Good stuff!!! I mean it is no Undead Alfonoso Argon being brought back by necromancers then killing thousands of Tenosians but I’m still looking forward to reading more lore!
Posts made by Irish Canadian
RE: Mirage lore blog series – Part One, The Cataclysm
Balance Stuff - With respect to 1vN and non-blocking classes
1vN seems like a real struggle even just against bots. I was thinking as a melee character like Taurant I could crush just like in chiv with the bots being fairly dumb and all. However just the volume of attacking the enemy taurant bots put out really make for a challenge in winning in these situations, even with the abilities this is a bit of a struggle. The spike rock ability works well for this being able to hit multiple opponents and giving you access to damage at a distance. Whirlwind however is too risky for the most part in 1vN - you can use it sure and you will hit a few of them but unless they are very injured you won’t kill anything and you are instantly surrounded by trying to have used it so you’re dead. It’s even worse for a class that can’t block and you’re lucky to get even one kill. I know this is already something TB is working on from the sounds of it.
Another big concern is classes that can’t block - for instance you can stab the enemy taurant with a dagger and punish them for bad moves toa certain extent in 1v1 but anything more and you are done - can’t fight at all. The same goes for the other non-blocking classes, at best you can kill 2 enemies in a 1v2 (with projectiles you can kill 1 before they get to you and the second once he is in close range and you back pedal etc) but that is assuming the don’t block, they don’t weave or anything to avoid projectiles, and they aren’t the best at trying to get to you fast with that second wind stuff and any other tools they have to reach you.
Punishing enemies for making a bad attack/missing etc at the moment seems like the patient player looking to punish the spamming enemy is at a disadvantage since the spamming enemy will typically get off a hittrade and not become staggered even though the patient player was trying to hit the window where the enemy should be staggered. This is a problem for the non blocking classes who end up in a situation where they engage in melee with say a taurant since they are forced into picking opportune moments to punishing melee classes since they can’t block. The analogy is the following: Suppose you are playing chivalry and you are using your fists to fight an enemy with a sword - the only way you can win is to be patient, avoid engaging until you can hit them, stagger combo to get off more damage then when they block you need to be able to run out of range - jump out of range - duck - something then try to repeat the stagger them on when they attack and combo process. So this situation appears in mirage as a non blocking class who is forced into melee except the I feel as if the person who can block can just keep spamming and has a smaller opportunity for the person with fists (or non blocking class) to stagger them instead they just get hit for trying to stagger the enemy and be the punishing player.
(Tl;dr: I would rather be fighting someone in fists vs weapon in chiv than a class that can block vs a class that cannot block in mirage if I am forced into melee)
These are some balance related things I noticed while playing against bots last week when I had time to play. (I won a team objective against bots on some map with a class that couldn’t block against taurant bots the bots slaughtered me on the first objective since it was like 1v6 but then the second objective they had to transport a bomb into my palace or something and only 2 bots were spawning against me so I was just barely okay because bots are dumb and don’t use abilities and I could back pedal) I also tested each class on the testing map against bots and also played around with movement abilities a lot. My favorite way to get on top of the chandelier things was with the class who could use 2 abilities to get up there from lower than anyone else well maybe not teleport would need to test that, using the big movement one then the other one that is like a kick/movement ability you can get up on the chandelier from about halfway up the ramp to the lower hanging things near the higher chandelier things.
RE: State of Mirage - 2016/03/12
“We will try without held parries again as well, held parries have plenty of pros and cons but the main reason we went for it was due to the ranged attacks.”
I really liked reading this but that aside: could there exist a system such that both held parries and non held parries could coexist?
The motivation for me thinking of that is in chivalry there is an option in configurations allowing one to choose between toggle run and the regular non toggle run. So similarly could you have held block and the parry we are used to in configurations or something to that extent? Of course it would have to be balanced but since there is already a block strength mechanic it is possible to balance the two option around that.
In theory this could give more freedom to the player but it may be efficient for testing of both and then doing the analysis on which to stick with.
Also this state of the mirage post is fantastic, I’m looking forward for more in the coming weeks.
RE: Will the "Man at arms" style class be able to pretty much teleport like on chivalry?
The real question about teleport - will we be able to find jah and ber runes so we can make the enigma runeword so that we can use teleport with other classes as well?
RE: Theories ( post theories about game here )!
Mirage is actually a Chivalry expansion focusing on Tenosia. The reason Agatha got rekt is because the Tenosians are a bunch of magic flinging carpet riders.
I actually quite like this theory - To quote a thread from 3 months ago
"It’s called mirage because it takes place in the distant sandy lands of Tenosia. Deep in the Tenosian desert where no knight of Agatha has gone before, that is until Alfonso Argon the rightful king of Agatha and his personal bodyguard were raised back from the dead by the leader of the Rebel faction called the Necromancer Order. The Tenosians raised their weapons: guns, sabers, and spears to fight back this merciless undead king that was ravaging the countryside. This went on for years: day after day the undead king carving out his new legacy far away in a place so distant from his homeland never realizing he was a puppet to the Necromancer order.
It was not until the long forgotten mage clans rose to power and ousted the old Tenosian leadership and started to train en masse adepts in the arcane arts. Many volunteered to learn this magic tired of the oppression and constant struggle against the necromancer order with their primitive weapons. The mage clans had been unified against a common enemy and the battle for Tenosia will be long and hard fought.
The melee specialist classes will be the undead knights of Agatha for the necromancer order and the Enchanted Vanguards for the mage clans.
In arcane warfare - peace is a mirage.
you heard it here first"
RE: Reverse over heads?
I think the popular opinion is they are a bad thing and they especially scare off newer players. I mean I never try to ROH new players because that’s not how I was them to see the game but I do think doing ROH is really fun so I do them here and there. I mean most of the time they are just blocked and the person hits you with a riposte before you can react because you turned your back to them.
RE: First impressions thread!
I only had a chance to play once by myself for about an hour so far with that said:
Being able to hold the block takes away from the gameplay and makes the whole dragging mechanic useless.
Sprinting - I feel like the whole being forced into the sprint takes away from gameplay. Something I’ve always enjoyed in chiv is when I’m fighting multiple enemies positioning is key and weaving and running around them to get them to do team damage or delay the next attack they get off is crucial. I feel like everyone always sprint may take away from this as well as limit player freedom. One thing you can do in DW (probably MW also) is sprint and someone and hold crouch to run at walking speed - doing this, and other tricks involving sprint to make players panic parry is always fun. (although panic parry doesn’t matter since you can hold block hey?)
One subtle thing I noticed is the characters move forward while doing melee attacks. I personally am not a fan of this because I feel it limits my options but I’m sure a lot of other games force you forward slightly while using a melee attack so we’ll have to see if it actually matters that much.
So yeah mostly just stuff others have already pointed out with regards to preferring chiv’s system of parry and sprinting to mirage’s since it seems to offer more freedom (or something like that).
The characters had the samurai from DW’s voice for their melee combat yells when attacking really quietly under their voice - that was funny - anyone else notice that?
I’ll need to play more before I can say much else but these were the big things.
Will the factions have the classes looking different from each other like mason and Agatha knights look different from each other?
Civil war for the lore again? The lore of the game seems like it’s copy and pasted from chivalry’s lore at the moment. Civil War - philosophical differences - different colours - 2 factions - etc