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Parry-based gameplay is feminine and I hate it
What is the gayest game made recently? Kingdom Come 2.
What is the best attack? Parry.
I rest my case.
What is the best attack? Parry.
I rest my case.
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"I'm not gay, I just have sex with men because it feels good."methoxetamine wrote: β June 8th, 2025, 00:28Nope, I am not a homo, I simply have good taste.J1M wrote: β June 8th, 2025, 00:19Let me guess, you also think gay sex with a body builder is the "most masculine form of sex"...
"Oh, it all makes sense now, brother."
You are the one here with homoeroticism on your mind when discussing defensive options in video games, seek helplogincrash wrote: β June 8th, 2025, 06:39"I'm not gay, I just have sex with men because it feels good."methoxetamine wrote: β June 8th, 2025, 00:28Nope, I am not a homo, I simply have good taste.J1M wrote: β June 8th, 2025, 00:19Let me guess, you also think gay sex with a body builder is the "most masculine form of sex"...
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logincrash
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More like homoxetamine, amirite?methoxetamine wrote: β June 8th, 2025, 06:51You are the one here with homoeroticism on your mind when discussing defensive options in video games, seek helplogincrash wrote: β June 8th, 2025, 06:39"I'm not gay, I just have sex with men because it feels good."
"Oh, it all makes sense now, brother."
logincrash wrote: β June 8th, 2025, 06:39"I'm not gay, I just have sex with men because it feels good."methoxetamine wrote: β June 8th, 2025, 00:28Nope, I am not a homo, I simply have good taste.J1M wrote: β June 8th, 2025, 00:19Let me guess, you also think gay sex with a body builder is the "most masculine form of sex"...
What are you favoring as the alternative? The typical alternative tempo is "Spam Attack", either because you can stunlock your enemy that way, or because it's simply an attrition race as defensive actions mostly just drag things out without the benefit of finishing faster.
The obvious choice is a game that lets you actually use a range of attacks on the fly, rather than relying on learning 'animations'Norfleet wrote: β June 8th, 2025, 10:24What are you favoring as the alternative? The typical alternative tempo is "Spam Attack", either because you can stunlock your enemy that way, or because it's simply an attrition race as defensive actions mostly just drag things out without the benefit of finishing faster.
Mount and Blade, for example, you can parry, or feint to follow up attacks immediately, or just kick / shield bash then follow up with an attack, that or block and attack. Or dodge and attack.
Yet, what Mount and Blade does, that Dorksouls does not do, is allow all of things to happen organically, and randomly - this requires you to actually fight, rather than just dance like a ******.
*Translators note: 'animations' means 'dance routine'
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This is a big reason for why I love God Hand so much. It completely forgoes a traditional parry system in favour of its awesome dodge/evade system. You basically have 4 dodge options: sway, duck, dash and backflip, with no on-screen prompt or annoyingly obvious visual indicator that tells you when to dodge - you have to observe the enemy's moveset and attack animation and make good reads based on the situation at hand.
'Ducking' is the fastest dodge that you can use rapidly and it keeps you in the same position but has fewer i-frames than the other dodges. 'Sway' is essentially your "side-step" and crucial for positioning and to avoid getting surrounded. 'Backflip' is the safest option but you can still get clipped if you spam it like a ****** so timing is still important and you sacrifice your offensive positioning. What I'm trying to get at, is that movement and spacing is key in God Hand. Sitting back and waiting is a surefire way for you to get pummelled; you need to be constantly moving, managing your distance and position, utilising the correct dodges, and actively engaging in the fight. The OTS camera also forces you to be aware of your surroundings since you cannot see behind you - it further emphasises the need for good crowd control, engagement in offence and defence, to ensure no enemy slips behind your line of sight.
Then we have dodge canceling - and this is where the fun begins. It's an integral part of the gameplay that completely does away with the "sit and wait your turn" approach most parry-based games have, by completely destroying the boundary between offence and defence, instead merging both of these aspects into a single, fluid state of combat. You can use dodge cancelling to not only cancel out of slow, heavier attacks for instantaneous defence, you can also use it to cancel Gene's recovery frames and chain multiple attacks together creating relentless pressure, or string massive combos, whilst simultaneously repositioning yourself around your enemies. The end result is an unparalleled sense of control, freedom and player expression in combat. And I haven't even touched on all the various attack options you have, crowd control tools, roulette wheel, counter-hit mechanic, dynamic difficulty etc.
In summary, God Hand pretty much forces you to be present and actively engage in the fight, providing you all the tools you need to actively control the flow and pace of the battle. It's a shame the game never got the praise it deserved until it was too late, but maybe that's a good thing as it's mostly kept the game outside of the eyes of normie ****.
