charleon Posted April 13, 2013 Share Posted April 13, 2013 Dear all of you in here, Good idea, but how much would the recovery time be. Since I think if were like instantly back up this might cause a slight overpowering factor. Sincerely, charleon Link to comment Share on other sites More sharing options...
Enomilli Posted April 13, 2013 Author Share Posted April 13, 2013 Dear all of you in here, Good idea, but how much would the recovery time be. Since I think if were like instantly back up this might cause a slight overpowering factor. Sincerely, charleon Like was stated in my OP, it is going to be a roll. Rolls are not instant. Link to comment Share on other sites More sharing options...
krisp Posted April 13, 2013 Share Posted April 13, 2013 I suggested something like this a while ago, along with more changes. Guess the thread got ignored. Hope this one goes better. One problem with this is latency though. Link to comment Share on other sites More sharing options...
Enomilli Posted April 13, 2013 Author Share Posted April 13, 2013 I suggested something like this a while ago, along with more changes. Guess the thread got ignored. Hope this one goes better. One problem with this is latency though. If we keep this alive then all will go well. Link to comment Share on other sites More sharing options...
vieuxchat Posted April 13, 2013 Share Posted April 13, 2013 You're right. +1 for ukemi with shockwave and shield lancers and rollers (especially rollers -__-) Link to comment Share on other sites More sharing options...
se05239 Posted April 13, 2013 Share Posted April 13, 2013 +1 Link to comment Share on other sites More sharing options...
Darzk Posted April 13, 2013 Share Posted April 13, 2013 +1 to OP implement stagger attacks (rollers also) to be negated by blocking. Also add depth to evading/rolling like mentioned above (ukemi) or with more substantial evation in hardhitting situationsand the game will definetly be twice as fun. sry for bad english, love the game kronk +1 for blocking staggers. Currently block is very underpowered - the damage you take block-running towards a target is about the same as the damage taken sprinting there, and much slower. That is the problem. Instead of slapping mods on everything they need to add to the game. I don't need a wall run mod nor a jumping mod. Why would we need a mod for something ninja should do in the first place? THIS. Please don't implement more mods for things that should be core mechanics. Unless you were to make otherwise inaccessible rooms with absolutely awesome uber loot, they simply would never get chosen for a frame buildout and then we just have a game with less mechanics. I suggested something like this a while ago, along with more changes. Guess the thread got ignored. Hope this one goes better. One problem with this is latency though. Movement is already controlled/timed on the client side. Dont see how this would be any different. Incredibly laggy sessions are clusterfucks anyways. Link to comment Share on other sites More sharing options...
Enomilli Posted April 14, 2013 Author Share Posted April 14, 2013 Bump Link to comment Share on other sites More sharing options...
elindred Posted April 28, 2013 Share Posted April 28, 2013 (edited) I was going to suggest this myself, bit then I found this. +1. They wouldn't even need a new animation; they could recycle the existing roll animation. The control input could be something like crouch+jump with a timing requirement, plus a direction key to roll in a direction or neutral to stand up in place (which is maybe faster). The timing should be such that the tenno is still prone on the floor for a bit, but that it cuts down the recovery time. It could carry a stamina cost, like the amount to do a slide flip, maybe more to roll in a direction and less to kip up in place. If they don't want everyone to have this for free (they have to eat/buff the servers), maybe there could be an acrobatics module and blueprint; an acrobatics potato, if you will, available through the usual means. Tenno are supposed to be acrobatic ninjas. Being forced to watch them struggle to recover from a fall seems inappropriate. Plus, being knocked around is no fun. Please contribute your +1s and bumps. Edited April 28, 2013 by elindred Link to comment Share on other sites More sharing options...
Xtorma Posted April 28, 2013 Share Posted April 28, 2013 People love skill based advantage, no logical reason to be against this. Link to comment Share on other sites More sharing options...
Guest Posted April 28, 2013 Share Posted April 28, 2013 +2 Link to comment Share on other sites More sharing options...
Tetsmeha Posted April 28, 2013 Share Posted April 28, 2013 Ukemi + recovery roll = a happy tenno Link to comment Share on other sites More sharing options...
elindred Posted April 29, 2013 Share Posted April 29, 2013 Bump. Hoping to draw more attention to this. Link to comment Share on other sites More sharing options...
OriKlein Posted April 29, 2013 Share Posted April 29, 2013 For those who have played enough fighting games you already know what an Ukemi is. So essentially, you want a counter-move, be it to nullify the effect, affect a retribution, so on. It is a good proposition. However, prior to melee combat itself being developed beyond the basic premise that is currently available I feel this is better to be archived. Link to comment Share on other sites More sharing options...
SevenHand Posted April 29, 2013 Share Posted April 29, 2013 +1 for OP Link to comment Share on other sites More sharing options...
KageNoShini Posted April 29, 2013 Share Posted April 29, 2013 +1, and if you are knocked down, i want the frames to have the moa's get animation of a semi front flip, the really ninja looking way to get up, not the "I'm going to slowly rise to my feet and get knocked down again" animation thats currently in use, or the ability to roll in a direction before getting up if you are already on the floor. Wonder if that ^, is confusing...... Link to comment Share on other sites More sharing options...
