I like the way gB argues. The way he just says what’s true and doesn’t waste time acknowledging the counter-argument, I really respect that. Also, I imagine AoC>m&b will be a popular viewpoint on these forums, by and large.
Oh honcho I do love you so.
To TheNarrator I respect your viewpoint and the fact you have extensive experience of both older versions of Age of Chivalry and of M&B however I still disagree in regards to melee combat.
Here is my view having played M&B extensively and having played every version of Age of Chivalry including the current version, I still believe it has the better melee combat. Instead of reiterate details of the mechanics of both games am sure you know well i will just state my opinions of them and why I feel Age of chivalry is justifiably better in regards to melee combat.
Ease of use– Age of chivalry has a an easier control system to get used to and that accessibility allows players to get to grips with the game faster and allows them greater control of how they wish to play the game. This then inspires the players to push the boundaries of the control system and the engine its self to gain the advantage over their opponents which is highly evident in high end game play but is not restricted to it. Anyone who has played any version of aoc should recognise this.
M&B does offer a great deal of customisation but as you and gB both have pointed out it boils down to your ability to feint and to block which you both have said in your arguments. Both games require the player to be experienced in the game to understand the combat and to truly flourish, I think it is fairly evident that the complexity of the controls limit the potential of the melee combat creating a skill cap and thus reducing the combat to blocking and feinting and creating huge skill disparities within the player base.
While Age of Chivalry does again have skill disparities amongst its player base of Veteran and casual/new players this not due solely to the controls. While an argument can be made that alot of the skill of the veteran player can come down to an understanding of the swing traces, timing of attacks and the effects of latency these do not detract from gameplay merely enhance it. These skills can be gained naturally through playing the game with your chosen class and knowledge of one class and its mechanics be applied to the other classes. This then creates an atmosphere of improvisation that dramatically changes how players fight within the game which means you constantly have to adapt in combat with different players.
Movement-- Another point which I believe separates the two games and makes Age of Chivalry the better game is the movement. Age of Chivalry gives the player greater control and freedom of movement meaning that fighting multiple foes comes down to your movement as well as understanding of the controls and feels more fluid. Fighting multiple foes is cumbersome and feels like your trying to turtle until either team mates arrive or one of your opponents makes a fatal error (Like falling out of the castle or out of a window). In Age of Chivalry it is possible to fight multiple opponents by out maneuvering them and effectively using your stamina to outlast them. It also makes fighting with team mates against multiple foes an enjoyable experience, with players able to dance in and around the fighting, dodging your team mates and your enemies, as well being able to step into combat to support team mates.
Combat in M&B however to me feels sluggish and cumbersome alot of this boils down to players walking around holding there weapons in various stages of attack (Overhead, in the thrust or swing positions). So much so that whenever possible I feel the need to avoid team mates and group combat whenever possible (this on the standard ff off servers which are quite often the highest pop servers) where in contrast AoC has me running to group combat whenever possible as it more enjoyable and exciting running straight into combat( FF On).
Vq.| Auditor: SHOGUN shipped!
Vq.| gB: did you get a tracking number?
Vq.| Auditor: ya
Vq.| gB: maybe you can go see where it’s at while i fire shogun 2 up
Vq.| gB is now playing Total War: SHOGUN 2
Vq.| Auditor: Ass
I still check up on it from time to time but I unsubbed a few months ago. It’s just not fun to play if you aren’t in a guild. That said, my first weeks of exploration and learning were really an amazing experience that I truly enjoyed. I’m also a 999er. At this point I doubt the game will become something I’d play and I’m just hoping the Lootbag is worth something someday.
Teal pretty much summed up my thoughts.
I smell international lawsuit, fn go after them it is quite obvious but then again I forget the amount of change you have to do to not fall under the copyright laws, something like 35%. I cannot remember.
Scorp had some really good points you should consider before getting started. I’ll chip in one that will seem obvious, but is actually overlooked by 90% of MOD teams and thats why the failure rate is so high. You have to pick something that people legitimately want to play, not just an idea that you think is cool. To create a successful MOD you have to stand out from the other MODS and the best way to do that is to have fundamental differences in the foundation of your project relative to any others. If people cannot look at your work and within 30 seconds deduce what is special, unique or cool about your project, then no one will care, and that’s just the harsh reality of it.
I’d also strongly advise that you join a MOD team before trying to create your own, the amount of experience that can be learned from others in this situation is immense, trying to start out on your own without any knowledge of project management, marketing or communication amongst a group is almost certain for failure. Essentially my advice would be don’t get ahead of yourself trying to start a new project right out the gate if you don’t have a very very good idea and a couple of close contacts that are talented. And by being on another MOD team you build contacts you build up that network of talented guys for future projects, its an important aspect of it. Hope that helps in some way…