Sunday, November 5, 2023

Be time to confront an uncomfortable reality

MMOexp Dark and Darker Gold and News sharing - It's time to confront an uncomfortable reality: The melee combat in this game currently falls short of the desired quality to handle significant gear disparities or maintain a sufficiently high time-to-kill (TTK). This is the root of much debate, and that's the crux of the matter.


Many individuals suggest that by reducing the importance of gear, combat loses its significance, as every melee strike becomes equally impactful. The issue with gear disparity is exacerbated because this game isn't a straightforward shooter. Here, you can't merely outperform your opponent to compensate for a gear disadvantage. In many cases, you can't even escape.


In this game's melee combat, the sole avenue for expressing skill lies in:


1, Your speed in executing attacks and whether you can evade or maneuver between strikes.


2, The ability to block with a longsword, as blocking with other weapons often fails to provide an opening for a counterattack, leaving you vulnerable to subsequent hits. Moreover, proficient players can bypass your block with ease.


3, The frequency with which you land headshots compared to your opponent.


4, This skill aspect depends on your class and the situation but remains the most critical form of skill expression. This emphasis is why many players opt to discard their starting gear.


5, The longsword can be considered the minimum level of complexity that all weapons should possess. In my opinion, the entire blocking system requires either an overhaul or refinement.


6, Hitting opponents in the head is relatively straightforward. In roughly 90% of my battles, both sides consistently land headshots. The TTK issue may be attributed just as significantly to an excessive headshot damage multiplier in the melee system as it is to gear.


Some claim that you can "bait players into being attacked by mobs." However, I am skeptical that this tactic is effective outside of goblin caves. Well-geared players dispatch every mob with 2-3 swings, and a team is rarely lured into a substantial ambush.


I don't have an exact solution for this issue, but it must be acknowledged. The higher TTK (time-to-kill) felt satisfying because it was the only time when combat truly resembled a struggle rather than a massacre. The current combat mechanics are overly simplistic, and we are faced with a choice between a straightforward combat system and high lethality, both of which ultimately make the game feel unsatisfying and unengaging.


When I compare Dark and Darker to games like Chivalry and Mordhau, I notice distinct differences in combat, often favoring the former. However, it's perplexing that Dark and Darker's lethality is frequently on par with, or even exceeds, that of games that feature complex elements such as stamina management, blocking, parrying, dragging, feinting, variations in attack patterns, throwable weapons, kicking, and more. If Dark and Darker is primarily intended to revolve around loot, then the combat system warrants a comprehensive examination; otherwise, the game may risk feeling more like a trading card game or a paper doll simulator rather than a true dungeon simulator.

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