I want to start off by giving a little credit to the development team at Star Vault for hearing our prayers. Let's run through some of the amazing changes that were introduced this patch.
Last post, one of our top priorities was to sync up our swing animations with the charge circle and boom, already implemented this patch. This change just makes sense visually and gives you a much better feel/understanding of the damage you will be delivering with a single swing.
Swing cancelling on player collision has been replaced with a minor stamina penalty. Hands down my favorite change so far. The frustration of nearly landing a clean hit on someone only to hear the dreaded "clink" sound followed by dropping your swing is no more! Fights play out far more smoothly and the time to kill has been reduced a fair amount. This weeks group fights were WAY smoother and I feel the rest of the community will attest to that.
Next, we asked for a reduction in movement speed and SV delivered. After listening to a week's worth of feedback the general consensus is that movement speed is now in a great spot. Not so slow that it's sluggish and not so quick that it's hellish.
Some of you may not have used axes and hammers enough to notice but prior to 0.0.0.23, there was no real reason to use them when stacked up against swords. The damage output on maces and axes was much lower purely due to the weapon head hit boxes. With handle hit damage being cut in half, swords quickly became the go to option. After this patch was implemented, I instantly noticed myself wanting to use axes and hammers again. Great job guys!
Finally... Priests! I couldn't be happier to see priests being implemented into new regions of the map. Anything that gets us all fighting in different terrain so we can be bug reporting and testing performance is a win in my book. I was beginning to have terrible nightmares about the Fabernum stable and bridge.
Now all positives aside, let's dive into the future. Below you'll find a list of this patch's feedback and suggestions going forward. These suggestions are listed based on priority.
Patch 0.0.0.23 - Feedback/Suggestions
Weapon Balance Feedback
Keep up the great work SV! This patch is a testament to what this game can become. Please continue to break the combat and try new things all the way until release. We're building the foundation for a revolutionary title so we need to make sure each brick is laid with care. We all want to thank you for hearing us out and giving this a shot. Looking forward to seeing what the future brings for MO2! Big thank you to @Henrik Nyström @Sebastian Persson and the rest of the team behind the scenes.
Last post, one of our top priorities was to sync up our swing animations with the charge circle and boom, already implemented this patch. This change just makes sense visually and gives you a much better feel/understanding of the damage you will be delivering with a single swing.
Swing cancelling on player collision has been replaced with a minor stamina penalty. Hands down my favorite change so far. The frustration of nearly landing a clean hit on someone only to hear the dreaded "clink" sound followed by dropping your swing is no more! Fights play out far more smoothly and the time to kill has been reduced a fair amount. This weeks group fights were WAY smoother and I feel the rest of the community will attest to that.
Next, we asked for a reduction in movement speed and SV delivered. After listening to a week's worth of feedback the general consensus is that movement speed is now in a great spot. Not so slow that it's sluggish and not so quick that it's hellish.
Some of you may not have used axes and hammers enough to notice but prior to 0.0.0.23, there was no real reason to use them when stacked up against swords. The damage output on maces and axes was much lower purely due to the weapon head hit boxes. With handle hit damage being cut in half, swords quickly became the go to option. After this patch was implemented, I instantly noticed myself wanting to use axes and hammers again. Great job guys!
Finally... Priests! I couldn't be happier to see priests being implemented into new regions of the map. Anything that gets us all fighting in different terrain so we can be bug reporting and testing performance is a win in my book. I was beginning to have terrible nightmares about the Fabernum stable and bridge.
Now all positives aside, let's dive into the future. Below you'll find a list of this patch's feedback and suggestions going forward. These suggestions are listed based on priority.
Patch 0.0.0.23 - Feedback/Suggestions
- Blocking, Blocking, Blocking - Sorry to keep pounding this down your throats and I'm sure you're working towards a solution. I simply want to emphasize this point. When thinking from the perspective of the average gamer, I'm positive the game will be criticized heavily if the scenario below occurs. (please see link)
https://giphy.com/gifs/XfaWclPg32Gd83oJAA
- With the implementation of 0.0.0.23, we have noticed that recovery time between swings has been reduced. This is actually a great change and has opened the floor to more aggressive play styles. However, players have begun spamming attacks especially with insanely fast one handed weapons and the dreaded war hammer. To combat this we propose that the recovery time between swings is increased ONLY after your attack is parried. If a swing is missed then the recovery time should remain in it's current state.
- I have collected a large amount of feedback in regard to maximum weapon swing speed. Many players feel that spam is rampant with the war hammer and one handed weapons. I'm assuming this will only become a bigger problem once cronite is introduced. The suggestion here is to cap the maximum swing speed allowed by the game (does not apply to counter attacks).
