Changing SHSecondaryLighting and DirectionalLightmaps from false to true in UDKSystemSettings.ini fixed black screen for me and my brother. Hope it helps!
Posts made by Benvolio708
RE: The "Panic Parry" Mechanic is Bad
If there was easier access to this information in client it wouldn’t be nearly as much of a deal I don’t feel as it could be currently.
I think this is one of TBS greatest weaknesses as a developer. There really should be some sort of in-game feedback for players who don’t use the forums. I think a great place for this would be the tips in-between matches, they don’t even need new artwork, just a simple blurb like “Hold F to pull off a stronger kick,” would suffice (I’ve seen a number of players who are unaware of this).
In that same vein, adding tip screens for techniques wouldn’t be such a bad idea as well. If there was a tip screen for CftP before it was removed, I wonder how many players would have still considered it an exploit? Something along the lines of, “A feint can be defensively as well as offensively,” would encourage players to think about how to use their feints. As the tutorial, IIRC, only really discusses offensive feints.
Regardless, I know TBS doesn’t like how CftP made the combat system function, which is fine. But it’s hard to make valid suggestions when we don’t know what TBS wants. Not to mention some of their changes and statements appear to be contradictory.
I’ve found that most competitive games which are patched frequently based on fan feedback typically
end up less balanced than they were initially. Community feedback is incredibly important of course, but it is up to the developer to carefully consider every change before instituting it. Many posts seem to agree that this last patch just had too many changes. It overloaded people’s ability to isolate and provide feedback on any one particular change.
RE: The "Panic Parry" Mechanic is Bad
A lot of the recent changes do seem to make the system more complex, but complex an unnecessary way…convoluted even. I do enjoy simple and elegant systems.
RE: Stamina system changes
With this system I picture fights being excruciatingly long and boring affairs where two players with no stamina are constantly trading parries and occasionally getting in a 5 damage attack…
Chris and I have talked about this quite a bit. His diagram illustrates the idea, but I was more suggesting scaling towards a minimum rather than scaling to nothing. Since I know TB wants combat to feel visceral and doing 5 damage is certainly not visceral or even remotely exciting. The minimum damage would need testing to see what feels right of course. So perhaps scale down to around 75% weapon damage at 0 stamina. It doesn’t necessarily have to be enough to require an extra hit to kill. I’ll take a look at the damage spreadsheets later and give it some thought.
Also Sly, a smart player under my proposed system would regenerate stamina in order to regain the ability to combo as well as higher damage output after his rest. Stamina regeneration isn’t exactly slow and regen breaks already occur under the current system in 1v1 duels.
It’s also important to consider that the idea is intuitive. There are a lot of recent changes that don’t quite make sense entirely, like panic parry’s extra stamina drain for instance. It is quite confusing and I’ve seen a lot of new players quickly deplete their stamina without even realizing why. Speaking of which…new tip screens between matches…those would be nice! They don’t even need new artwork. :D
…until archers kill them both
I wasn’t considering ranged combat in this suggestion, as the main issue I have with combat revolves around daze and how it forces the player to stop playing.
The intent of the idea is to still punish the player for mismanaging stamina, but at the same time, to never limit the player’s options. Because having options adds depth. Currently, zero stamina situations eliminate a player’s defensive options. I say eliminate, because defending without stamina is always a bad idea because of daze. On the offensive side, zero stamina removes the ability to combo, but offensive play is still possible and viable. This is because trying to combo at zero stamina doesn’t daze the player. Zero stamina makes offense less effective, but makes defense completely useless. That’s quite a disparity….anyways, here’s a hypothetical on live to show what I mean.
1v1 MaA v Vanguard. The Vanguard attacks. So the MaA’s normal, 100% stamina options are:
- Parry or block
- Footwork to make the attack miss
- Get hit
Now the same scenario, but now the MaA has 0 stamina.
- Parry or block. Get dazed. Get hit.
- Trade. Get hit.
- Get hit.
So essentially, the MaA’s best options would become 2, 3, or 4, because option 1 would allow the vanguard to get a near guaranteed headshot off of daze. Two of those options result in the MaA taking a hit. And if the vanguard’s spacing is good, he can eliminate the MaA’s ability to avoid his strike, essentially narrowing the MaA’s viable options down to two, both of which result in taking damage. And depending on weapon speeds and how far the vanguard is in his windup, trading might not even be an option either. So 0 stamina can limit your viable, available actions from four to one or two. This, I feel, makes the game shallower and less fun.
