TheAphabet;n2329078 said:
That is misconstrued, my precise complaint is that the melee combat can do better in player engagement, in the same vein as survival games such as MHW, Dying Light and Shadow Warrior 2, all which feature a semblance of melee combos since melee is a primary alternative (i.e. not a side option) to ranged weapons.
Providing melee players with a variety of options in executing attacks or reactions (i.e. counters), each with its own outcomes and payoffs, is a more rewarding game play loop than mashing RMB/LMB while facing a direction (ala KF1) and hope everything just dies.
it's funny that you mention Dying Light and Shadow Warrior, as Melee Combat in those games takes a similar state that it does in Killing Floor. that you have a variety of direction based tools, that are all useful because directions are important in these games.
your description of Melee Combat in Killing Floor being a Macro on a single button... would have to describe your undesire to seek better options, not that the game isn't providing them. you're saying you want options to Min/Max, then simultaneously saying you don't care about Min/Maxing because if you just deal some Damage here and there, the Enemy eventually dies and so why do anything other than that if you can still Kill Enemies in any capacity.
so if i take what you're saying as a whole, you dislike Melee Combat because you have a variety of tools, and instead want to be forced to attack in a particular way or be unable to Kill anything. you could even describe such a situation as a pseudo QTE.
i.... don't like Melee Combat that tries to write a check it can't cash like that. i want a toolbox and for it to be left up to me, the Player, to do the playing and decision making.
now, there are a few example attacks you give that are toolbox-like enough to not remove current options and replacing them with pretend Cutscenes.
such as the attack while in the air(as long as that wouldn't interfere with attacking while jumping as we can currently do).
some others already exist though, such as your 'charge attack'. you already do that. you perform your attack at high speed, and that's already quite tactically useful (for Heavy Attacks, mainly).
while some others are the exact things i despise about Melee Combat in most games. ala repeated attacks change the attack which means there will be situations that in order to attack correctly you need to stop attacking entirely for half a second (or more, god forbid) to wait for the timer to expire so you can do the right attack. except that time you were forced to do nothing is..... a really bad thing.
instead, i counter as an ideal example of Melee Combat looking to another game, as
Mordhau.
which if you do look into, it has """combos""" but, what that means in Mordhau is just that if you use tools (any) repeatedly, that your actions blend together without having to stop before staring the next. it does not change what your tools do, just blends them together. so if you perform 3 different actions back to back, it's not different than if you used each one and stopped between. it's just blended.
this is such a crucial difference. tools should be consistent.