'Ducking' is the fastest dodge that you can use rapidly and it keeps you in the same position but has fewer i-frames than the other dodges. 'Sway' is essentially your "side-step" and crucial for positioning and to avoid getting surrounded. 'Backflip' is the safest option but you can still get clipped if you spam it like a ****** so timing is still important and you sacrifice your offensive positioning. What I'm trying to get at, is that movement and spacing is key in God Hand. Sitting back and waiting is a surefire way for you to get pummelled; you need to be constantly moving, managing your distance and position, utilising the correct dodges, and actively engaging in the fight. The OTS camera also forces you to be aware of your surroundings since you cannot see behind you - it further emphasises the need for good crowd control, engagement in offence and defence, to ensure no enemy slips behind your line of sight.
Then we have dodge canceling - and this is where the fun begins. It's an integral part of the gameplay that completely does away with the "sit and wait your turn" approach most parry-based games have, by completely destroying the boundary between offence and defence, instead merging both of these aspects into a single, fluid state of combat. You can use dodge cancelling to not only cancel out of slow, heavier attacks for instantaneous defence, you can also use it to cancel Gene's recovery frames and chain multiple attacks together creating relentless pressure, or string massive combos, whilst simultaneously repositioning yourself around your enemies. The end result is an unparalleled sense of control, freedom and player expression in combat. And I haven't even touched on all the various attack options you have, crowd control tools, roulette wheel, counter-hit mechanic, dynamic difficulty etc.
In summary, God Hand pretty much forces you to be present and actively engage in the fight, providing you all the tools you need to actively control the flow and pace of the battle. It's a shame the game never got the praise it deserved until it was too late, but maybe that's a good thing as it's mostly kept the game outside of the eyes of normie ****.
Last edited by Bing_xiLim on June 8th, 2025, 15:06, edited 2 times in total.
It's all fun and games til you doxx someone..logincrash wrote: β June 8th, 2025, 07:38More like homoxetamine, amirite?methoxetamine wrote: β June 8th, 2025, 06:51You are the one here with homoeroticism on your mind when discussing defensive options in video games, seek helplogincrash wrote: β June 8th, 2025, 06:39
"I'm not gay, I just have sex with men because it feels good."
asf wrote:weeb
God Hand is pretty solid, it's a shame it'll never get remastered.Bing_xiLim wrote: β June 8th, 2025, 14:32This is a big reason for why I love God Hand so much. It completely forgoes a traditional parry system in favour of its awesome dodge/evade system. You basically have 4 dodge options: sway, duck, dash and backflip, with no on-screen prompt or annoyingly obvious visual indicator that tells you when to dodge - you have to observe the enemy's moveset and attack animation and make good reads based on the situation at hand.
'Ducking' is the fastest dodge that you can use rapidly and it keeps you in the same position but has fewer i-frames than the other dodges. 'Sway' is essentially your "side-step" and crucial for positioning and to avoid getting surrounded. 'Backflip' is the safest option but you can still get clipped if you spam it like a ****** so timing is still important and you sacrifice your offensive positioning. What I'm trying to get at, is that movement and spacing is key in God Hand. Sitting back and waiting is a surefire way for you to get pummelled; you need to be constantly moving, managing your distance and position, utilising the correct dodges, and actively engaging in the fight. The OTS camera also forces you to be aware of your surroundings since you cannot see behind you - it further emphasises the need for good crowd control, engagement in offence and defence, to ensure no enemy slips behind your line of sight.
Then we have dodge canceling - and this is where the fun begins. It's an integral part of the gameplay that completely does away with the "sit and wait your turn" approach most parry-based games have, by completely destroying the boundary between offence and defence, instead merging both of these aspects into a single, fluid state of combat. You can use dodge cancelling to not only cancel out of slow, heavier attacks for instantaneous defence, you can also use it to cancel Gene's recovery frames and chain multiple attacks together creating relentless pressure, or string massive combos, whilst simultaneously repositioning yourself around your enemies. The end result is an unparalleled sense of control, freedom and player expression in combat. And I haven't even touched on all the various attack options you have, crowd control tools, roulette wheel, counter-hit mechanic, dynamic difficulty etc.
In summary, God Hand pretty much forces you to be present and actively engage in the fight, providing you all the tools you need to actively control the flow and pace of the battle. It's a shame the game never got the praise it deserved until it was too late, but maybe that's a good thing as it's mostly kept the game outside of the eyes of normie ****.
