Battle system (feedback, suggestions, improvements etc.)

  • The combat is very good for alpha only a few minor things i would like to see changed,


    1.Torch held in shield hand if shield not equipped so you can see as you fight at night or chop trees.

    2. crossbow damage needs increase now I know in todays reality crossbows and bows do same amount of damage I own both, how ever this is a game and the speed at with you can shoot crossbow vs bow allows you to get 3 shots with bow before you can get 1 shot off with crossbow, so stone arrows 10-20 x 3 is 30-60 dmg and yet crossbow bolt 30-40 in the same amount of time.

    3. power attacks take to long to use 2 - 3 basic attacks can be used in the same amount of time plus you can get your shield up quicker to block using base attacks.

    4. wolves knock down to much, I went out and fought 5 wolves and as a comparison 5 bears all with no shield the wolves knocked me down far more often than the bears. which should not be the case.

    5. swords, and daggers should use less stamina to swing vs axes and clubs, the weight of the axes and clubs should cause you to exert more energy per swing.

  • Some pointers for combat:

    1. Have the shield on the back so whenever you equip a bow then equip your weapon, tool, etc again the shield should be equipped rather than going back in the inventory to reequip it.

    2. Have power attack do more damage

    3. Sprinting with a weapon out should be slower than without one.

  • - Have the ability to attach an off-hand to a primary weapon (ie.. sword/shield, bow/quiver, sword/dagger, etc ..) so when you choose the weapon the off-hand loads with it.


    also ..currently to bow drops from the slot when you equip a different weapon ...this should be fixed (unless you did with the update ..I haven't checked)

  • two more things that fall under combat,

    1. enemy loot i know there is not much in the game atm but when i kill a drauger and get 1 thread from it and that is it. and others give a sliver ore and a cloth and a torch its kind of pointless to even go fight them.


    2. Arrow when some creatures in the game take 200+ arrow to kill, the arrows should way less carrying around 20kg off arrow to go kill 2 things is a pain. when I plan on killing whole caves of stuff or multiple trolls

  • Alright I'm just going to leave pure critisism since I need to head to bed.


    Combat system isnt too fluid. Way too easy to get stuck by the mob and have 0 stamina to get out. Also make the hitbox of the mob bigger for slicing. Switching from mainhand to shield takes way too long. Some mob's harder hits (knocks guy a little back) only get you stuck in an endless receiving damage cycle when there are 2+ mobs attacking


    **When you run out of stamina and try to run mid battle holding shift, stamina doesn't regenerate and you will get stuck.


    Would like to see those adjusted a little bit.


    I'm not trying to offense anyone. It's a great game but those above are what seems like wrong to me in combat system.

  • Mobs tend to get stuck in an animation attacking the spot I was once at, and I'll have moved and still take the shot even though I've dodged and the creature is now at least 4 - 6 ft away. The hitbox for me seems way greater and the hitbox for skeletons/skeleton captains/Draugr/Draugr captains/wolves seems so minuscule. It may just be my latency, but it sits around 60ms. Which isn't great, but it's not so high that's it's insurmountable.

  • The combat system is quite good. A few suggestions that might improve the experience:


    • Currently stamina is not a huge factor in the fight. Stamina regens so fast that it does not play a substantial role in fighting (blocking/swinging) or fleeing (sprinting away) as it regens almost instantly when not performing an action. Please consider having this regen more slowly for X amount of time after having been in combat to make stamina a resource to consider while fighting in both PvE and PvP.
    • Combos: The heavy attack 3 part combo is actually extremely fun to land. Please consider rewarding these types of combinations as opposed to just spamming slashing attacks. Maybe even something like a leap attack combo, or anything that adds a little more flavor/situational openers/reactionary attacks. This would include special attacks vs someone who is shielding, or special ways to block when someone is attacking us and we are shielding, etc.
    • Bows/Crossbows: Currently crossbows take a long time to reload as the offset to the higher base damage. Bows still feel superior in terms of being forgiving and raw dps output. Currently crossbows have to be reloaded every time you go out of combat (eg equip, go into combat, load crossbow, go out of combat, renter combat, crossbow must be reloaded even without having fired). Please consider allowing crossbows to be loaded and then ready to fire as soon as it is equipped. This could give it a unique advantage of having a bit of frontloaded damage.
    • Have different weapon types (thrust/slash/crush) deal +/- damage to different armor types (cloth/leather/chain), or even have 3 different types of armor at the high end (chain, studded, plated for example, all being made of steel, but each having a different +/- against certain weapons). Currently there is no incentive to use one weapon type over another outside of its raw damage range. I really like the 30-50 vs 25-55 trade offs. This would also add a depth of play where you can switch weapons based on the type of armor you see your enemy wearing. Currently the only thing to take into consideration are the total sums of +armor or +damage. This could also play a factor into choosing a weapon type when attacking structures (axes do + dmg to wood, hammers + dmg to stone, etc)
    • Stagger: I dont know if this is intentional or not but the stagger from being hit by multiple enemies (especially fast swinging enemies) is a bit too brutal. Perhaps reserve the stagger/stun from hits as a chance for fast swinging enemies, and have a higher chance the larger/slower the enemy is (eg bears would stagger almost everytime when swinging). '


    Overall the game is really solid and plays surprisingly smooth. There are of course the issues with latency/etc, but for the most part the combat has a very solid foundation. The more things you can do to create unique decision making in combat outside of block/spam attack , the more interesting and fun the game will become.


    Danke fuer euere Arbeit! Das Spiel ist schon super, ich freu mich auf der Zukunft!