Can we please discuss how beautiful this is?
Just had to mention this. As a xianxia (chinese fantasy) reader this hits close to “home”.
The forever-drifting “question” has finally been answered: Ripostes have shorter windups.
I remember all the threads that used to come up on steam forums and tbs forums (here) regarding whether ripostes have shorter windups or not in chiv
Just wanted to give some feedback about the graphical progress in the recent patch.
Not much to talk about - it’s really beautiful.
In previous revisions, while the artstyle was there - there was a lack of polish which failed to bring the art to light, so I couldn’t appreciate it as much. But now, the shadowmaps have undergone a huge amount of polish in the maps - and I believe some textures and shaders were polished as well? Textures are clearer now, and shadows are really smooth. It now fully brings out the vivid colours that the game aims to give you.
Also, it looks like the game is slightly cell shaded. At the very least, it definitely wants to be cell shaded, and honestly, I think that could make it look really nice and unique. I’d say embrace it - if it’s possible, make it a bit more cell shaded in the style of borderlands (though, in my opinion, borderlands’ cell shading didn’t work well on its own at all, I think you could pull it off better)
This has actually been bugging me for quite some time, good thread.
I guess the overheads were made straighter due to the underhand attack being an alt overhead?
I mean, for the same reason, the polearm tracers in chivalry have the straightest overhead tracers by far.
I mained the halberd, so I ended up getting used to these straight tracers - and by the end I could use it as well as other players used the overheads on other weapons. But when I switched from maining the halberd to maining the longsword, I understood immediately how the longsword’s animations are far more reliable than the polarm animations. In fact, for that same reason, I prefer to never use the billhook purely because the attack is too fast for me to correct the overhead accurately enough. The halberd is slower and thus stabler in that regard.
In short, let’s do away with the straight overhead and bring back the diagonal ones, please.
“You impudent fool, how could I not know what mysterious techniques are?! They are techniques, and they are indeed… mysterious!”
“You call that ‘jinn’ powerful? It’s not nearly as strong as my mother’s mead!” or my preferred alternative:
“You call that ‘jinn’ powerful? It’s not nearly as strong as an archer’s mead!”
And if you want to get kinky:
“You call that ‘jinn’ powerful? It’s not nearly as strong as your mother’s milk!”
“You call that ‘jinn’ powerful? You should taste it together with tonic!”
You can drop the powerful if it doesn’t sound fitting, or replace it with another word. It sounds just as good without it at all:
“You call that ‘jinn’? You should taste it together with tonic!”
All I’m saying is that this joke has potential, use it. No pressure.
A way to demonstrate just how powerful (and unfair) stunlocks are against the defender would be to look at vanguard charges in Chivalry, for example.
If you’re good enough, you can dominate 1v3 to 1v5 fairly well, and even if not you can use footwork to get out of there alive as you move in the direction of reinforcement. Unless some vanguard decides to charge you, in which case you’re stunlocked for 2 entire seconds I believe, and some maul knight can notice it relatively late, overhead, and still hit you before you’re even able to move. It’s completely unfair and does not rely on skills at all, as a simple push of a button that can even be used as a random afterthought can obliterate a veteran player.
Personally, I wouldn’t want to see anything like that in Mirage.
Personally, I’m in favour of the Parry During Riposte.
However, should the fellow testers and devs not approve of this, I’d love to see the feint to parry alternative implemented in a rather specific approach.
In this approach, if you feint a riposte - you should enter a recovery phase similar to missing an attack. This would prevent you from attacking right after riposting, which would make offensively feinting a riposte not a viable option. Of course, you’d be able to parry during said recovery phase.
The worse approach would be to only enable an FTP bind, while regular feints won’t work at all. The reason this approach is worse is you wouldn’t be able to time your FTPs as accurately as the first approach. Some attacks you have to both FTP and parry relatively late at the same time, and if you don’t allow such an action it could be ultimately abused and thus lower the skill ceiling (which I disapprove of)
This would fit in perfectly fine with Gremp’s suggestion regarding Prince Transporting as an alternative to bomb-gourd pushing.
prince escort tbh
Sounds good, however stealthier abilities like Tinker’s mines or Vypress’ phase should not have such lines.
There’s not much to say about the push objective we all know and love (Love because let’s face it, dank forest is the best classic team objective map). It was a classic back in Chivalry, and the current challenge is how to make this game mode relevant in Mirage. We have the Academy map, for example - with a gourd-type bomb that you need to push to the heart of the academy. It feels similar to the push objective in Chivalry, but it still feels lacking. My suggestion would thus blow your mind. It’ll make push objectives so much more fun.
The main idea is to escort a prince, as seen in the title. The pushing team would be the Bashrahni Emirates, whereas the defending team would be the Azar Cabals. The objective is to lead the Bashrahni prince to safety.
By having allies close to the Bashrahni prince, his confidence would rise and thus rush forward faster. He’d make snide remarks along the way - “Hah, this is all the Cabals have to offer?”, “Impudent fools, you dare stand against the might of the Bashrahni Emirate?!”.
If, however, the emirate is dominated by the cabals, he’d shrink back in fear and start cowering back to the starting spot. He’d beg for his life in an arrogant manner - “Yo… You wouldn’t want to hurt me! My father would hunt you down!”, “Tch, they’re all useless! I… I didn’t know what I was saying…”
Throughout the entire objective, the prince would have a faint shield glow around him protecting him from damage, as well as an amulet that’s glowing on his neck. This amulet is a protective treasure that could keep him safe for a limited time. When the time limit is over, the amulet would no longer protect the prince and the objective would be lost.
There are plenty of ways to improve upon this gamemode, but I believe this would make push a thousand times more enjoyable, and definitely a lot more fitting to the lore and environment of Mirage.
It is paramount that the prince will have a face that you’d just want to punch.