Epic Combo Kills!

The place to request or suggest new ideas and features.
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mehelsel
Posts: 27
Joined: Sat May 11, 2013 6:48 am

Sat May 11, 2013 6:58 am

One time I asked a friend that he should get Kenshi, he thought about it and asked "how to they kill each other in the game, do they do cool combos or do they whack each other in the face with swords and they fall to the ground" I told him they whack each other and he laughed and said the game is probably lame, so he didn't get it.

What I am trying to say is that, when an enemy (or one of your men) get knocked unconscious, the killer would do a awesome combo, for example.... the dust bandit falls to his knees once his health is drained, and then on of your men come up to him and does a X slash on the bandit, then he kicks him on the floor.
BAM! bandit unconscious, give us a reason to zoom in on the fights on not speed up the battles. Also make it so the guy who did the combo cant get hurt while doing it, that would be unfair.

Also please fix shop counter glitch where no one will buy from you shop counter, and fix the AI going back and fourth. One more thing, make it so a new sword-for-hire pops up in the town tavern every week, i hate going to farther towns to get new people.

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hbrown
Posts: 904
Joined: Tue Apr 30, 2013 12:41 pm
Location: Portugal

Sat May 11, 2013 9:20 am

Maybe some finisher combos might be a good idea(or some more combos in general i not sure), and that would mean better animations which also at the moment isn t a prior for the creater on the looks of it, and might be hard to get aparently, but as killing moves i don t see it hapen, you gota remember the game makes it be hard to be dead, so you can forget killing moves like that.

And that s a weird defenition for a good game xD (imo).
It s Hbrown!! Gotta get some p­ies!

Marilous
Posts: 140
Joined: Thu Dec 20, 2012 4:54 am

Sat May 11, 2013 1:17 pm

I think when the blood and sound are in that should fulfill any thing someone would find lacking with the combat animations, I've never liked the invulnerability that has to be slapped onto a unit when they are in a crowd getting beaten to death just so they can do some random % finisher.

Spazm
Posts: 7
Joined: Sun May 12, 2013 11:37 am

Sun May 12, 2013 5:57 pm

I have to agree with marilous. I dont think invulnerability while doing a combo just to finish it is good for a game like kenshi.
However, currently the characters only have a few animations regarding combat. I believe 2, a slash from above and from the side. With one variation on the slash from above - the character slashes multiple times whilestepping forward.

I do believe, that if a ninja fights, there are more moves that can be executed. Ofcourse not all moves could be executed, depending on the weapon that is used. So what I'm trying to say is, there could be made some more variation into the combat - but also dependent on the weapon that is used.
I'm not suggesting a skills system where you can button bash when the timer runs out.

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Clawdius Talonious
Posts: 540
Joined: Sun Jan 29, 2012 7:35 am

Sun May 12, 2013 9:28 pm

The game is in alpha, the state of animations is currently no where near what it will likely be at launch. That being said, "combos" as a method of attack look neat when the other guy is choreographed and you two are basically dancing with swords in your hands. In real life, or in a realistic universe, pressing an attack in a predictable manner will get you killed.

Wilcol
Posts: 24
Joined: Tue Dec 18, 2012 3:08 am

Mon May 13, 2013 12:30 pm

Yeah, I'm sure there will be plenty of extra animations when it's finished.

Imposter
Posts: 7
Joined: Tue May 07, 2013 8:48 pm

Tue May 14, 2013 3:32 pm

You might have this mistaken with Kenshi from mortal combat.. lol. Combos? Srsly?! Correct me if Im wrong but I dont think this thread was created for people to suggest changes to game dynamics. Also, its been said from the start that anything you can do to AI, AI can do to you.. If you can honestly tell me that it wouldnt piss you off if the AI super combo'd one of your characters, while being invulnerable, Id call you a liar. That would piss me off beyond means.

I think as a general rule, if you think kenshi is lacking something atm, go try to create your own game, repeat this process until you realize that greatness takes time/money/patience/intelligence, not even really in that order. From what I have seen so far and read on multiple interviews, chris wants this to be something specific, something that other games are not. IMO you cannot have this if you add things from other games that really dont contribute to those games being good. I apologize if all that seems like a rant or like Im mad bro.. To me, Kenshi is someones project, someones attempt at greatness, and Id like to see it go as intended, whether I or anyone else aside from the dev thinks its a good game or not.

