by Frippesque » Thu Oct 12, 2017 2:51 pm
@twinkieman93
Thanks for the feedback, and I understand your complaints about the current state of the mod and it's combat. I am aware of the very sluggish, and rather under powered feel of the few (unbalanced) weapons, and how some things don't make much sense, such as the amount of hits it takes to kill (what would appear to some be weak lowly) enemies, how a lite dagger is just as slow as a heavier morning star, and how the same steel morning star has the exact same durability as a wooden club.Things such as the breakable weapons and parrying are more gimmicky and experimental, and may be cut later in development if they only continue to drag things down, and perhaps some other mechanics will be scrapped (Hunger and the basic crafting) since may seem useless to many, and because I wish to avoid making a confused cluttery mess of a mod.
About parrying, one thing that I added to make this mechanic slightly useful was by having enemies enter a stunned state after you parried their attack, but due to a bug this does not always happen. The "Highwayman" or Marauder encountered on the second map, is one of the few enemies that is capable of Feigning their attacks, and parrying your own strikes, followed by a quick counter attack that I realize gives players very little time to react. The ability to kick, and dodge, which has been utilized in dozens other mods is present, but because of the short delay and what you said about the response times, it only adds to the slow and repetitive movements.
I know that this mod and it's gameplay (or at least in it's current state) won't appeal to everyone, since being a Doom mod, it's probably expected to be as fast paced or play very similar to the game that it's being built on. A while ago, someone had mentioned to me that the combat was similar to the first Condemned game, but I admit that it has been done much much worse here, because of the (non existent) learning/difficulty curve, long delays between attacks, too many monsters encountered at once with the lack of other combat options, under-powered weapons, enemies having unfair/cheap attacks, and just due to me becoming blind to these issues when play-testing my maps, since I often took the same slow paced tactical approach (if you could even call it that), which I know will be a huge turn off to potential players, and just makes the game feel much more like a chore.
I will look into these issues to and see what I can do to improve the mod.