22-02-19, 21:08 | #21 | |
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Well that is the point, I think Tomb Raider is at its most fun when it is complex. Whether for puzzles, platforming or button combinations. Just like "jump" + "roll" = swan dive, "sprint" + "jump" = long jump, etc. Of course I don't want TR to be Tekken or Street Fighters, the series is not a fighting game. I thought my proposal wasn't that complicated. Punch, kick, block, avoid and grab. That's all. I just love when Lara can do a lot and not keep the minimum. Last edited by Chamayoo; 22-02-19 at 21:19. |
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23-02-19, 00:39 | #22 |
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before you decide what kind of combat you want in the game, you must establish how the character moves and what kind of AI the character will fight against first.
The character must have enough active defensive options and at the same time the AI must be able to either be menacing enough to justify the moves your character is able to pull off, or be able to do more or less the same things your character can do. |
23-02-19, 01:33 | #23 |
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I actually think Shadow's combat was almost perfect, in regards to the formula they started with in TR2013 anyway. You had the basics from '13 and Rise but then you had the defensive herbs and a few extra skills which really polished it out. The problem was that it was all just very underutilised in the game. I imagine if you had Shadow's combat system in TR2013 it would be a lot of fun.
But as for what they could do in the future, first and foremost, I will say they need to either get rid of the skill tree or come up with new skills that are actually worth our time obtaining - stop "rewarding" us with things we learnt 2 games ago -_- I also agree we could perhaps do with some more enemy variety but I don't have many ideas for that myself. Introducing acrobatics or a more fluid melee system of some kind would be neat too, and I'd especially love something that involves platforming and traversal - Mirror's Edge has some good ideas for that, but nothing too over the top, of course. |
23-02-19, 02:20 | #24 |
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What I don't like about Shadow'a combat is it feels like the bullets hit absolutely nothing when you shoot soldiers. even with a rifle.
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23-02-19, 03:05 | #25 |
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23-02-19, 03:11 | #26 |
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23-02-19, 14:42 | #27 | |
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24-02-19, 12:15 | #28 | |
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+ Why not some attack more powerful depending of the timing with the ennemy and I think we would have something simple and complete at the same time. |
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27-02-19, 05:50 | #29 |
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I feel like if we try to evolve the classic formula and see the fact that Lara's ability to jump is her greatest physical strength then combat should also try to reflect that, Mirror's edge catalyst's combat is a good example despite the dumb enemy AI, or maybe elaborating upon TRL's adrenaline jumps minus the slowmo? The duals would obvi have to be implemented in a non precise-aim mess, something similar to what someone said about hipfire decreasing accuaracy but add some jump-kicks?. i'm too dumb to come up with a practical replacement lmfao
I just want them to do something new or fresh, giving TR a generic third person cover system instead of innovating is so safe, lazy, and boring tbh |
27-02-19, 22:29 | #30 |
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Been thinking about the melee combat. Perhaps in terms of the buttons we just toggle to a melee weapon wheel that allows us to choose between the knife, pick axes or hand to hand. Maybe a fourth. The current melee button toggles the wheel, aim becomes quick attack with fire being strong attack. Alt fire could then be a block. Hold aim and fire to engage a grapple. (They already have a struggle mechanic.) Get rid of the prompts for the counter attacks after dodge with the counter being with whatever weapon is in hand rather than just with arrows.
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