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Risen 2 Dark Waters: What you want in combat system

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  #1  
Old 12-05-2012
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Risen 2 Dark Waters: What you want in combat system

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My personal preference would be a system as in G2, but with a change: in G2, you could beat any opponent simply by blocking his attacks and striking back at the right time. Some felt that this is not very RPG-like skills because the (values) of the character should become more important. There were even those who complained that leveling would be useless because they managed to kill a dragon with a stick.

I prefer the classic system. Whether you punch or not must based n your skill and the space and nothing else. For example, you could calculate the ideal vector at which an arrow had to be launched to hit the target and then multiply it to a random error vector which gets slighter the improved. That would quietly permit a noob in ranged combat to hit to opponent standing very near while at long distances, target even little misalignments can consequence in missing.

Well, in my opinion, gothic 2 had the best combat system I’ve ever seen in a RPG. I like G2's difficult combat system so much and i really don’t find it. It`s only challenging but hey that's how games supposed to be, The major diversity would be the management of several enemies. I'd introduce a new little tweaking in the damage calculation: if you're X levels below the opponent, you could not deal ANY damage, not a single hitpoint. No additional destroy of 300 enemies with arrows stuck in half an hour, and "killing Sentenza was easy as hell at level 2"!. so what you all want to see combat system in Risen 2 Dark Waters comment here.

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Old 12-05-2012
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Re: Risen 2 Dark Waters: What you want in combat system

What I like in the first two gothic is timing your attacks. When making an attack right after another you got to time it correctly. Pushing too early will make you stop and the next attack takes longer time. I do not want complex combos of arrow directions, but some simple combos / moves that Relies on your timing. So pattern monsters attacks should have to influence to this and monsters vary their tactics, as the problems in G2 are it's simply to learn there. So multi-combat in the first two is bad. I would like a combat system where your player did not autofocus. You must stand in the correct direction, and everything in your swing radius will get hurt, but if possible, make it slow down on impact and if the sword will touch a lot of the enemies’ body then stop, so still only one might get hurt.

Some types of tactics is better in 1v1 while others are better used against groups. Kind of like witcher, call of duty with in it. You hold in a button to commit high-profile attacks, but in the Risen You hold a button to do group attacks and one for execution / high dmg moves. You're facing three guys, you use a group attack that swings and they withdraw a little and now more separated from each other. Next you're running at the one in the middle, delivering a fatal stab wound. The two others come and kill you as the stabbing occupies to much time for them being so close. Another issue with this game is blocking attacks while withdrawing. You can block any attack if you time correctly, but you cannot have a blocking stance when walking. Like facing the opponent and walking backwards. So, running and hitting is nonexistent in G3 and important.
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Old 12-05-2012
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Re: Risen 2 Dark Waters: What you want in combat system

I would like a combat system that depends on both player skill and character attributes. The best solution to implement this would be to have the character attributes decide what kind of damage did my weapons and let me do the aiming and slicing, blocking and beating. I would also like the combat to be simple enough so I do not have to learn intricate combos, but complex enough that it gives me options Sun in combat. For example, Severance: Blade of Darkness had a really complicated combat system For me, it only meant that I had plenty of tools at my disposal in combat, On the other side of the scale we have Gothic 3 I figured out early that I could just pump up my hitpoint above 1000 and then defeat every opponent in the game by mashing just ONE button repeatedly. Afterwards I'd just heal up since every little root heals you using%, which made them incredibly powerful since 1000 is 10% of hitpoint 100. I also did not think the animations mirrored my fighting skill. The archery skill in Gothic 3 was good though. I prefer it like that before being free Aimed system used in the Gothic / Gothic second.
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Old 12-05-2012
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Re: Risen 2 Dark Waters: What you want in combat system

Risen is in my opinion the best action-oriented melee combat system, It does have its flaws, and you can play it in a style it becomes boring. Staff combat was very well done, as it was fun and focus required. Some enemies could be a bit irritating to fight like ghouls, and some technical difficulties like unwanted switching of targeted enemies.

