What are your thoughts on i-frames in games?
What are your thoughts on i-frames in games?
Stylish as fuck and really satisfying to pull off
/thread
pretty dumb
That grass looks bad
great mechanic
>when your boss is so lame you have to throw in two random dogs to make it more of a threat
Who tf thought this shit was realistic and or difficult? It's not fucking realistic
A subtle but great addition to games that both makes dodging feel more consistent and adds a layer of depth to systems. An overabundance ruins this aspect though.
They are cool and can give great depth in games, like in fighting games, but on the topic of dark souls, i think the i frames on rolls have been too overdone and combat relies way too much on it, i guess this is more of a problem on the enemy design of the newer games, where most enemies and bosses are pretty much the same archetype of telegraphed atack > roll and punish, which became boring fter the third giant beast boss in a row in bloodborn
i-frames in what sense? Dodging, recovery/get ups, after damage i-Frames?
I think if used correctly they can greatly enhance a game on a mechanical basis even if they don't make sense a lot of the time.
I certainly know a lot of games have major flaws because they fail to use i-frames correctly.
This. I love it, it feels so good.
Nobody ever thought that
When did realism come into play?
Was it when the ten foot tall goat demon started swinging massive machetes in each hand?
Are you fucking stupid? It's high fantasy of course it isn't realistic
It's a lazy way to avoid have to make good movement systems and defensive mechanics.
what is an i-frame?
good if they aren't overpowered
dark souls 1 is fine
rolls in 3 seem almost too good but I guess they balance the game around it
Not having them produces more problems than it solves.
It looks weird at times, but it allows devs to make fun, VIDEOGAMEY combat with almost any kind of animation style they want and leave it to the player to predict primarily timings and not some contrived ass trajectory of a swing.
Generally an okay mechanic, Souls is a bit too generous with them though. I also don't care for the idea of dodging into an enemy or wall and still taking no damage, should be only active while actually travelling distance.
>boss
that's debatable
And suddenly it becomes a problem when your fantasy game has a floating castle right?
The dodge/roll attack-counterattack style of play is boring as fuck now. Waiting on a game that rewards ruthless aggression without face tanking.
Agreed.
You can say that again lol
Suits some games more than the other. Say, I don't remember DMC3 having that many iframes in styles other than trickster. You must physically dodge iframes. Same with Dragon's Dogma.
What game has that?
Which people have said that about that?
Do you have schizophrenia?
Why the fuck would you think a game with giant crystalized dragons and demons was realistic?
This shit is just berserk-lite
That type gameplay is for retards.
Its in between what should be good melee combat and d&d diceroll and stats combat.
I meant physically dodge attacks. Whoops.
I don't mind the idea but I would like additional animation techniques to better sell the illusion. Like if capra's swing would have clipped you and you're currently in i-frame mode, alter his swing so it appears to go over your roll instead. It really shouldn't be that hard with some additive animations but I haven't tested this idea so I dunno.
False equivalency. He's trying to say the geography in DS2 that makes no sense because of laziness is the same thing as having demons
it looks retarded and makes me feel like im playing pokemon. If you can ignore it its ok i'd still prefer actual dodges though where you dont phase through a 6 meter claymore like a ghost
t.650 hours in dark souls 1
>boss
that's debatable
Invincibility frames refer to when a character can't be affected by attacks. Like a dodge roll in Souls, or a Shoryuken in Street Fighter.
case in point
Not that Patrick the other thing
Allows game devs more freedom when it comes to designing enemy attacks. Usually an attack from an enemy would need a wind up that is longer than the player character's fastest evasive move to make it fair, but where's the fun in dodging obnoxiously telegraphed attacks? IFrames breaks that rule and allows devs to give enemies much faster attacks with a lot less wind up and even open doors to combos.
interesting on offensive actions
boring on defensive actions
He's talking about iron keep in DaS2. The problem however is not that the castle is just floating, it's submerged in floating sky lava, which makes no sense in any world unless specifically stated why it is so. Which it isn't so
They're a crutch.
We need to go back.
