Advanced Melee Steps 3,4,5 + Video

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IMO i think old melee and new should get mixed up. But leave the swoop and locking alone. Just have this new system in replace of the howling head ons. That way to get off a power hit like we doing now it would take skill.

The new melee system looks fine and i bet will be great. For you people who whine about it. Take a look at the servers all i see is nooblets or a rare pro once in a while. This system i am sure will get more fans so in the end it is a good thing.
 
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yeah that was sorta my idea too i also agree with the lock and no charging swoop lock is good cause u are always able to find the one u just kicked around but with to manny ppl u will lose ur target ... and the normal kick SHOULD be kept i think alot of ppl agree with this ...
 
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wow.. i really like it:D.. and especialy what you said about everything having a CVAR.. me looks forward to this..
 
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Pcjoe said:
We'll, we really can't make it faster. To keep it playable for 56kers, or people with over 100 ping, we can't have it realtime, or it will be impossible to block the attacks. We've been planning this melee system for months, and we really can't think of anything... Since you guys know most of the melee system, feel free to give suggestions.
Well seeing that ure making a cvar for most things, a cvar for the delay time between entering arrows i guess would be a good thing. also because players can customise their servers a lot more now, maybe the window that comes up when u join a server could show some of the server cvar information so ppl know what they're in for once they join.

Devion said:
Woha it`s the best :).(So far as I can see)
But really we can`t give any crits cause we haven`t played with the new melee system.
So any critz are wrong cause we haven`t played with the new melee system.:)
So let the esf-team finished what they began......
Hah yeah, but everyone thought they had the right to give crits when advanced melee was first announced.. havent they yet learned to give faith in the esf team?
 
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question. Will everyone be able to edit there own cvars to make there player faster or w/e. Or will all that cvar editing 2 fix 1.2 will have to be done by the server admin/owner
 
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NightShade said:
IMO i think old melee and new should get mixed up. But leave the swoop and locking alone. Just have this new system in replace of the howling head ons. That way to get off a power hit like we doing now it would take skill.
AMEN BROTHA!!

statix i think cvar is a server side setting.
 
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The cvars can only be changed server side. Changing them client side is called hacking.
 
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ForeverZero said:
It is depressing to see the team ignore the best players' advice and plow forward with their own plan, listening only to people like ESF forum moderators and small-time HOWers. If you think these people's input will improve your game, you are sadly mistaken.
I am actually depressed that you believe all of ESF's new concepts come from Forum Moderators and small-time HOWers. This is not the case. Granted, some of the suggestions come from Beta Testers (who are often also moderators), but you can't simply assume that a system like this, which is purely a WIP will not be open to new ideas. Be a bit more passive. Wait until the system gets a firm basis and can be easily built upon, and then submit a suggestion or two. The ESF team is not shut out to its player-base, they will listen if you have a unique suggestion to add.
 
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The problem is that some people think that everything is always about them instead of a community, when people's egos get so inflated unjustifiably, people like that appear. Self proclaimed Kings are always funny to watch.
 
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I very much like this melee system. It works very well, causes you to pay attention or take beats, and plays out like an actual dragonball z fight while watching instead of just smash smash smash...

I don't post here often, but my suggestions would have to be, keep the swoop charge, so that you still need to charge up to do the normal melee, but change the melee right click to the traditional melee, so that you can have an open range of what you want to do depending on the situation.

If two people are attacking you, you can right click to swoop and smash them, then if you have the time left click and combo the other guy. It leaves battles open for much more variation and DBZ like fighting, as they were known to do combos and then a smash every now and then.

With the blocking, I would have to say, for the melee I would love to see blocking have a similar function to the beam blocking, where if they melee you they will continually wail on you with the fast punches until they overtake you and you are stunned or throw you, or vice versa.

But the one thing I would strongly suggest you do, is when the power level is greatly different between two players and the stronger can knock away a kamehameha (rare but happens) I would love to see it changed so that in the same situation, when the weaker tries to melee the stronger and the stronger blocks, the stronger would automatically grab and throw the weaker. Much like smacking away a beam.

