorcery game on VR? Never played it myself. Problem with KC:D is that the combos are rather unintuitive, I only ever managed to memorise one or two. And the main criticisms seem to be about fights against groups, with the auto lock and so on. Games combat was designed for duels and in these situations I liked it a lot.
 

Ryzer

Arcane
Joined
May 1, 2020
Messages
5,545
The game is a simulation so the fighting system was appropriate. It could have definitely been done a little better but it still scratched that "realism" itch for me.

To people who argue it's not actually like real fighting, not even the best racing sim is even remotely close to the experience of driving a real car so that's a moot point.

The biggest problem with it was probably fighting more than one enemy but honestly who would try to fight a whole group in real life anyway. That's where archery or stealth came in for me.
The biggest problem when facing a group of foes is that they all try to flank you behind and run into you, which is "realistic" I guess but it's not fun to play at all, instead it's very frustrating.
 

jaekl

Educated
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953
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Canada
The trick is to sit on your horse, trot away at an angle and shoot everyone following you with the bow. If they have a shield, you wait until they start a swing before releasing the arrow. Once you have high end equipment, you can slay whole towns on foot without any trouble so you can ditch the horse and get some revenge.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,855
The trick is to sit on your horse, trot away at an angle and shoot everyone following you with the bow. If they have a shield, you wait until they start a swing before releasing the arrow. Once you have high end equipment, you can slay whole towns on foot without any trouble so you can ditch the horse and get some revenge.
Its not even about the gear, high enough level means you can stagger people with a simple swing and always leave them bleeding and tired, you can mow down entire legions if you use the map to your advantage.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,855
It could have definitely been done a little better but it still scratched that "realism" itch for me.
Whats realistic (Sort of) is the progression. You truly are nothing at the start, and through training and combat experience you grow into this unstoppable force. It is incredibly satisfying when, after a long time, you turn Henry into a capable combatant.
 

Shaki

Arbiter
Joined
Dec 22, 2018
Messages
1,580
Location
Hyperborea
I really don't get the people who don't get KCD melee combat. Is it the decades of being exposed to shit melee combat (ala Morrowind click-click-click, or Skyrim click-click-click, or Dark Souls click-roll-click)?

It's a very elegant system that's arguably the closest to real life swordfighting. You alternate directional attacks and blocking, and when you do one directional attack, the enemy will almost always block it themselves (that's very logical, only in video games will enemies let you hit them all the time), but that creates opening to combos. So by memorizing the various combos for your weapon, you select the next step for the appropriate combo depending on the situation and eventually use the combo to land damage. While also defending yourself. Excellent system.

The only knocks on the vanilla system are masterstrike (which ruins the flow), and some variables need to be adjusted slightly for optimal flow. I linked exact instructions on how to do both in Codex review.
Masterstrikes ruin the system HARD tho. All the points you made are completely irrelevant when masterstrikes exist. Combos are useless because enemy will randomly masterstrike in the middle of them, it's especially annoying because better enemies masterstrike far more often, so ironically the best swordfights you can get are against trash. Against tougher opponents fights basically become the boring af quick time events with only one button - you only want to masterstrike, since any non-masterstrike attack can just result in enemy doing an unblockable masterstrike against you. If they removed masterstrike, the system would be much better.

You're right that it can be somewhat fixed by modding the game, but when judging the combat system, you're supposed to judge the vanilla. I make a point of always saying how dogshit masterstrikes are, whenever I talk about KCD combat, because maybe if enough people complain about this shit, they'll remove it in KCD2.
 
Joined
Dec 17, 2013
Messages
5,183
It's a very elegant system that's arguably the closest to real life swordfighting.
I did some LARP sword fighting against real HEMA users and this is nothing like the real thing.

I disagree. It's very much like the real thing (as far as video games allow anyway).
So you did some practical sword fighting too? Anyway you are probably right that the real thing can't really be converted into video games...

No, but I slept at a Holliday Inn watched a shit ton of HEMA videos on youtube. Keep in mind, I am not saying KCD combat is exactly like RL sword-fighting, I am saying it's the closest video games have ever gotten to it (afaik anyway, might have not played some other candidates).