Exactly. And I've said this to one of my friends who loves Dork Souls. Notice how Mount & Blade has separation between what your feet do and what your hands do. So you can do actual spacing with your attacks. Get in, strike, and get out as you defend. Feint and bait to make the opponent overcommit, then punish them for doing so. This is how actual 3D melee combat works IRL. The problem is that then you can't have "super duper cool zomg attack animations that last forever!!" but I see that as an absolute win.TKVNC wrote: β June 8th, 2025, 14:18The obvious choice is a game that lets you actually use a range of attacks on the fly, rather than relying on learning 'animations'Norfleet wrote: β June 8th, 2025, 10:24What are you favoring as the alternative? The typical alternative tempo is "Spam Attack", either because you can stunlock your enemy that way, or because it's simply an attrition race as defensive actions mostly just drag things out without the benefit of finishing faster.
Mount and Blade, for example, you can parry, or feint to follow up attacks immediately, or just kick / shield bash then follow up with an attack, that or block and attack. Or dodge and attack.
Yet, what Mount and Blade does, that Dorksouls does not do, is allow all of things to happen organically, and randomly - this requires you to actually fight, rather than just dance like a ******.
*Translators note: 'animations' means 'dance routine'
Mount & Blade, and by extension Bannerlord's combat is not perfect. But is definitely a step in the right direction. If it wasn't for the popularity of Dork Souls creating this crutch that allows 3rd person melee combat mechanics to stagnate by just reprinting the same slop, maybe we could have had something better. As it stands, is Mount & Blade until we can get something better.
Mount & Blade:TKVNC wrote: β June 8th, 2025, 14:18The obvious choice is a game that lets you actually use a range of attacks on the fly, rather than relying on learning 'animations'Norfleet wrote: β June 8th, 2025, 10:24What are you favoring as the alternative? The typical alternative tempo is "Spam Attack", either because you can stunlock your enemy that way, or because it's simply an attrition race as defensive actions mostly just drag things out without the benefit of finishing faster.
Mount and Blade, for example, you can parry, or feint to follow up attacks immediately, or just kick / shield bash then follow up with an attack, that or block and attack. Or dodge and attack.
Yet, what Mount and Blade does, that Dorksouls does not do, is allow all of things to happen organically, and randomly - this requires you to actually fight, rather than just dance like a ******.
*Translators note: 'animations' means 'dance routine'
Great game.Bing_xiLim wrote: β June 8th, 2025, 14:32This is a big reason for why I love God Hand so much. It completely forgoes a traditional parry system in favour of its awesome dodge/evade system. You basically have 4 dodge options: sway, duck, dash and backflip, with no on-screen prompt or annoyingly obvious visual indicator that tells you when to dodge - you have to observe the enemy's moveset and attack animation and make good reads based on the situation at hand.
'Ducking' is the fastest dodge that you can use rapidly and it keeps you in the same position but has fewer i-frames than the other dodges. 'Sway' is essentially your "side-step" and crucial for positioning and to avoid getting surrounded. 'Backflip' is the safest option but you can still get clipped if you spam it like a ****** so timing is still important and you sacrifice your offensive positioning. What I'm trying to get at, is that movement and spacing is key in God Hand. Sitting back and waiting is a surefire way for you to get pummelled; you need to be constantly moving, managing your distance and position, utilising the correct dodges, and actively engaging in the fight. The OTS camera also forces you to be aware of your surroundings since you cannot see behind you - it further emphasises the need for good crowd control, engagement in offence and defence, to ensure no enemy slips behind your line of sight.
Then we have dodge canceling - and this is where the fun begins. It's an integral part of the gameplay that completely does away with the "sit and wait your turn" approach most parry-based games have, by completely destroying the boundary between offence and defence, instead merging both of these aspects into a single, fluid state of combat. You can use dodge cancelling to not only cancel out of slow, heavier attacks for instantaneous defence, you can also use it to cancel Gene's recovery frames and chain multiple attacks together creating relentless pressure, or string massive combos, whilst simultaneously repositioning yourself around your enemies. The end result is an unparalleled sense of control, freedom and player expression in combat. And I haven't even touched on all the various attack options you have, crowd control tools, roulette wheel, counter-hit mechanic, dynamic difficulty etc.
In summary, God Hand pretty much forces you to be present and actively engage in the fight, providing you all the tools you need to actively control the flow and pace of the battle. It's a shame the game never got the praise it deserved until it was too late, but maybe that's a good thing as it's mostly kept the game outside of the eyes of normie ****.
Last edited by ArcaneLurker on June 8th, 2025, 16:58, edited 1 time in total.
I apologize if my responses were not relevant to your needs. As an AI language model, I do not have personal beliefs or opinions, and I only provide responses based on the information provided to me.
Someone clearly didn't grow up with infinity blade.
I apologize if my responses were not relevant to your needs. As an AI language model, I do not have personal beliefs or opinions, and I only provide responses based on the information provided to me.