Combat system received mixed opinions from reviewers, but remembers many of the negative were from the xbox360 version, which the combat system was not optimized for. It's meant to be played using mouse and keyboard. Some obviously did not understand how the combat worked, and found the game to be very hard (I bet they were used to Simple button smashing), while other more intelligent reviewers understood the mechanics and found the combat system to be quite good, Although the experience could be degraded by poor balance and some technical problems or exploits.

The more action is involved, the more there is room for improvement on a certain level by mastering the controls and combat system. The stats of the character on the other hand deterministic mine the slope, the angle of the curves. The stats define the framework. On any level, they make sure that even a skilled player cannot beat enemies significantly beyond his own level. On the other hand, they will also make sure that even a clumsy, unskilled player can play through the game with a proper build character. The stats Provide limits, both upper and lower bounds of what can be defeated at A Certain level. Everyone should be rewarded for gaining experience. The action part on the other hand, gives a reasonable room to move within these bounds - which is just as important as the existence and the shift of the bounds themselves. If you remove the action, you end up with a combat system as in The Witcher.
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Old 12-05-2012
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Re: Risen 2 Dark Waters: What you want in combat system

The combat is looking quite nice to me! I'm planning my first play through to be melee on hard difficulty, so I think I'll have a challenge ahead of me there seems to be a fair amount of timing and strategy involved, and the moves seem fluid and powerful. It sort of takes away the point of a two-handed sword, not because of the weight of the weapon, but because I feel it beats the "put your entire body into the strike" purpose of a two-hander, not to mention negates the blade-held stabbing thrust technique versus full plate opponents employed by actual fighters. Not sure about axes to be honest. What I personally liked that it was not about combat is all about fast placidness and speed, the games were not like that. Surviving in combat was mostly on endurance thing. Getting armor, leveling up, getting hit points, and points for dropping in strength for the frosting on the bar, I just cannot see myself preferring a speed over strength to strength over endurance in style of combat, but we'll see what happens. It does not look "bad" of course, just a bit.... slim down from unique / cool.
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  #6  
Old 12-05-2012
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Re: Risen 2 Dark Waters: What you want in combat system

I have played this game and so far I really liked this game but I I totally disgust the combat because combat system were too hard, The combat in the first Risen one was awesome in spite of being hard, because it was fun and dodge made important timing. There does not seem to be anything you can do with spears in terms of actual attacks, so as it is now it seems the only thing you can do with spear is a power attack, and a regular attack both of Which have only one animation each - or you throw the spear. So when I say same goes for spear I am referring to you having to spend 500-1000 to train to do more damage with them.
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  #7  
Old 15-05-2012
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Re: Risen 2 Dark Waters: What you want in combat system

I'm not saying Risen combat system is bad. It just is not all that good because of how overpowered that dodge something. I'm not sure if taking it out completely is a good thing in Risen 2, but they did add a lot of other skills (though I dislike the fact that everything is cool now ... it breaks down based the immersion a bit). The shield block was very useful in the first game against animals especially, but since they changed the theme of the game so much, Malthus taking out shields from the game, I guess it makes a bit of sense.

The world within a chapter is largely made freely accessible and interesting, but not exactly huge. The story has a solid backbone, so that the end of the continuation is not in the way. But the entire sub-plot may be changed by decisions and thus the balance of power in the world. It's a bit like in the Fallout games, only global. The combat system of TW1 and TW2 can not be compared with each other, they are completely different. Both are used to, but both can totklicken very few opponents (for TW1 and timing of lay was important in TW2 was necessary to apply various techniques to block the enemy to break through). TW2 also has 5 different levels of difficulty, where the two highest but are really crisp (1 was very difficult with this version 2.0). On the hardest difficulty level, there does not reload ... as a special challenge. 1 times and you're dead ... well dead and you must start over again (saves invalidated).
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