Stuns as a whole should be carefully reexamined. Nothing in game design frustrates me more than wrenching control of the game away from the player. I can’t think of any other game that has a stun mechanic as punishing as Chivalry’s, as any hit is at least 25% of your health. The only other game I can think of with a stun mechanic is street fighter. And in SF, you were stunned after making at least 2-3 incorrect guesses as opposed to Chivalry’s 1-3, and the damage sustained during stun is typically much less than 25%.
If 0 stamina defense absolutely has to be punished, then please consider implementing partial blocks and parries as an alternative, where the player sustains a percentage of the attack damage in place of stuns. Partial blocks or partial attack damage, or both could lead to a much more engaging game, where your options might be less effective, but they’re still available to you.
Stamina system changes
Stamina feels bad right now. When you run out of it you’re typically dead, so it’s in your best interest to either back off to regain or try to go for the kill if it’s feasible. When you’re low on stam, it’s often better to do nothing to regain it, or even take a hit/trade instead of blocking/parrying. That moment when you see an attack coming but know it will daze you if you block/parry just feels awful.
Daze feels terrible right now. When I get dazed I take a hit. When I daze someone else I feel like I get a cheap shot almost. I have very little control over when I get dazed in some situations, especially in 1v2+ encounters, it’s only a matter of time before I get dazed.
So, aside from just tweaking stamina usage values for different actions, what can be done? Here’s an idea:
1.) Remove all dazes (except perhaps the daze on raised shields being kicked/bashed). Being unable to move is not really fun for anyone.
2.) Change attack damage based on how much stamina is left in your stamina pool. Ex. At 50% stamina attack damage is reduced by X%.
Without daze, 0 stamina situations will still allow a player to have options. If you see an attack coming you can still parry/block it if you choose. Also, before hitting 0 stamina, you are still punished for being overly defensive because every loss to your stamina negatively impacts your attack power.
This way, people won’t feel powerless when low on stamina. This also helps combat feinting because, when feinting you would essentially be trading stamina to increase the likelihood of landing a hit for lower damage on that hit.
Obviously, this change would require quite a bit of testing. But I hope it is given some careful thought, because currently, the stamina system doesn’t encourage thoughtful play.
RE: Flinch, Daze, Stun?
Flinch: When you are hit during wind up.
effect cancel’s attack and interupts combos
Stun: When you are kicked or shield bashed while blocking with a shield.
effect: can’t block or attak
Stun2: When you block or parry with no stamina
Never heard the term daze used in game.
I believe daze is essentially what you’re calling stun. The durations of stun and stun2 are also slightly different if memory serves, something like 1.2 vs 1.4 seconds.
RE: Developer Q&A #3
The alternate swing is only for the first slash, you can’t do an alternate slash in The middle of a combo.
Actually, if you start a combo with alt overhead you can combo into alt or regular slashes. You can see it here in shara’s vids: http://www.youtube.com/watch?v=xPbwqMlX … ex=1&t=50s
I’m not sure why it works this way, but it does :?
Alt overhead into shield bash feels…strange too. Like the bash starts up faster or something. Not sure if that’s true for kicks. Regardless, I’m hype for the next patch. Lemme test it naow! :D
RE: MAA Dodge back glitch?
From my experience as an observer (watching my brother play MAA), this seems to occur when you dodge down or up a slope of some sort. Such as on the bridge in that duel map with the wagons on either side or the sloped edge of the raised platform in the middle of the arena stage (not the one with the pit).
I’ve seen the bug (I guess it’s a bug) manifest in a few ways. Sometimes it looks like your dodge was successful and you warp back like you guys described. Other times your character dodges, loses the stamina, but either doesn’t move or moves very little.
It always kills me to get a kill because of this, because I know they were playing correctly -_-
RE: Let's talk stamina
I’m definitely not a fan of mechanics that remove control of your character. I mean…that’s no fun, right? To top it off, the daze mechanic works very strangely with shields. There’s been several times where I have been dazed or I’ve dazed another shield user, only to have them block my “free” hit while dazed.
If the daze mechanic must stay, then the shield needs to drop to protect the player’s feet, because right now it seems like it stays raised despite looking like it isn’t. Having a dazed opponent block stabs or overheads to the face is just…strange. And damage from against a dazed player should be reduced, because an entire hit is a bit much. Look at street fighter, if someone gets stunned, the hits in the combo leading up to the daze scale down inflicted damage.
And I’ve seen players who play as you described genocide, but I usually am able to get a free hit if my opponent is dazed. I’m not sure why you look at it as free stamina :?
Glad you like my suggestion! The flinch state might have to be looked at for it to work, because we do want to avoid stun lock situations…as in if someone took partial damage from blocking with no stamina, but got flinched because of it and couldn’t do anything before their opponent threw out another attack.