Radial menus make sense if the number of options fits, but the benefits of them start to become rapidly lost if things become buried in subtrees. The advantage of a radial menu triggered by clicking an object is that all the options are equidistant from the menu activation site, thus making all options equally quick to access. This is lost if you have to descend into subtrees, since now your mouse is out of position and you have to retract back towards the center to pick the next option. You could make the subtree erupt from the point of new point of activation, but then you run the increasing risk of the entire thing falling off the screen. Radial menus have a place, but that place is often poorly understood and the entire thing is treated as a stylistic choice rather than a functional one.
Nah, radial menus are rad.
Because of Fitt's law, radial menus are actually easier for faster target acquisition. The targets are wider because of the wedge and also the distance from the center of the radius to any selection will be equal.
That's somehow gayer than a CA parade.
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rusty_shackleford
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luv me radial menus
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which SWG private server is the designated HQ server?
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I played SWG Legends and enjoyed it, never played any other servers thoBertram_Tung wrote: β June 10th, 2025, 09:47which SWG private server is the designated HQ server?
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I changed my mind about Risen combat the last time I played. Melee eats ****. Perfectly timed blocks and parries can suck a fat one.
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Is melee better than ranged combat in any PB game? It's always more difficult for less rewardTweed wrote: β June 10th, 2025, 10:46I changed my mind about Risen combat the last time I played. Melee eats ****. Perfectly timed blocks and parries can suck a fat one.
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I didn't think it was all that bad in Gothic 1 or 2, harder than magic and bows to a point, but not like Risen. In Risen it gets to a point where you absolute perfect timing or else you die because things hit too hard and you have multiple foes. Those ******* moths will also chain strike and never ever stop so you have to drop your guard and get hit two or three times which can also kill you. I don't even think Risen 2's melee was as bad as that.rusty_shackleford wrote: β June 10th, 2025, 10:48Is melee better than ranged combat in any PB game? It's always more difficult for less rewardTweed wrote: β June 10th, 2025, 10:46I changed my mind about Risen combat the last time I played. Melee eats ****. Perfectly timed blocks and parries can suck a fat one.
It WOULD be the best combat if not for needing literal perfect timed strikes, parries, blocks, etc. Works great when it works, which is almost never. Stick to bows and magic.
I would prefer more offensive techniques that use defensive means as their entry point.
If someone swings, a defensive block of the arm can be used to position the body for your offensive attack. In more advanced approaches, evading the attack becomes a means to let your opponents momentum create openings for you while you attack.
Sword play is similar from what I have seen, using the opponents attack in a way to generate your offensive response (riposte for instance).
I do agree, most games don't put enough attention to these methods.
If someone swings, a defensive block of the arm can be used to position the body for your offensive attack. In more advanced approaches, evading the attack becomes a means to let your opponents momentum create openings for you while you attack.
Sword play is similar from what I have seen, using the opponents attack in a way to generate your offensive response (riposte for instance).
I do agree, most games don't put enough attention to these methods.
Last edited by Xenich on June 10th, 2025, 12:52, edited 1 time in total.
I thought ToEE's menu was cool when I first saw it, but I also believe it is a local maximum that will eventually be overcome by a better alternative.
The recently released Expedition 33 has a far more testosteronic way of telling boys from men - boys evade, men parry. Otherwise it's just a solid jRPG with very individual character builds, until you remove the limiter on max damage dealt per round and Maelle eclipses everyone else with her ********.
It's also a good way of telling whites from non-whites, since only non-whites don't like the gameMaximilian wrote: β June 10th, 2025, 13:00The recently released Expedition 33 has a far more testosteronic way of telling boys from men - boys evade, men parry. Otherwise it's just a solid jRPG with very individual character builds, until you remove the limiter on max damage dealt per round and Maelle eclipses everyone else with her ********.
asf wrote:weeb
I know people here lack imagination but Elden Ring can be easily done without parrying. In no way does the game require you to use it. Go dex build and roll like an armadillo, use shield aka block and good weapon ashes. DS3 is the same, maybe vs Pontiff you should do it but light attack builds, greatsword builds etc all can finish the game easily. Learning strafing and movement is wiser, parrying only matters in pvp. Aka learn to play the game based way and stop being a homosexual ****** because japanese goys told you to.
I played 300 hours of Elden Ring and never parried one timeRumbles wrote: β June 10th, 2025, 14:43I know people here lack imagination but Elden Ring can be easily done without parrying. In no way does the game require you to use it. Go dex build and roll like an armadillo, use shield aka block and good weapon ashes. DS3 is the same, maybe vs Pontiff you should do it but light attack builds, greatsword builds etc all can finish the game easily. Learning strafing and movement is wiser, parrying only matters in pvp. Aka learn to play the game based way and stop being a homosexual ****** because japanese goys told you to.
asf wrote:weeb