Those are my suggestions.
 
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Mugen said:
It's a bit sad to see this, a simple, plain, and cool game to play, converts into some hi tech melee complex. IMO, only the howing part should be fixed, next to that, it's fine. I'm sure you can pull fast moves, but that'll never make the animation look any faster. You'll always get bound to that charge swoop, melee auto punch things, and such, which take time.

With all due respect, I don't think this is making any -good- progress. I love how the ESF team kicks it this far, and all that in HL. But it's this fast faced, simple and plain mod getting converted into some new advanced stuff. I think that's what's irritating most of the ESF players. They are used to fast intense action and such, not entire 'pauses' through each move because you want some melee move.

I'll stick to ESF, that's for sure. But it's just this changes the entire game, going from face paced action to ....

That'll be all.
I have one word for you...

CVAR :0)

The server can switch to beta 1.1 melee if they want.
 
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Not only that, you can change almost every aspect of melee with the CVARs to suit your needs. You think it's too slow? Speed it up. Too fast? Slow it down. Don't like it at all? Switch back to 1.1 melee... just stop complaining - it's not like the team didn't think at all before making the melee like it is.
 
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cvars are server side are they not?
that menas if you dont like it on one server you have to go trolling around for another one, or make your own. that right there is a pain in the rear instead of having a widly accepted version where you can go to virtualy any server and play with it.
 
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its a good melee, but it's... the stunn time that doesn't make it reallyy..... wanting.. i liked imkingkong's suggestion for new melee
 
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Pain said:
cvars are server side are they not?
that menas if you dont like it on one server you have to go trolling around for another one, or make your own. that right there is a pain in the rear instead of having a widly accepted version where you can go to virtualy any server and play with it.
Dang, a widely accepted version... why didn't the team think of that? Gee wiz gee golly gosh darn! I mean, obviously nobody had a problem 1.0, and not a single person has complained about 1.1 melee right? 1.2 is just a huge step backwards! Rawr! (No, I know what you really meant by that, I address it below)

Seriously Pain, people don't like playing with the system as it is now, and many of them wont like playing with 1.2's system. A lot of people like 1.0 better. A lot of people don't like either. Some people wont like any of them Does that mean we should take one of those peoples' suggestions and use it, assuming everyone else will embrace it? Melee is going to change one way or the other. Either you are with it, or you will go trolling around looking for another server. Stay flexible, play with both.

I understand where you are coming from though, saying that if you like 1.1 melee you may have trouble finding servers, or if you like 1.2 you may run into the same problem. Well, you will, for a while. Keep in mind though that 1.2 is going to be pumped up before it is put out, and a new innovative battle system is quite likely to attract a lot of attention. More attention means more servers, and more servers means you (in theory) should have an easier time finding something that you like. I say wait until 1.2 is ready for release and see if the community hasn't boomed in anticipation before you decide that finding a server with the system you like will end up being a chore.
 
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agreed. the only thing that chubbs me the wrong way is the amount of stun time. maybe start the combo loadage during the prepunch.
 
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Here are some suggestions I have concerning the ESF melee to correct problems cited by others, along with some questions. Read them or not . . .

Suggestion: -Long Stun time Solution.
Well, drawing from dbz, perhaps the long stun time can be dealt with like this:

-Attacker swoops in and deals six prepunches to the defender.
After the prepunches are dealt, the defender flies backwards and a slowmotion effect somewhat like in The Specialist is iniated, perhaps with blood slowly flying away from the defender, or them doubling over to grab their stomachs. During this time almost cinematic like event, other game events are calculated normally, such as the charging of a combo and the movement of other players, thus giving the effect of a person having given his opponent's only a moments respite before diving in to attack him viciously . . .

This idea could definitely be made more flashy, like the aura sloughing off a player's body as their attacked and such.

