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Game News Warhorse's Kingdom Come: Deliverance Is Now on Kickstarter

evdk

comrade troglodyte :M
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I wonder if Feargus Urquhart is very happy or very upset that someone's testing the EPISODIC SKYRIM waters before he can.

I so hope so! The one time they managed to come up with an original work with publisher backing, we got a shitty Console Corridor Shooter on rails. Boy, was that a shot well spent or what.

Looks like trash, will not back.

Yeah, sorry; no juvenile pretentious crap in this like Glanfathans n'Apostro'phwoods'moria with extreme balancing for casuals or non-gamers and whatnot.
 
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Warhorse Kickstarter said:
You can specialize in different fighting styles and weapon classes and will constantly learn new moves and techniques, as well as unlock new weapons and armors. Every weapon has its own uses, pros, and cons.

Damn right.

The sword is universal,

Uh what?

but weak against plate armor;

Oh, ok.

hammers are ideal against plate armor

Damn right it is!

but weak against sword;

What?

the longsword is strong, but slow

OH GODDAMIT WHAT THE FUCKING FUCK WHAT NOT THIS BULLSHIT AGAIN!

The exploration of the world is free. If you don’t want to play the main quest line, it will “wait” for you

They surely learned from the best.
 

SophosTheWise

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Warhorse Kickstarter said:
the longsword is strong, but slow

OH GODDAMIT WHAT THE FUCKING FUCK WHAT NOT THIS BULLSHIT AGAIN!

To be fair a longsword (two-handed sword) was roughly 2 kilos heavy. By slow he probably means it's not possible to wave about with the sword. And it surely isn't, I have tried it myself.

I wouldn't worry too much about historical accuracy with these guys. By next week (or something like this) they will even have a historian on their team.
 

Johannes

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Warhorse Kickstarter said:
the longsword is strong, but slow

OH GODDAMIT WHAT THE FUCKING FUCK WHAT NOT THIS BULLSHIT AGAIN!

To be fair a longsword (two-handed sword) was roughly 2 kilos heavy. By slow he probably means it's not possible to wave about with the sword. And it surely isn't, I have tried it myself.

I wouldn't worry too much about historical accuracy with these guys. By next week (or something like this) they will even have a historian on their team.
If you grab a sword with two hands, obviously it will be quite a bit more maneuverable than a 1-handed weapon.
 

DeepOcean

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From RPS article (It's Nayton "The retard" Gayson) article:
I am, however, a bit more skeptical of the basic workings of combat. Don’t expect Mount and Blade’s control scheme here, or even War of the Roses’ for that matter. The way Vávra explained it, it sounds like combat is tailored to controllers (Kingdom Come is also headed to Xbox One and PS4), and without being able to grasp a button-studded hilt myself, it came across as fairly confusing and potentially limited. While Warhorse is striving for obsessive historical accuracy in world design, battles have block-based bullet time and QTE-ish combos. And yet, despite that, Vávra claimed that Kingdom Come’s combat will make the aforementioned slashers look like amateur hour whether you’re using a gamepad or keyboard-and-mouse.

“We don’t have any crazy mouse movements or anything like that,” he admitted. “Nothing like in Die By The Sword or War of the Roses. It’s very similar to any first-person game. I mean, I played Chivalry and Mount and Blade and everything. But, for example, War of the Roses system works, but it lacks options. The trick we do is, when you’re close to an enemy, you can select by slightly moving one of the joysticks. You can select which body parts you want to attack. Then it’s just buttons, like press A to attack from the top, or press B to step, or press X to kick the guy.
:rpgcodex:

What this means? VATS light?
 
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Warhorse Kickstarter said:
the longsword is strong, but slow

OH GODDAMIT WHAT THE FUCKING FUCK WHAT NOT THIS BULLSHIT AGAIN!

To be fair a longsword (two-handed sword) was roughly 2 kilos heavy. By slow he probably means it's not possible to wave about with the sword. And it surely isn't, I have tried it myself.

I wouldn't worry too much about historical accuracy with these guys. By next week (or something like this) they will even have a historian on their team.

Ever watch historical fencing (not enactment)? It's furiously fast!

"Speed of weapons" is a nonexistent concept in fencing. How fast you can swing any weapon isn't even a thing. The way different weapon designs operate leaves such a base comparison completely without merit. You can't quantify and compare how fast you can swing a sword to how fast you can swing an axe or spear. Weapons aren't designed to be swung fast. They are designed to kill; not to "hit slow but hit hard" or "hit fast but damage little" but to plain straight kill. You go into battle with the expectation that you will kill your opponent and stay alive in the process. "Hitting hard" or "dealing small cuts" is not the kind of mindset or risk that you take with you into a battle to death. And if a weapon's design wasn't good enough for this simple task, then it most likely didn't survive history and we don't know about it today.

