Strike direction.



  • Salut. Just played ~10 h in Chivalry MW, and found, that game is great(especially in voices), but, there is one problem, that makes me sad and crazy about it: only one swing/diagonal direction, (I knew, that 2ed direction can be done by combo).
    There is problem: It’s qute irrational, that I can’t start my swing/diagonal strike from a side of my choose. I can start swing/diagonal only from right, that is very chain, in example of a wall right aside.
    Why, in-full-cool-game, I can’t choose as simple thing as a direction of strike? That’s qute important in great numbers of game moments. That chain me, as long weapon user. That makes city-tipes map pretty uncomfortable.
    So, I hope, it could be added in game, at least, in the name of elementary logic.

    How it can be include in game mechanics: we can click LMB 2 times, and in would be swing form left(one click LMB) - right swing. Or, we can hold a bit, that would be left swing, without holding - right swing,
    In that case it wouldn’t become Mount&Blade of War of Roses in mechanics, but in can give players minimal and rational freedom of choice, that had any medieval fighter - left, or right swing.

    With best wishes, Sir_Bertran.



  • Moved to beta forum. I like the idea of choosing which direction your initial swing in a combo starts from a lot actually, I hope this can be implemented at some point.



  • You could do it like the amazing Jedi Knight series, where swing direction is based on the direction you’re moving with WASD.



  • I would normally disagree with how important it is… However this may alleviate some of the teamkilling thats going on. Greatswords left click swinging into crowds, killing as many allies as enemies.



  • ^ It wouldnt help at all, MnB and WotR have a lot of teamslashing !!



  • @Digu21:

    ^ It wouldnt help at all, MnB and WotR have a lot of teamslashing !!

    It would help experienced players avoid friendly firing, though.



  • I think the directional choice is neccessary in this game, I have had it happen, in a close quarter environment you always manage to hit the wall and your swing gets interrupted by it where as a swing from the otherside would have hit the enemy.
    Sure you can always stab or overhead but I think it should be possible.



  • I think directional attacks and blocknig are a must for this game… at the moment the combat system is WotR just plays a lot better…

    If they mixed WotR combat with the objective maps in this game we would have the best game ever on our hands hehe :)



  • @caldrin:

    I think directional attacks and blocknig are a must for this game… at the moment the combat system is WotR just plays a lot better…

    If they mixed WotR combat with the objective maps in this game we would have the best game ever on our hands hehe :)

    It would be enough to increase the penalty for not directly holding the weapon against the enemies, to make people “block directionally” by pointing at the opponents weapon. As it is now it doesn’t seem to matter whether I block center or aim up against an overheadstrike.



  • @caldrin:

    I think directional attacks and blocknig are a must for this game… at the moment the combat system is WotR just plays a lot better…

    If they mixed WotR combat with the objective maps in this game we would have the best game ever on our hands hehe :)

    As a vetrean of Mount&Blade, and alpha-beta tester of War of The Roses, and, that moust immportant to me - medieval matrial arts specialist, I would say, that Chivalry system is mucth better and closer to real things. Becouse in M&B and WotR we can observe players who can runing with swing all the time, block working immediately(try to do that with great sword: strike, and try to remove direction for block - very hard, and quite slow). Also, we can hold block as long as we wish, that makes duel of skilled players longetime and boring routine. There is no stamina, dodge, evade and so on.

    So, in M&B we have sime kind of freedom of choise(charming), but in Chivalry we have system, that makes fight more intensive, without beeing difficult in control. Timeing system is perfect. And all, that in opinion game need - it is right-left swing direction choise and lesser block area.



  • Strike direction would be an amazing addition. I’m thinking it could work either by keyboard direction (a, d) or by mouse direction. I.e. you move mouse to right and left click, attack starts from right. Move mouse to left and attack starts from left. This actually makes striking suprisingly organic as well, as the field of vision actually follows hand direction. FYI the mmorpg Mortal Online has this kind of system and it works really well for selecting swing direction.



  • i think it would add a variation in the blocking because for know, you just have to look on your opponent’sright to block, since almost everyone slahes most of the time.


  • Developer

    Its a great idea for sure. It is also something that would take a huge amount of work and break quite a few things till we got it working right, so it won’t be coming for initial release. Its in the back of my mind though so maybe post release we will be able to get to it.



  • @Tibberius:

    Its a great idea for sure. It is also something that would take a huge amount of work and break quite a few things till we got it working right, so it won’t be coming for initial release. Its in the back of my mind though so maybe post release we will be able to get to it.

    Why it’s so hard? You already have animation of left swing in combo and control mechanism for start it(LMB + LMB). Maybe im wrong, but all that you need is one more control mechanism. Am I wrong?


  • Developer

    You are wrong, its not that simple. Sorry, but the way the animtree works is extremely complicated in the unreal 3 engine and even more so with our game as well as the systems behind it + requiring new animations going from idle to that direction and bugfixing + trying out various control schemes. If I had any faith that doing this by intital release would improve the game on launch date, we would do it. But the reality is, we simply don’t have the time to do this properly before launch. Its on my mind though and we will hopefully get to play with it post release and see if it is something we can add in a natural way.



  • New MAA only weapons with left/right toggle ;)



  • @Tibberius:

    You are wrong, its not that simple. Sorry, but the way the animtree works is extremely complicated in the unreal 3 engine and even more so with our game as well as the systems behind it + requiring new animations going from idle to that direction and bugfixing + trying out various control schemes. If I had any faith that doing this by intital release would improve the game on launch date, we would do it. But the reality is, we simply don’t have the time to do this properly before launch. Its on my mind though and we will hopefully get to play with it post release and see if it is something we can add in a natural way.

    Thank you for exhaustive explanation. We’ll wait and hope! But now - time to play the game!



  • Ah thanks!



  • I think if you guys are going to spend the time to do this and do it right, you should almost include giving the player the choice of being left or right handed while you’re at it. Basically your main-hand horizontal swing (or main-hand side with a two-hander) could stay as LMB, and front hand chop could stay as scroll-down, and then a toggle button could be held to make those attacks with the same controls result in swings coming from the other direction. If you have a left-handed - right-handed option, you could even make those off-side or backhand attacks do 75% of the main-hand swing damage.



  • I am a veteran of Mount&Blade as well tested War of Roses and agree directional swings are much better.


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