The thing about RL combat (whether swords, MMA, boxing, whatever) is it's contextual and reactive, you are not doing something in a vacuum, you are doing something together with your opponent, you do A, he does B, you respond with C, etc. Most video game combat systems don't simulate that at all (the ones where you just click to do some action irrespective of your opponent), or simulate it at a very basic level (timing parries/rolls). In KCD, they actually simulate this in a realistic manner, you have to defend yourself against your opponent's attacks, while at the same time, respond to their defenses and adjust your combos on the fly.


Name one video game that has a more realistic melee combat system.
Perhaps that Blade and Sorcery game on VR? Never played it myself. Problem with KC:D is that the combos are rather unintuitive, I only ever managed to memorise one or two. And the main criticisms seem to be about fights against groups, with the auto lock and so on. Games combat was designed for duels and in these situations I liked it a lot.

Yes, combat against multiple opponents was clunky. I do hope they improve it for KCD2 (if it comes out successfully). In their defense, it would be a clusterfuck in RL too to fight against multiple opponents with sharp weapons.

I really don't get the people who don't get KCD melee combat. Is it the decades of being exposed to shit melee combat (ala Morrowind click-click-click, or Skyrim click-click-click, or Dark Souls click-roll-click)?

It's a very elegant system that's arguably the closest to real life swordfighting. You alternate directional attacks and blocking, and when you do one directional attack, the enemy will almost always block it themselves (that's very logical, only in video games will enemies let you hit them all the time), but that creates opening to combos. So by memorizing the various combos for your weapon, you select the next step for the appropriate combo depending on the situation and eventually use the combo to land damage. While also defending yourself. Excellent system.

The only knocks on the vanilla system are masterstrike (which ruins the flow), and some variables need to be adjusted slightly for optimal flow. I linked exact instructions on how to do both in Codex review.
Masterstrikes ruin the system HARD tho. All the points you made are completely irrelevant when masterstrikes exist. Combos are useless because enemy will randomly masterstrike in the middle of them, it's especially annoying because better enemies masterstrike far more often, so ironically the best swordfights you can get are against trash. Against tougher opponents fights basically become the boring af quick time events with only one button - you only want to masterstrike, since any non-masterstrike attack can just result in enemy doing an unblockable masterstrike against you. If they removed masterstrike, the system would be much better.

You're right that it can be somewhat fixed by modding the game, but when judging the combat system, you're supposed to judge the vanilla. I make a point of always saying how dogshit masterstrikes are, whenever I talk about KCD combat, because maybe if enough people complain about this shit, they'll remove it in KCD2.

It's so easy to remove, and then you have arguable the greatest melee combat system in an RPG ever. The whole argument about mods, I dunno, there are so many all time great games I could not play without mods (aside from KCD, Deus Ex, Fallout: New Vegas, Bloodlines, others), it's not a big deal to me. Though to be fair, I have no idea why they included masterstrike as implemented in the game. It really does ruin everything else they were trying to do with the combat system.
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
12,060
>memorizing combos all of which that are longer than 3 attacks are impossible to finish

:hero:

I agree, but it's not that large of an issue even if the player were to grind it, since melee gets pretty much entirely supplanted by archery anyway. Why spend 5 min spamming riposte when you can just headshot a dude for an instant kill?

That's the way I played. Actually I could never get the hang of the sword fighting, even in the training, so I used a bow as I am a shooter guy anyway ;)! And I got really annoyed when I shot the first boss with a bow and the follow-up in-engine cutscene showed me defeating him with a sword. I stopped right there...
The sword fighting was great. I found archery a drag because I kept needing to mentally correct my shots without a cross hair.
Archery sucked because even after winning all the minigames and hunting deer for hours I still could not reliably hit a human at a range at which a bow would be useful. This is a case where the character skill should do the work for you.
 

Paul_cz

Arcane
Joined
Jan 26, 2014
Messages
2,013


In czech, aside from the intro. Nothing particularly new for those who saw previous years talks, but still entertaining.
 

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