Epic Fight

Epic Fight

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A suggestion about combat

wushen233 opened this issue · 5 comments

commented

I have to say that I am very satisfied with the 5.0 update. I actually wanted to recommend replacing the previous skill cd roll with physical strength. This update has come. Then, before, it was possible to make the opponent infinitely straight by hitting the opponent. I think the attack also consumes stamina. But this update has been optimized for rigidity. And it is a special attack that consumes stamina, which is also very good. These are my views on this 5.0 update, which is more interesting overall.

Sense of staying in battle:

I found that when I attacked, I couldn't move, including the third-person perspective. I found out that the attack animation must be played before it can move. Because of this, it caused a serious lingering feeling. For example, when I attacked a monster, he suddenly moved when I had pressed the attack button. Logically, our first reaction is to turn the attack direction and aim at the monster. However, due to the situation I mentioned above, it is impossible to turn and move, causing your attack to appear empty. This actually affects the continuity of the battle very much.

Suggested solutions:

So I went to watch the battles of other games carefully, and I found that although they couldn't move during the battle, they could turn around. And the attack animation can be interrupted. That is, after you perform an attack, you can press other buttons to interrupt the current attack such as dodge while the animation is already playing. Suppose you attack a monster whole. But it suddenly attacks you. At this point you have pressed the attack button, and the character is already playing the attack animation. At this time, if you press the dodge button, you can interrupt the attack animation and turn it into dodge. This is the mechanics of other games. So I wonder if the epic combat module can also do the same, the combat experience will be greatly improved.

Armor negation:

Then there is Armor negation. I found that the player's armor value can be automatically restored, but the monster's cannot. I'm wondering if I can add a configuration so that the armor value of creatures other than the player can be automatically restored after a period of time as the player. Just like Sekiro, including whether you can add a function to lock the enemy, so that with a better third person, you can always lock the enemy you want to attack in the third person.
Finally, whether you can add a configuration option to the game rules, instead of only modifying it when creating the world or inputting instructions to modify it. Because it’s troublesome to modify every time a new world is created
Then did the author consider opening a Discord group? So everyone can discuss the development of the module together here.
To add, it means that the attack cannot move the angle of view, which refers to attacks such as stabs in the sprint state.

commented

Hey! I suddenly thought of a solution, which is to only give the player a small range of perspective to move during special attacks, so that the attack direction can only be fine-tuned. This will not cause a feeling of stagnation during the battle, and will not disrupt the overall balance, including the monster's armor value. In fact, I recommend setting it to automatically recover after a period of time. Just like the player, because the situation now feels like the armor just gives the monster a small amount of health. As a result, monsters wearing armor don’t give players that much sense of crisis.

commented

The reason I blocked rotation during some attacks is to prevent this.

Untitled.mp4

Dash attacks have more knockback and stun time instead of blocking rotation. So the player has to use it tactically. If there's no penalty for dash attacks, players will only use dash attacks.

And the configuration file isn't being synchronized between client and server. Although you set the doVanillaAttacks false and open the server, other players who set the doVanillaAttacks true can execute vanilla attacks. Gamerule command is necessary to keep synchronization.

commented

我在某些攻击中阻止旋转的原因是为了防止这种情况发生。

无题.mp4
冲刺攻击有更多的击退和眩晕时间,而不是阻止旋转。所以玩家必须在战术上使用它。如果冲刺攻击没有惩罚,玩家只会使用冲刺攻击。

并且配置文件没有在客户端和服务器之间同步。尽管您将 doVanillaAttacks 设置为 false 并打开服务器,但其他将 doVanillaAttacks 设置为 true 的玩家可以执行 vanilla 攻击。游戏规则命令是保持同步所必需的。

Thanks for the author's reply, I probably understand the situation through the video, that is, if the perspective is not locked, the process of stab attack will also cause harm? This is indeed different from what I thought. I always thought that the stab attack only caused damage to the monster in the final stage of the stab animation. So can the attack interruption be realized? After all, if the perspective lock cannot be solved during special attacks, can the attack interrupt mechanism be implemented to alleviate the sense of stagnation during the spur. Can this be achieved, including locking the enemy?

commented

我在某些时期中阻止旋转的原因是为了防止可能发生的情况。

无题.mp4
冲刺攻击有更多的击退和晕眩时间,而不是阻止旋转。所以玩家必须在街道上使用它。

并且配置文件没有在客户端和服务器同步。尽管您将 doVanillaAttacks 设置为 false 并打开服务器,但其他会将 doVanillaAttacks 设置为 true 的玩家可以执行 vanilla 攻击。游戏命令是保持同步所需要的规则。

Then about doVanillaAttacks, keepSkills, these functions that can be switched through commands, I mean can the configuration file also have the configuration of these functions. Because I am going to set up a server with your module as the core recently, I have to check it every time I create a new world. As a result, I sometimes don’t know if I have adjusted.

commented

Ok, the cancelation during the attack will be applied next 5.0.2 update. It makes more sense.

And, the gamerule command ensures synchronization between the server and client side while the configuration only works on the side it set. So it's necessary to keep it.