Suggestion: -Melee Charge Time Alternative.
Blocks and attacks are split into three different categories. Weak, medium, and strong, each of which is represented by a certain attack or defense stance.
Ex. Goku in a weak defense/block stance would gain more damage from blocking melee from a Vegeta in a strong attack stance,
than he would if he were in a strong defense position.

Melee would be iniated just as it is now.

During a melee fight, it is possible for adversaries to see which stances their opponents are in and switch accordingly if there is time.
It would show up on screen as some kind of graphic similar to the way it happens currently with an opponent's attack combos.
This would eliminate the charging system, but retain the current system of displaying what an attacker inputs for his attack combinations on a defenders screen. The type of stance selected would determine not only an attacks strength, but it's speed. A punch in a weak stance would only show up on a defenders screen for only a half second for example, whereas a punch in a strong stance would be on screen considerably longer.
Just as in JKO, block may be broken by a player using a signifcantly stronger attack, causing a player to become stunned or perhaps damaged.

This would also apply to blocks. A fighter using a weak block stance would find their hands blurring into place to stop oncoming attacks, while one in a strong stance would move more slowly prepare themselves for a powerful blow.

Examples of a strong attack stance anim would be a fighters fists clenched, one held at their sides and one in front of their chest.
This new system would also influence the way energy attacks are blocked . . .

Suggestion: -Melee Specific Stat and Finishing moves.
For the new melee system, a new bar could be added, Stamina, which either pops up like a power struggle bar or is in place with the player stat bars. It is drained only by blocking melee, or throwing melee attacks, and can be increased by gaining in power level through kills, or transforming.
If a defender looses all there stamina, which is depleted even more by unblocked attacks dealt, the fighter with remaining stamina may use a special
move, like a double-axe smash, or full nelson, and send them flying into the ground.
Perhaps toggleable transformations (like Goku's) draw upon stamina while in use, but the boost in the amount of stamina available is slightly higher
than a non-toggleable transformation (Buu).

Suggestion: -Combo Streams.
This would be a constant set of attacks and defensive moves ordered by an attacker and defender to more completely simulate a dbz style fight. To accomodate 56kers, the attacks commands would not be processeced in real time, but by an offset of several seconds, allowing the last few battle commands to be played on the screen of both players, while the current ones are processed and calculated on the server and client machines.

Suggestion: -Melee Movement.
To further add to the depth of the system above, melee movement could be incorporated. This movement would be iniated by tapping keys (Ex. Teleport + forward), and depending upon the keys hit, a fighter would glide in that direction to where an opponent may be open , or even jumping over them completely and sending a powerful kick into their back.

This might also be used by those who are blocking so as to go on the offensive.

Just as a defender is able to see punch and kick combinations by is adversaries, they are able to see which direction in which their opponent
may move, and at the cost of some of their own stamina move/turn in that direction as well so as to be able to block subsequent attacks in
that direction.

This would of course drain on stamina faster to avoid it being abused.

Suggestion: -Auto Punch Blocking.
As for blocking to prevent being autopunched, perhaps it can be like this:

When a fighter sees another warrior swooping at them and presses the block button in time, all attacks are automatically blocked, just as blocking is handle with ki blasts, just as all attacks are automatically thrown once charging is complete, after which the attacking player is left open to a throw or melee attack from the defender.

Suggestion: -Throws. Throws could be different with each character. Goku it could be where you hold an opponent by the legs and then
send them flying off. With Buu, he would use his head tail to wrap around an opponent and send them skittering away. Frieza would use his tail . . .

Suggestion: -Dodging.
I'm unsure this aspect of melee works, and if it was explained I must have read over it.
Using Teleport plus a directional key while a defender is blocking will cause them to dodge instead of block, thus avoiding any damage. This would drain stamina faster however.

Question: -Camera View.
How will the camera view be affected during melee, assuming that the shots in the video were taken by a third entity to show of the melee and not actually the camera view as it currently is.

Question: -Damage Calculation.
How will damage be calculated if a player blocks a strong attack vs a weak attack? And how or will power level effect a fighters ability to block melee attacks? Will it be possible for an attacker to break the block of a defending player depending upon their power level?
 

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