Search results

  1. Valoran

    Suggestion - Change swing release slow down to be less restrictive

    The difference is that quake has a massive amount of inertia, making it easily possible to calculate exactly where someone will be in a fraction of a second as their range of possible movements is very low within a short period of time, unlike in mortal. Throughout the duration that the turn...
  2. Valoran

    Suggestion - Add independent arm weapon sheathing/unsheathing animations.

    What do you disagree with exactly? The only question worth asking here is "Is this an addition that would make the game better?". If yes, then it maybe gets added to the list of things Starvault can draw from to improve the game at any time in the future. Agreeing with this change is not...
  3. Valoran

    Suggestion - Change swing release slow down to be less restrictive

    First of all, lets be clear about what we're discussing here. I am talking about the turn cap when actually releasing a swing, not when charging. The moment your weapon begins to actually swing and start dealing damage you will have a very strong turn cap applied that makes it impossible to...
  4. Valoran

    Suggestion - Change swing release slow down to be less restrictive

    Currently we have a sensitivity slow down or "turn cap" while releasing a swing. I find the amount of slow down to be far too restrictive, to the point where it heavily impacts the fluidity of the combat. It makes aiming your attacks such as thrusts and overheads more of a gamble, due to the...
  5. Valoran

    Suggestion - Add independent arm weapon sheathing/unsheathing animations.

    Yes, if you are holding a shield when switching a weapon you will keep the shield out while sheathing the current weapon and unsheathing the new weapon, as it should be. As I mentioned before, I am aware of all the different animation combinations that would have to be considered when...
  6. Valoran

    Suggestion - Add independent arm weapon sheathing/unsheathing animations.

    The way the game currently handles switching one handed equipment is completely illogical, and looks silly from a new players perspective. My proposed addition only improves the smoothness of managing your equipment under certain circumstances. There is no need to be worried about any sort...
  7. Valoran

    Suggestion - Add independent arm weapon sheathing/unsheathing animations.

    Currently, if you are in combat mode with a weapon out, equipping a shield will cause you to sheath your weapon, then unsheathe it again with the shield. The same goes for if you have a shield equipped and equip a weapon, you will put the shield away, then take it out again with the newly...
  8. Valoran

    Make torches into an offhand item

    I would love to be able to hold a torch while not in combat mode. I also want to see separate animations for drawing your weapon while you already have a torch out, the same should go for equipping new 1h weapons while you already have one unsheathed, you should simply unsheathe the new weapon...
  9. Valoran

    Suggestion - Make the aiming reticle visually consistent

    Although I agree with the comparison, keep in mind you only ever see one of these arrows at a time in game.
  10. Valoran

    Suggestion - Make the aiming reticle visually consistent

    Hello, Pretty simple one today. As you can see, currently the thrusting arrow is not visually consistent with the other directional arrows. In suggestion 1, we simply change the arrow to point down, making all the arrows consistent with the "Attack will come from this direction" logic...
  11. Valoran

    Turn Cap Yes or No?

    I have two things to comment on: One, as has already been stated, you can't compare unarmed fighting techniques used in tournament fighting based on performance art for entertainment, point scoring, and knockouts to real armed combat with bladed weapons. The same principles do not apply at...
  12. Valoran

    Combat Alpha Patch Notes 0.0.0.31

    The only thing about this patch I disagree with is the swing reducing to very low damage from holding it too long. I watched a load of group fights in game today and I was specifically looking out to see if people were cancelling their swings a lot to avoid the damage loss, and they are...
  13. Valoran

    Suggestion - Correct Shield Naming

    Reading your comment makes me think there's still some confusion going on here, so just to clarify: This shield frame/lining/binding is made of leather. This shield boss is made of steel. The boss and frame are separate things. The shield boss is not part of the shield frame, as such...
  14. Valoran

    Suggestion - Correct Shield Naming

    Simply renaming the "Flat Buckler Frame" to "Flat Boss" would correct this issue, as the shield boss is neither part of the frame, nor related to a buckler, so the term "buckler frame" doesn't mean anything in this context, unless you're specifically talking about the frame on a buckler...
  15. Valoran

    Suggestion - Correct Shield Naming

    Hello everyone, welcome to yet another thread detailing an inaccuracy in the game that requires urgent and immediate correction. This time we're looking at shields, or more correctly the shield. As there is only one in game currently. Here is what the shield looks like: And here is what it...
  16. Valoran

    Reduce swing delay

    Yes it has been known for over a month. I have a thread describing how it works if you want to have a read of that. Essentially when you release your mouse button to release the swing, it sends a message to the server saying: Client: "I'm ready to release my attack" To which the server...
  17. Valoran

    Suggestion - Increase distance between hands on two handed swords

    Hello folks, a very minor nitpick here today but a suggestion to improve the games accuracy nonetheless. Currently the way we grip two handed swords is incorrect, as the hands are too close together as seen here: and here showing the distance to the pommel: This type of grip is not the...
  18. Valoran

    Suggestion - Fix weapon naming errors

    Updated with the messer and a good bastard sword already in game.
  19. Valoran

    Reduce swing delay

    Halving the added swing delay to the one way trip time of your ping will make it easier to kill low ping players, as they wont have such a huge advantage in reaction time, whilst also levelling the playing field regarding actual attack speed. So many problems people are having with the combat...
  20. Valoran

    Suggestion - Change the resurrecting animation (Plus UI)

    It's not so difficult a fix to warrant just pushing it under the rug and pretending it's not there. At the end of the day it's obviously a minor non-issue and this thread was more intended to steer any possible rework of the animation in the future whenever time is available.