

Ok, normally i dont take my time to rant on a forum, but this waste'o 60bucks finally triggered me enough.
As a dark souls enthusiast I can only say: Please get new designers and coders for your company. You current ones are bad at it.
Btw.: This thread might contain polemics.
The combat system has so much potential that just went to waste. Actions are buged, desynced, unresponsive, just.... clunky. I'd really like to upload some examples with counter roll
@beluga25
I could even upload proof of that [censored], but i dont know if uploading gameplay recorded with OBS is a copyright violation.
Man the feeling of fighting a cheating enemy is so frustrating i just lost my entire motivation to go on playing this game. Never had such a bad gaming experience in my life...
AC:Valhalla has some severe issues with combat. The biggest one is related to how stamina works for NPCs. I will explain it in three steps:
(1) What I would intuitively expect from a pseudo-realistic stamina implementation in video games,
(2) the way it currently IS implemented into the game,
(3) the way it SHOULD be implemented into the game.
(1) Stamina should have one major purpose: Define a state for your character that affects what he is able to do at a given time. If you are out of stamina, then you are out of breath, severely reducing your capability of performing tiring actions like lifting a weapon or shield, sprinting, dodgeing, etc.
(2) There are two stamina systems in the game: The one for Eivor and the one for NPC enemies, especially bosses.
(2a) If the player runs out of stamina, Eivor cannot dodge nor parry anymore. Regarding the stuff written above this is a good implementation because it elevates the game above simplistic "hack'n'slash-click-spam" as the player has to think about his actions. Stamina is a regenerating and actions cost stamina which is even affected by the weight-stat on your equipped gear.
(2b) For bosses and enemies stamina is a non-regenerative stat (it's not even called stamina, but "stun"), displayed by one or more yellow bars above their health, that can be taken away by parrying their attacks, hiting them with heavy attacks or by destroying "weak spots" on their bodies.
=> Not only is this absolutely [censored] taking into consideration what stamina actually is (1), it also takes away every feeling of reward for your good timings.
(3) This is what a proper implementation of stamina would look like:
I don't think these suggestions are anything new to the world of gaming. I lack any understanding how the current unintuitive and unrewarding design could have been developed and could have been rated fun.
AC:Valhalla has some severe issues with combat. The biggest one is related to how stamina works for NPCs. I will explain it in three steps:
(1) What I would intuitively expect from a pseudo-realistic stamina implementation in video games,
(2) the way it currently IS implemented into the game,
(3) the way it SHOULD be implemented into the game.
(1) Stamina should have one major purpose: Define a state for your character that affects what he is able to do at a given time. If you are out of stamina, then you are out of breath, severely reducing your capability of performing tiring actions like lifting a weapon or shield, sprinting, dodgeing, etc.
(2) There are two stamina systems in the game: The one for Eivor and the one for NPC enemies, especially bosses.
(2a) If the player runs out of stamina, Eivor cannot dodge nor parry anymore. Regarding the stuff written above this is a good implementation because it elevates the game above simplistic "hack'n'slash-click-spam" as the player has to think about his actions. Stamina is a regenerating and actions cost stamina which is even affected by the weight-stat on your equipped gear.
(2b) For bosses and enemies stamina is a non-regenerative stat (it's not even called stamina, but "stun"), displayed by one or more yellow bars above their health, that can be taken away by parrying their attacks, hiting them with heavy attacks or by destroying "weak spots" on their bodies.
=> Not only is this absolutely [censored] taking into consideration what stamina actually is (1), it also takes away every feeling of reward for your good timings.
(3) This is what a proper implementation of stamina would look like:
I don't think these suggestions are anything new to the world of gaming. I lack any understanding how the current unintuitive and unrewarding design could have been developed and could have been rated fun.
The combat system has so much potential that just went to waste. Actions are buged, desynced, unresponsive, just.... clunky. I'd really like to upload some examples with counter roll
@beluga25
I could even upload proof of that [censored], but i dont know if uploading gameplay recorded with OBS is a copyright violation.
Man the feeling of fighting a cheating enemy is so frustrating i just lost my entire motivation to go on playing this game. Never had such a bad gaming experience in my life...
Ok, normally i dont take my time to rant on a forum, but this waste'o 60bucks finally triggered me enough.
As a dark souls enthusiast I can only say: Please get new designers and coders for your company. You current ones are bad at it.
Btw.: This thread might contain polemics.