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Tolwrath
Posts: 1070
Joined: Wed Oct 31, 2012 12:11 am

Tue May 14, 2013 5:12 pm

Imposter wrote:You might have this mistaken with Kenshi from mortal combat.. lol. Combos? Srsly?! Correct me if Im wrong but I dont think this thread was created for people to suggest changes to game dynamics. Also, its been said from the start that anything you can do to AI, AI can do to you.. If you can honestly tell me that it wouldnt piss you off if the AI super combo'd one of your characters, while being invulnerable, Id call you a liar. That would piss me off beyond means.
You're being confused by the OP's word choice. If you read it, you'll realize he's talking about cinematic animations for when a killing/KO blow is struck on an enemy. Not something that would let your men string together several attacks without interruption. It's just an appearance thing to make the game look better. I agree though, you should not be invulnerable during any animation. Reduced damage might be a thing, but invulnerable is just plain out.

Imposter
Posts: 7
Joined: Tue May 07, 2013 8:48 pm

Tue May 14, 2013 7:04 pm

Tolwrath wrote:
Imposter wrote:You might have this mistaken with Kenshi from mortal combat.. lol. Combos? Srsly?! Correct me if Im wrong but I dont think this thread was created for people to suggest changes to game dynamics. Also, its been said from the start that anything you can do to AI, AI can do to you.. If you can honestly tell me that it wouldnt piss you off if the AI super combo'd one of your characters, while being invulnerable, Id call you a liar. That would piss me off beyond means.
You're being confused by the OP's word choice. If you read it, you'll realize he's talking about cinematic animations for when a killing/KO blow is struck on an enemy. Not something that would let your men string together several attacks without interruption. It's just an appearance thing to make the game look better. I agree though, you should not be invulnerable during any animation. Reduced damage might be a thing, but invulnerable is just plain out.

Naw, I understood quite well what he meant. Maybe you misunderstood what I meant. That's an embarrassing thought. At any rate, my opinion on that matter stands, ( not that it means or is worth shite ) I wouldnt want AI to be able to combo my characters at any point in any way. Assuming that the object of AI being able to do what you do, stays true. It seems to me this game is trying to spread an even layer over the board in terms of AI and player base. In other words, you arent going to load up kenshi and rule immediately even though you are playing vs. AI. I like that idea. Giving the player the upper hand has been the tale of single player games since they were made, with few exceptions.

lavagninogm
Posts: 38
Joined: Sun Mar 24, 2013 7:29 pm

Wed May 15, 2013 6:58 am

Sorry I am confused, why would death animations give players the upper hand? especially if it happens regardless of who controls the effected character?

Imposter
Posts: 7
Joined: Tue May 07, 2013 8:48 pm

Wed May 15, 2013 2:18 pm

lavagninogm wrote:Sorry I am confused, why would death animations give players the upper hand? especially if it happens regardless of who controls the effected character?
Apologies, this seems to have spiraled a little bit out of control from the original post, to replies, to giving examples. I was not trying to make the point that animations would give a player or an AI the upper hand. I was confirming/agreeing with the reply made by isuck mentioning the string of attacks. I know he did not mean to suggest it was a good idea, I was simply agreeing with him that it wasnt, based on the fact that it would give the player the upper hand imo.

My original point from the get green was that making the player or the AI invulnerable during any said animation is kind of budget in a squad based game. If the AI can get all mortal kombat on my arse, Id at least like the oppurtunity to punch him in the throat with another of my characters while he is mid animation. Again, it was only an opinion and Im new here so it isnt like there is any weight behind the formentioned opinion. Im not sure if people understand how exclusive this thread is. Most game developers do not openly take suggestions from the player base this early in a games upbringing. Some of the posts that I have read seem more like laundry lists/hostage demands rather than suggestions or feedback/advice. That being said, I think my original reply was a by-product of how I interpreted the OP's original post. Hope that sums it up.

On a side note, the animation idea was not a bad one, a bit early imo honestly though. I only meant to stress in an extreme fashion that I do not think anyone, AI or players, should be invulnerable during any "knock out" or "finish him" animations if they are created. It is everyones right to disagree and give constructive criticism, I encourage it.

lavagninogm
Posts: 38
Joined: Sun Mar 24, 2013 7:29 pm

Thu May 16, 2013 6:09 am

I agree, no one should get an upper hand on either side. I want my combat to be totally equal in terms of opportunity for me and the AI. I do like the idea of special animations for deaths or cripples (Like maybe when a certain body part gets below 100 HP that you actually see the blow that broke that certain area) but Im sure we will see this down the line.

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