ReiganCross Posted April 29, 2013 Share Posted April 29, 2013 +1, and if you are knocked down, i want the frames to have the moa's get animation of a semi front flip, the really ninja looking way to get up, not the "I'm going to slowly rise to my feet and get knocked down again" animation thats currently in use, or the ability to roll in a direction before getting up if you are already on the floor. Wonder if that ^, is confusing...... Nah, you just described Ukemi in oposition to what we have now, it's clear. Link to comment Share on other sites More sharing options...
Remedy.Lock Posted April 29, 2013 Share Posted April 29, 2013 +1, should definitely be in the game o-o Link to comment Share on other sites More sharing options...
elindred Posted April 30, 2013 Share Posted April 30, 2013 So essentially, you want a counter-move, be it to nullify the effect, affect a retribution, so on. It is a good proposition. However, prior to melee combat itself being developed beyond the basic premise that is currently available I feel this is better to be archived. he's only using fighting games as a reference. There are more situations where you get knocked down than just in melee. Link to comment Share on other sites More sharing options...
smithf Posted April 30, 2013 Share Posted April 30, 2013 I don;t know what is the goal of OP 1. To bring the concept of ukemi into the game? 2. Just to workaround cut short the staggers etc. Ukemi is just an excuse. If 1. I think the case is not strong enough. It does not really emphasis the ukemi concept. if 2. I think revisiting the "block" mechanics will be viable. think this feature is hardly used atm. But if it can be made to partially resist things like stagger. it may make people start to use it more. Link to comment Share on other sites More sharing options...
MoonicusMaximus Posted April 30, 2013 Share Posted April 30, 2013 So instead of just learning to avoid situations where you will be knocked down altogether, like a real ninja, OP wants a panic button to ease the pain of in-game failure to act? It's not a terrible idea, mind, but isn't part of any game learning how to be better at it? Putting these training wheels onto Tenno that allows them to negate the punishment received for poor play just allows them to keep playing poorly, rather than facilitate them getting better. The idea is sound enough, but I fear what it might bring about were it introduced. The game is already incredibly easy. It really doesn't need to get any easier. Link to comment Share on other sites More sharing options...
KageNoShini Posted April 30, 2013 Share Posted April 30, 2013 So instead of just learning to avoid situations where you will be knocked down altogether, like a real ninja, OP wants a panic button to ease the pain of in-game failure to act? It's not a terrible idea, mind, but isn't part of any game learning how to be better at it? Putting these training wheels onto Tenno that allows them to negate the punishment received for poor play just allows them to keep playing poorly, rather than facilitate them getting better. The idea is sound enough, but I fear what it might bring about were it introduced. The game is already incredibly easy. It really doesn't need to get any easier. well, DE is going to make a mod for a somewhat standard in game mechanic so its going to be in game anyways. Along with that why make a mod when they can just implement it, its like saying wall running horizontally should be a mod. Also, when your character jumps from 50ft+ and lands they usually roll forward, while if your character is lifted up and pushed back by a shockwave they faceplant, when they could have rolled back/left/right to avoid faceplanting the ground. Link to comment Share on other sites More sharing options...
vieuxchat Posted April 30, 2013 Share Posted April 30, 2013 So instead of just learning to avoid situations where you will be knocked down altogether, like a real ninja, OP wants a panic button to ease the pain of in-game failure to act? It's not a terrible idea, mind, but isn't part of any game learning how to be better at it? Putting these training wheels onto Tenno that allows them to negate the punishment received for poor play just allows them to keep playing poorly, rather than facilitate them getting better. The idea is sound enough, but I fear what it might bring about were it introduced. The game is already incredibly easy. It really doesn't need to get any easier. Or, like in fighting games, you could add that ukemi as an opener. You would then be able to create linked moves. You could get the following : you're charged by a lot of dogs, you let one hit you, you block, do a roll, then do a linked jump-to-ground to knock them on the floor then finish them or take your distances. Such a trick wouldn't be easy to do as it would require some timing (like in fighting games) but give skilled players more options to shine in battle or get you out of trouble. Now, the real question is when will they add difficult situations apart being ganged up by too many enemies (Think big guys, flanking, disrupting you, etc.) Link to comment Share on other sites More sharing options...
Enomilli Posted April 30, 2013 Author Share Posted April 30, 2013 (edited) So instead of just learning to avoid situations where you will be knocked down altogether, like a real ninja, OP wants a panic button to ease the pain of in-game failure to act? It's not a terrible idea, mind, but isn't part of any game learning how to be better at it? Putting these training wheels onto Tenno that allows them to negate the punishment received for poor play just allows them to keep playing poorly, rather than facilitate them getting better. The idea is sound enough, but I fear what it might bring about were it introduced. The game is already incredibly easy. It really doesn't need to get any easier. Here is what the Devs want to do... Oh wow you got hit by a shockwave? Let's just make a mod and be done with it. Instead of slapping a mod on everything as an excuse to be lazy...add more skills to the game. Ukemi in this game would not be easy and it should cost stamina to reduce spam of it...maybe as in cost a full bar to execute it... Not to mention you must time it when you hit the ground exactly...not hit the ground...and press it any time you wish... Edited April 30, 2013 by Ystella Link to comment Share on other sites More sharing options...
CY13ERPUNK Posted May 9, 2013 Share Posted May 9, 2013 +1 OP Link to comment Share on other sites More sharing options...
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