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Well-met    1,310

I think everyone can appreciate the effort you put into this, however this is essentially an extremely affordable and early double bone armor on demand.

See all the giants and bosses are balanced around very slow but deadly hits. In many cases they already don't even provide the necessary damage to pose a threat against multiple armored players. Dedicating a single player to tanks all of their attempts would make them even more laughable.

Your shield idea is pretty much designed for solo play and it would definitely just spiral out of control with many players each sporting a shield of their own.

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Superwolfkid    659
1 hour ago, Well-met said:

I think everyone can appreciate the effort you put into this, however this is essentially an extremely affordable and early double bone armor on demand.

See all the giants and bosses are balanced around very slow but deadly hits. In many cases they already don't even provide the necessary damage to pose a threat against multiple armored players. Dedicating a single player to tanks all of their attempts would make them even more laughable.

Your shield idea is pretty much designed for solo play and it would definitely just spiral out of control with many players each sporting a shield of their own.

Thanks you for what you said earlier @Well-met! However, the whole concept for the shield was not for making the seasonal giants/ other creatures easier, but as a way to teach and help beginner players that have trouble with combat,It acts as a cheap early armor type besides the grass suit and to change the way combat is for some people want a different taste for combat besides range, I even put in idea letting you sponge up attacks meant for other players to share their damage with yours giving it a use for multiplayer.

27 minutes ago, Desblat said:

There is a mod already that adds shields.

 And as for @Desblat, I recently just checked out a video that showed a mod looking at shields (I'm a console player) but that mod is entirely different then the concept I'm showing on this topic, It looks severely over powered and broken.

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Brago-sama    1,326

If blocking for people was limited to one person and shield defence didn't stack with anything, including other shields, ide say this would fit perfectly ingame. I like it. 

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Superwolfkid    659
9 minutes ago, Brago-sama said:

If blocking for people was limited to one person and shield defence didn't stack with anything, including other shields, ide say this would fit perfectly ingame. I like it. 

I actually kind of like the idea of making it to where it you can only protect one person at a time with a shield, it really adds more tension and decision making towards who you would want to protect and how much damage your willing to take for that one person!

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Your mechanic about positioning to guard other players is interesting and I agree with the system of being pushed back after blocking melee attacks and completely negating enemy ranged damage. Shields would be great because quite frankly, the current kiting system of hitting mob x times exactly before stepping away is lame. Veteran players have grown far too comfortable with it, enough that they'd never want it changed nor can they see the problem with it. I'd go a step further with adding a proper dodging mechanic in addition to blocking. We can see the beginnings of these in Wheeler and Blacksmith's Edge.

Though Wheeler in Hamlet has a dodge it's broken in the current state. A proper dodging mechanic must have a pause at the end of the action to keep it from becoming a speed meta. In other words instead of being used to evade an attack it is used constantly by players as the preferred method of travel. You can see this in many different games as players idiotically roll to cover ground faster than running or sprinting.

As for blocking the forge block mechanic was better done, though in my opinion the right click and then left click in a direction was too clunky to use and should've just been right click in a direction to activate block stance. It also doesn't simulate a shield either.

To clarify on the above; blocking with a weapon is different than blocking with a shield. Holding up a weapon in front of you hoping the attack crosses its field means your blocking is predictable like a stationary object and not likely to work. When it does work it's closer to a parry which is intercepting the attack with your own. That's the only reason the defensive stance is up for only a moment. Blocking with a shield is a more effective defense. Holding it up covers much of your body and so you are able to hold it up in front of you bracing for the blow wherever it may come from. Therefore I think the shield block should last as long as the person wants it to. Holding rmb raises your shield, releasing rmb lowers it. Though it serves no purpose to do so indefinitely as you'd damage your equipment for nothing and likely to lose agro to someone else who becomes more of a threat. Let players decide when the time is to raise and lower the shield.

I think it should be in an offhand slot as well. Swapping gear to block and attack sounds like what a mod would do and not a polished game.

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Superwolfkid    659
28 minutes ago, ChainyTheCloud said:

Your mechanic about positioning to guard other players is interesting and I agree with the system of being pushed back after blocking melee attacks and completely negating enemy ranged damage. Shields would be great because quite frankly, the current kiting system of hitting mob x times exactly before stepping away is lame. Veteran players have grown far too comfortable with it, enough that they'd never want it changed nor can they see the problem with it. I'd go a step further with adding a proper dodging mechanic in addition to blocking. We can see the beginnings of these in Wheeler and Blacksmith's Edge.

Though Wheeler in Hamlet has a dodge it's broken in the current state. A proper dodging mechanic must have a pause at the end of the action to keep it from becoming a speed meta. In other words instead of being used to evade an attack it is used constantly by players as the preferred method of travel. You can see this in many different games as players idiotically roll to cover ground faster than running or sprinting.

As for blocking the forge block mechanic was better done, though in my opinion the right click and then left click in a direction was too clunky to use and should've just been right click in a direction to activate block stance. It also doesn't simulate a shield either.

To clarify on the above; blocking with a weapon is different than blocking with a shield. Holding up a weapon in front of you hoping the attack crosses its field means your blocking is predictable like a stationary object and not likely to work. When it does work it's closer to a parry which is intercepting the attack with your own. That's the only reason the defensive stance is up for only a moment. Blocking with a shield is a more effective defense. Holding it up covers much of your body and so you are able to hold it up in front of you bracing for the blow wherever it may come from. Therefore I think the shield block should last as long as the person wants it to. Holding rmb raises your shield, releasing rmb lowers it. Though it serves no purpose to do so indefinitely as you'd damage your equipment for nothing and likely to lose agro to someone else who becomes more of a threat. Let players decide when the time is to raise and lower the shield.

I think it should be in an offhand slot as well. Swapping gear to block and attack sounds like what a mod would do and not a polished game.

Thanks for actually teaching me  alot about shields and parrying I've haven't played the forge since I'm a console player, ... I thought halfway of giving the shield 100% damage resistance before since you wouldn't really get hurt if someone hit you with a shield, the only twist is you had to block at exact timing of the hit, but... that would be pretty overpowered and over complicated for new players also  means giving it probably a really low durability since it sounds like a cheap early game  bone armor. ;-;  I'd like for the idea of a shield is a way to get closer  into the enemies face since mobs like bishops and spitters usually cause a lot of suffering for someone not willing to tank them down. And it might be a way to have people not cheat the Rook's attack AI when it's far away from its spawn.

Edited by Superwolfkid

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3 minutes ago, Superwolfkid said:

 

Other games had different ways of going about it. Spiral knights for instance shields blocked 100% of the attack but had their own bar. So you could block all damage... of a few attacks. A barrage could break your guard leaving you defenseless until recovering. Worked for them but DST monsters can have long periods of time between their attacks. I'd love to see shields in some form or a combat tune-up in general.

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