>basic bitch press b to not die
>satisfying
yikes
hopefully you're either a boomer or a girl or we're entering into double yikes territory
There should be some sort of directional variable where you can still get hit if you roll in the wrong direction or something, because it's way too easy to just dive headbutt an enemy in the chest over and over.
>We need to go back.
To what exactly?
i bought remastered after beating 3 3-4 times
im playing offline, hollowed with a mb+keyboard
i got instashreked by capra before i could even see it on my first try (got it on 2nd one though)
i am currently at a shitswamp ~10 hours in at around lvl30, still using shield+broadsword
i rather block than roll if i can (fuck fucking pits everywhere)
i'm having fun
how much of a faggot am i?
Depends on how its handled. Its rolling is OP in the souls games and makes armor and shields completely redundant, except DS2 because that game asks you to invest stats before you can become an untouchable god
Its alright in something like Ys Oath/Origin where you have to charge up a spell first and can't just spam it or use it short notice
This seems like a good idea
>automatically dodges
That's not i-frames, you weeb shit. You deserve it for buying a mediocre game.
>Being 2hander fag
Guys, I'm sorry if this is offtopic, but can you please my answer about PvP in Dark Souls 2? From my understanding, the matchmaking in PvP in DS2 is based on soul memory, aka the number of souls you ''collected''. I know about the ring called Agape Ring. Apparently, it gathers souls. (I mean, I played DS2, have all achievements, but didn't play PvP much; just co-op against bosses)
If I equip that ring, keep playing game and get better equipment/spells, will the game match me with people whose level is similar to mine?
Yes. Agape Ring is available from Straid at minimum 30k SM. He can easily be reached by defeating Dragonrider, Flexile Sentry, and the Ruin Sentinels skip.
The problem is those games are DESIGNED with I-frames in mind. If you removed I-Frames from Soulsborne they would be 10 times more difficult because there are plenty of boss attacks which are impossible to physically dodge without I-Frames.
If a game is designed without I-frames it will be just as easy because every attack has to actually be avoidable and bosses will not have any attack patterns in which the only way to survive them is to dodge at the right moments rather than just in the right direction.
Thank you, user!
I might start the game soon. Again.
At their best: a necessary mechanic to overcome the limitations of a combat engine
At their worst: babby mode
Necessary to make games harder on plebs that are capable of positing but have poor timing.
>lets make a hardcore rhythm game
>cool
>also lets add random PvP with utter shit netcode
>briliant
>Try to fight Champion Gundyr without invincibility frames
>Cannot get within five feet of him without a shield because all of his attacks will hit you if you aren't invincible
its ok if its not done too much
once you work out that you want to roll into/towards the enemy's swing to maximise the chance of iframes carrying you through their attack it becomes really dumb
it's looks dumb and it feels dumb
It is a conceit of making attacks look cool. You can either have enemies doing incredibly sick moves with large areas of effect and huge attack angles which you are capable of doing through using iframes or fast but predictable attacks that can't ever be impossible to avoid because you don't have iframes.
I-frames are great but darksouls sucks by limiting it with stamina. Most bosses come down to dodging a few of their attacks, getting one or two swings in on their recovery, then waiting for stamina to come back and repeat.
I think instead of limiting it to a resource it should be unlimited but the boss demands more use of it
Monster hunter somewhat does this. Elders throw you around like a shota in a priest meetup with the next-to-no iframe dodges and constant wide area attacks to start with, but when you learn where to stand and not get flattened, you just turn into a slicing blender of death.
they're an excuse, in action games at least, to not have well designed fights and movement mechanics, instead of having dodges that actually avoid the attacks coming at you, you just go through them instead which leads to DaS3 styles fights where enemies just have stupid long attack strings with weird delayed hits everywhere or fights with aoe attacks out the ass, stupid.
MHW was made with that in mind however. There are no unavoidable attacks and you have a massive amount of Iframes on the dive. You are also much more durable in MHW and only AT Elders are really a threat for killing you in one combo and its usually a super obvious and telegraphed attack.
Someone really needs to make a mod that completely removes the I-frames from DaS3 and Bloodborne and see how much harder the game becomes without using a shield. I get the feeling people would be tearing their hair out in frustration because a lot of bosses would be able to go several minutes at a time without having a single opening.