And I’d really love some feedback from a dev or someone who really knows how the game operates regarding the video example I posted…is that how things are supposed to work? Cause that looks an awful lot like a combo that costs zero stamina! 0_o
Let's talk stamina
Prepare yourselves! Wall of text incoming! Walk it off! :)
So there’s a few inconsistencies I would like to discuss regarding stamina.
1.) What the intent of the mechanic is.
2.) Is the stamina mechanic balanced between different classes and weapon set ups?
3.)How combos function when a player reaches zero stamina.
4.)A suggestion for changing the way having no stamina effects players.
So what exactly is the intent of stamina? It’s clear that mismanagement of stamina can lead to a quick dazed decapitation. So let’s start off by saying that stamina is meant to encourage a balance of aggression and defense. When at full stamina, players are encouraged to play aggressively to gain momentum. When at zero stamina, a player should be encouraged to play defensively….right? Well…kind of. I think the fear of daze has lead many players to continue to play aggressively even when they can’t use combos or feints, which may or may not be a design oversight.
This ties into my 3rd discussion topic slightly, but let’s go ahead and skip the inconsistencies for now and talk about how this applies to different classes and weapon setups. We’ll divide everything up into 3 main categories: 2 hand users (2h), 1 hand users (1h), and shield users (S&B). I want to focus more on the 2h aspect of things, as I feel that is where stamina is largely ignored. But to summarize, I see shield users and MAAs being the most handicapped when out of stamina, while 2h users and archers can still function decently in most situations.
So 2h users are designed around offensive play. So, for the most part, a good 2h user will use their stamina for attacks, feints, hasted parry attacks, and combos. Rarely for parries. This is interesting because of all the weapon set ups, I believe 2h benefits the most from using stamina on whiffed attacks. This is because zoning another player out with combos can be so effective. Vanguards and 2h knights commonly will whiff attacks repeatedly in hopes to bait me into their combo followup. This eats up a ton of stamina…I believe 20 per whiff? Even more if they combo. Vanguards will commonly swing wildly and back pedal. Sometimes they won’t even stop to regenerate stamina.
So in this situation, I, as a shield knight, will typically move in and out of their range to get them to whiff and drain their stamina. When I hear their character wheezing, which is the audio cue for them being out of stamina, I go in. This isn’t always accurate, as sometimes the cue plays too late it seems and they’ve already regenerated enough stamina to avoid being dazed. This also leads me to my 2nd point about inconsistencies in the stamina system.
I’m under the impression that a combo is impossible to perform when a player is out of stamina. Consider this situation: http://www.youtube.com/watch?v=2EMzRw3L0cw&t=6m28s
So, Mean, who is a wonderfully talented knight in RK, whiffs a stab that puts him at 0 stamina. You can see he has no stamina and his character begins to wheeze. But then he combos into overhead. Is this a bug or is it intended? Cause it is rather bothersome to hear my opponent wheezing after a whiffed attack only to walk into what I thought was an impossible 2nd attack.
1h users will not usually whiff attacks to bait another player in, excluding perhaps baiting a MAA dodge. I feel that for the most part, 1h users are more mindful of their stamina for an entire engagement. There’s a lot more ebb and flow to the battle, as 1h users will build time to regenerate stamina into their tactics. It isn’t all aggression usually, except in bursts. Each burst lasts about as long as their stamina does, which feels great. So I feel the balance of the stamina mechanic for 1h users is good. It’s very important to manage, but not impossible to come back from if you run out. It also doesn’t allow for continued aggression due to zoning like 2h use can.
Oh boy, S&B. I play almost exclusively with shield. And I have to say….the daze mechanic needs to be looked at. So let’s just talk about the daze mechanic in general. As I understand it, there are two types of daze: normal daze, which lasts 1.1 seconds and applies when someone parries with no stamina left and special daze, which lasts 1.2 seconds and applies if someone blocks a kick or shield bash with a shield. That’s a little convoluted if you ask me.
I propose removing “normal” daze and making special daze last 1.1 seconds. That way, the only way to get dazed is to be kicked or shield bashed while your shield is up. If a player blocks or parries with zero stamina left, they should take partial damage from the hit…a grazed attack if you will. You didn’t fully parry/block it because you were tired. My brother and I actually thought the stab through shields/parries bug was how the game worked…as in, if you parried/blocked an attack with zero stamina you took damage. I’m hoping this would allow the removal of the band-aid fix that is the free 30 stamina when dazed (“stun locking” was no fun, but this isn’t really an elegant fix).