I’d be happy if they’d let me kick someone else’s dog.
Thank you for the input I’m glad of having thoughts from someone who is positive about the fatalities for themselves (Barnes and Taemien having offered very interesting positives based on extended value more than the system in itself), it’s good to have that perspective added as well.
I can see what you’re saying about the ‘joy of the slaughter’ - I guess I’ve got so used to the game’s existing death animations that I barely even notice them anymore - I certainly wouldn’t deny the need for them to be updated. But thinking about it - a couple of days back, playing 7days, I shot a zombie just below the chin - blew his face clean off, so his body fell one way and his face bounced on the floor and stayed there - an animation I’d not seen before - and there is more satisfacton in those more variable and cleanly applied deaths/dismemberments than CE’s sometimes overly generic offerings.
I think that’s one I’m going to need to feel in action before I really know how to judge it. I can see it potentially having the effect you envisage - but then I also think of the various ‘berserker’ effects and how little impact they seem to have and I wonder if this may end up the same way. On the upside, it doesn’t require you to be at a low health to activate, which may keep it out of that berserker ‘trap’.
The kill momentum idea makes some sense (might even suggest that the buff would become more interesting if it could stack - though equally maybe that would be too strong) - kill chains in Assassin’s Creed would be the nearest equivalent I’m familiar with, but I can imagine ways that kill momentum could offer something similar (without needing to become as simplistic as straight kill chains). Certainly I can see how that could potentially play in well with the barbarian fantasy - which has felt somewhat lacking in these two ages so far.
(Side complaint - how did it not occur to the devs designing the Kurak stuff that some players might not appreciate a black-souled Stygian sorceror giving us orders while prepping a woman for sacrifice? How could they not realise that the only reasonable response would be to slaughter Mek-Kamoses and his followers and rescue the princess? Instead Conan did it, off-screen, while we are supposed to have behaved like good little sorceror’s lapdogs…)
That sounds frustrating. I can imagine a world in which this system might represent direct improvement - if the animations are truly paired, rather than one reacting to the other, then logically it would be harder for them to desynch with each other. This does leave the question of whether the fatality can be properly initiated, since that would still rely on an animation that could potentially desynch - but hopefully such a level of failure would then necessitate improvement across the board. Fingers-crossed, either option might be a positive step in that respect. The timing issue I was refering to (seemed to me at least) less of a desynch issue and more just an issue where the animation had not been very smoothly timed within itself - but I guess that depends on how the animation is generated, which would be well above my pay grade…
Yes, I suppose I didn’t state that one very well. What I’m trying to get at there is less the issue of the reward (buff) or enjoyment of the fatality for itself (sadism ), and more the satisfaction of managing to pull it off (if that makes sense). It seems to me that the requirement for actually performing a fatality is set very low - beat them like normal, pause, strike again to trigger the animation. Still better than if it was done entirely automatically - but I do feel that it would be more rewarding if it felt like it needed a bit of player effort to achieve. (Though Taemien’s points explain why it might be necessary for it to remain something simple like this). The aforementioned kill chains from AC are somewhat like this (and often complained about as a result) - you kill one enemy and then it’s basically just a single button press to kill the next (and so on, over and over, unless you get disrupted) - whereas the tool kills and rare double kills require a bit more effort to achieve and consequently feel far more satisfying.
This is my greatest fear for the system.
Yeah, ultimately I think this is the bit that will matter most. The animations themselves, eh whatever - they don’t strike me as hugely more interesting than the old death anims, but at least they’ll be new, and adding them certainly doesn’t take anything away. What I’ve been referring to as the ‘intrinsic value’ (‘satisfaction of achievement’ would maybe be a better term, though that seems a touch grandiose) would be good, but again, doesn’t take away something that existed before if it doesn’t have it. But if the implementation fails, then there could be bigger problems, as it would further damage combat. Hopefully the ‘immortality’ bug has them concerned enough to really make sure it is working properly (because that might be annoying for us, but it would be crippling for server play, especially PVP).
Years ago in a shared house, we had an ashtray - let’s just say his name was Yorick
I’d be happy if they’d let me kick someone else’s dog.
I’d call you a monster, but I’m the guy who wants to punch camels, so I’m no better than you.
Welcome to Mortal Kombat Exiles. This shows the lack of imagination and originality at TC/FC.
There is no intrinsic value to performing a fatality, because there is no skill (or meaningful timing) requirement. I can understand wanting to ‘do the cool thing’ if there is a bit of a challenge to achieving it.
This, for me, sums it up.
It is one more, half thought out, “this would be neat!” idea that has limited replay value. It’s akin to the falling rocks.
Plus, currently, performing a fatality can give your character immortality. So, that seems to be problematic.
Welcome to Mortal Kombat Exiles.
There’s not a game i played the last decade and more that doesn’t use ideas from other games. The big bet here is how they use it and if they manage to do it in a way that it won’t seem copy - paste!
If only we could take players that are sleeping and place them on sacrificial beds, and when they log in they can’t move, but whine and can only remove their bracelets.
Or draw a penis on their forehead with permanent marker.
Was fiddling with an npc in the devkit today… and look what I found…
But how’s this for a moral dilemma - what about ‘pet the spider’? Do we want that?
Yes!
Absolutely.
This one definitely wishes to pet the spooders.
They are so cute. Especially the ones summoned by the orb of Yezud. They exist only so briefly and need the affirmation.
For Age of the Gods it would be a perfect emote to learn when advancing the Zath religion.
Also, while not explicitly Conan, in the vaguely adjacent sword and sorcery flick Ator the Fighting Eagle the villains were part of a big ole spider cult and it really seems thematically appropriate.
Just imagine - you are entering the cave, continue as normal, and then spiders perform their jumping attacks… from the ceiling… you did not see them while entering! So c00l!
That is the immersion this one wants in the game!
This topic was automatically closed 7 days after the last reply. New replies are no longer allowed.