Weapons only come with different trade offs that account for things other than such game-oriented nonsense. Distance, penetration capability, versatility. In the end, they fulfill the same or similar functions through different tactics and most fencing traditions provide explicit instructions on how to fight with any given weapon against other types of weapons, balancing out the perceived "swing speed" factor. The reason those weapon designs survived at all.

For instance, by a similar logic, using a spear should be even "slower" than a longsword as per size but the relative biomechanical speed between a sword and spear stand-off balances out. Spear seeks to keep and kill opponent at a further distance than the sword while the sword can afford to get upclose for a kill and generally have more tactical moves available but at the point of physical contact between these two weapons, the speed with which the opponents respond is about equal. If it weren't, either weapon perceived to be inferior wouldn't be so long lasting.

Likewise with the hammer; the operation is slightly different and accommodates moves that are not so easy to the sword. Saying it is "weak against sword" sounds very linear-damage-oriented gamist speak.
 
Last edited:

Ogg

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The game seems ok. And his previous games were both original and well executed.

But why does he keep calling this an RPG? From what we can read on the KS page and from his previous statements, this is as much an RPG as Assassin's Creed.
 
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From RPS article (It's Nayton "The retard" Gayson) article:
I am, however, a bit more skeptical of the basic workings of combat. Don’t expect Mount and Blade’s control scheme here, or even War of the Roses’ for that matter. The way Vávra explained it, it sounds like combat is tailored to controllers (Kingdom Come is also headed to Xbox One and PS4), and without being able to grasp a button-studded hilt myself, it came across as fairly confusing and potentially limited. While Warhorse is striving for obsessive historical accuracy in world design, battles have block-based bullet time and QTE-ish combos. And yet, despite that, Vávra claimed that Kingdom Come’s combat will make the aforementioned slashers look like amateur hour whether you’re using a gamepad or keyboard-and-mouse.

“We don’t have any crazy mouse movements or anything like that,” he admitted. “Nothing like in Die By The Sword or War of the Roses. It’s very similar to any first-person game. I mean, I played Chivalry and Mount and Blade and everything. But, for example, War of the Roses system works, but it lacks options. The trick we do is, when you’re close to an enemy, you can select by slightly moving one of the joysticks. You can select which body parts you want to attack. Then it’s just buttons, like press A to attack from the top, or press B to step, or press X to kick the guy.
:rpgcodex:

What this means? VATS light?

What makes you think you need VATS lights? It's just contextual button combos. Sounds pretty straightforward, though I would appreciate a little bit more manual input.
 
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The game seems ok. And his previous games were both original and well executed.

But why does he keep calling this an RPG? From what we can read on the KS page and from his previous statements, this is as much an RPG as Assassin's Creed.

Because it has stats and outcome of actions is stat-driven. There are stats, skills and perks, obviously, though their system seems a bit too simplistic at the moment to me.

It also appears to have popamole dialogue choices with a timer or that's what Vavra says somewhere in one of those links ITT.
 

Commissar Draco

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Would prefer turns or rather phase combat to be honest; you choose the learned move with speed and strenght applied from stamina pool and hit execution button to see the scene in execution phase, as in Combat Missions; TWitcher 1 combat is good for what it is; will be happy if this will be PC stats not Player twich driven anyway.
 
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Vavra knows where to draw his inspiration. While I like the aesthetic, that looks quite consolized:

HPRJqnd.jpg


I just hope the game doesn't get bashed for being "so last gen" ie. mimicking a game from 2005 -Oblivion- however mainstream.

I love the use of Latin "V" for letter "u".
 

John_Blazze

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Whats up with
The game seems ok. And his previous games were both original and well executed.

But why does he keep calling this an RPG? From what we can read on the KS page and from his previous statements, this is as much an RPG as Assassin's Creed.

Haven't you noticed that STATS & SIDE QUESTS make an RPG these days?
 
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But back to the game itself, I don't quite understand how "open world medieval sandbox" goes with 30h play time.

Well, their original plan was to make a much larger game (the 3 acts combined) which would've been 70+ hours (similar to Gothic 2 + NotR in size), but the lack of publishers killed that plan. Not to get into the semantics of what "sandbox" means, but what they mean by it is basically the world is open, you can go anywhere within it at most/all times, similarly to Bethesda games, and also there are game elements you can play around with, like the crime system (do bad things and the world will react), NPCs (kill a bartender and NPCs will adjust their schedules to skip the bar), etc.