- 0.0.0.23 stepped in the right direction with block rotation priority changes. While I'm able to parry a player who circles me a little more effectively, the majority of swings are still blocks or back hits due to movement prediction lag. We feel it would be worth testing increased blocking arcs with each patch until this is in a balanced state.
- This one is controversial but a test is definitely needed to see how the game plays out for a patch or two. Ballerina spins are the ONLY way to deal damage right now to the best players and it's no secret that new players are almost ALWAYS turned off by these tactics. If we look at reviews for games like Chivalry and Mordhau, there's a massive amount of feedback complaining about "Knight's in plate spinning like ballerinas". Even though I enjoy these types of skill gaps in games, I 100% agree that they will devastate the player base. We need to test a turn speed cap while charging a weapon. I'm open to any other creative ideas to combat this problem but this is all I have been able to come up with thus far.
- Holding a swing too long and standing in front of your opponent is still a working tactic. Whether or not you actually inflict damage is irrelevant. Right now the player holding the swing has a number of advantages. The stamina penalty for holding a swing is NOTHING compared to how much stamina it takes to refresh your block. I can stam a player out in under a minute just holding a charged swing in their face. Next is block abuse meaning I hold the swing until they either slip up on block refresh timing or they try to run and expose their back to me. Right now, a step in the right direction would be to reduce the damage of a swing 1.00 second after 120% overcharge. The current reduction still takes too long to trigger and the damage penalty is not nearly high enough. I'm thinking handle hit levels of damage.
- Attack acceleration or "accels" are unavoidable in a melee combat game. Standard counter attacks already require MLG reactions and accels can make attacks nearly impossible to react to. My suggestion to combat this is to implement a sweet spot in our swings. All accels really do is manually force your weapon to hit earlier in the swing. Simply reducing damage for swings that hit too early or too late would be a simple way work against this. The goal for players would be to hit that meaty middle area of your swing for maximum damage. Simultaneously increasing the skill ceiling and balancing accels.
- Is there any way to cap how slow a high ping players swing speed can be with the current system? People in the 200-400 ping range are currently unable to compete due to how slow their damage inflicts. What if the current delay system capped at 200 ping (for players between 200-400 ping) when it comes to swing speed? Anyone above 400 ping should be instantly disconnected from the game in my opinion. Either that or the current system could continue to punish those players attack speed as it does now. Would love feedback here. Players like Valoran and Casso are at a pretty heavy disadvantage and would love to see them enjoy the game again.
- This was mentioned in my previous post and is low priority. Equipment hits should deal low-medium damage proportionate to the weight of the weapon delivering the blow. It doesn't make sense to hit someones sword on their back with an 11 kg maul for 0 damage.
- Between reductions in movement speed and optimization to movement code I have already noticed improvements in position desync. Keep these improvements coming if possible!
- Animations or audio indicators when your opponent is out of stamina would be a great addition for both veterans and new players.
- The resurrection timer still doesn't display accurately and currently only serves the purpose of slowing down testing. We would all be eternally grateful for either a reduction or removal of this timer during combat testing.
Weapon Balance Feedback
- War Hammer - High damage, insanely high speed, unreactable counters for anyone above 100 ping and some of the most minimal stamina drain the game has to offer. This weapon needs a downside.
- 2H Sledgehammer - Feels like the damage may have been slightly nerfed last patch which was a solid change. Only thing I would change here is the stamina drain. I can currently run into an enemy team's back line, devastate the entire team and still have stamina to run out. When you're half hitting players this feels a little imbalanced to say the least.
- 1H Sledgehammer - Damage is comparable to the 2H sledgehammer which doesn't make a ton of sense. Pair that with low stamina drain and ability to use a shield and it's a bit too strong.
- 1H Axes - All 1H axes feel a bit too difficult to use when there are easier/faster option like 1H maces and swords. 1H axes feel like the stubbiest weapons in the game with the most punishing hit boxes. Damage is in a good spot though.
- 1H Swords - Damage is in a good spot but these are far too quick and easy to spam.
- Claymore - This weapon has no real place in MO2. Everything it does well, something else does better. Want range? Use a zweihander. Want speed? Use a katana. Want a balance of both? Use a flamberge. Currently not seeing the purpose here and have never seen a player use one for any reason other than how cool it looks.
Keep up the great work SV! This patch is a testament to what this game can become. Please continue to break the combat and try new things all the way until release. We're building the foundation for a revolutionary title so we need to make sure each brick is laid with care. We all want to thank you for hearing us out and giving this a shot. Looking forward to seeing what the future brings for MO2! Big thank you to @Henrik Nyström @Sebastian Persson and the rest of the team behind the scenes.