From RPS article (It's Nayton "The retard" Gayson) article:
I am, however, a bit more skeptical of the basic workings of combat. Don’t expect Mount and Blade’s control scheme here, or even War of the Roses’ for that matter. The way Vávra explained it, it sounds like combat is tailored to controllers (Kingdom Come is also headed to Xbox One and PS4), and without being able to grasp a button-studded hilt myself, it came across as fairly confusing and potentially limited. While Warhorse is striving for obsessive historical accuracy in world design, battles have block-based bullet time and QTE-ish combos. And yet, despite that, Vávra claimed that Kingdom Come’s combat will make the aforementioned slashers look like amateur hour whether you’re using a gamepad or keyboard-and-mouse.

“We don’t have any crazy mouse movements or anything like that,” he admitted. “Nothing like in Die By The Sword or War of the Roses. It’s very similar to any first-person game. I mean, I played Chivalry and Mount and Blade and everything. But, for example, War of the Roses system works, but it lacks options. The trick we do is, when you’re close to an enemy, you can select by slightly moving one of the joysticks. You can select which body parts you want to attack. Then it’s just buttons, like press A to attack from the top, or press B to step, or press X to kick the guy.
:rpgcodex:

What this means? VATS light?

I don't think it's like VATs. From what I understand from all those previews, the combat works something like this: You can use controls to target individual body parts on the enemy (from a total of 18 or so) when you are attacking. When you are defending, you have to time your parry/block to the other guy's attack, and if the timing is correct, it will initiate a period of slowed down time (bullet-time) during which, depending on the context (what your and the other guy's position is), several options will pop up on the screen, showing you what possible combos/moves are available at that time and which control button to press to activate them. So I am guessing the combat will consist of a flow of these, where you and the opponent switch from attack to defense, until one of you is able to land a decisive blow. Of course this is all speculation on my part, just based on what I read, and I would love to see more details on this from them. This was not what I was expecting from the combat system, and I am both curious and skeptical about certain aspects.

Vavra knows where to draw his inspiration. While I like the aesthetic, that looks quite consolized:

I just hope the game doesn't get bashed for being "so last gen" ie. mimicking a game from 2005 -Oblivion- however mainstream.

The thing is, they have been short on money the whole time, so it's possible they focused on developing core systems (combat, AI, graphics, etc) for their publisher pitch, and just put in the Oblivion type UI as a placeholder until they have more money to hire UI designers and all that. I don't know if that's actually the case, but just something that crossed my mind.
 

Burning Bridges

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Vavra knows where to draw his inspiration. While I like the aesthetic, that looks quite consolized:
I just hope the game doesn't get bashed for being "so last gen" ie. mimicking a game from 2005 -Oblivion- however mainstream.

Unfortunately that's true, but at least they use the available screen space. I'd much appreciate if they add a grid based inventory for PCs, something like in The Witcher 1. I hate these lists since Oblivion.

Colors etc is top notch though.
 
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There are some interesting Tweets on Vavra's Twitter: https://twitter.com/DanielVavra

Brian Fargo and Chris Roberts both backed the game on KS and tweeted about it, and it's also being promoted on some porn websites. And several of the publishing producers who they pitched the game to are backing it on KS.
 

WhiteGuts

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I don't think it's like VATs. From what I understand from all those previews, the combat works something like this: You can use controls to target individual body parts on the enemy (from a total of 18 or so) when you are attacking. When you are defending, you have to time your parry/block to the other guy's attack, and if the timing is correct, it will initiate a period of slowed down time (bullet-time) during which, depending on the context (what your and the other guy's position is), several options will pop up on the screen, showing you what possible combos/moves are available at that time and which control button to press to activate them. So I am guessing the combat will consist of a flow of these, where you and the opponent switch from attack to defense, until one of you is able to land a decisive blow. Of course this is all speculation on my part, just based on what I read, and I would love to see more details on this from them. This was not what I was expecting from the combat system, and I am both curious and skeptical about certain aspects.

Honestly it doesn't look like on the videos they've shown. Nothing pop ups on the screen, no "press X to hit" at all. Being able to choose which part of the body you want to hit is actually a good idea and it adds variety to the combat.

But it seems obvious that parry system will be based on timing, like in The Witcher 1, and missing the right window to block will get you hit.
 

Spectacle

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By the way, something you'd not want to hear:

From the KS comments:
Regarding controls: We are developing the game with console controller in mind. Actually, we are developing it FOR that controller. But on PC this will be optional, typical mouse+keyboard will be definitely fully supported. Steering wheel probably not... ;)

Edit: After a few concerned comments they replied again:

Controls: Yep, "keyboard+mouse fully supported" means there will be no confusing tooltips showing controller buttons / sticks / pedals / whatever as a hint how to NOT control it. Mouse will be supported also in the inventory and map UI.
Pledge retracted.
:keepmymoney:
 

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