The way I see it, every life is a pile of good things and bad things. The good things don’t always soften the bad things, but vice versa, the bad things don’t always spoil the good things and make them unimportant.
Devolver went into the twitch stream of a small streamer who felt asleep and gave away keys to absolver and theyleft before he woke up being bamboozled that his view count skyrocketed.
Devolver is shaping up to be my fav game publisher.
Fuckin funny how they post updated screenshots of the guy sleeping xD
Keygiveaway level troll.
Didnt have any interest in absolver till now. Now im curious xD
The way I see it, every life is a pile of good things and bad things. The good things don’t always soften the bad things, but vice versa, the bad things don’t always spoil the good things and make them unimportant.
This has definitely piqued my interest. It all revolves around the combat being any good. I notice from the steam page videos you get to pick/choose combat moves. What I cannot yet tell, is how blocking and countering is handled.
There is active blocking and countering; the latter is a bit difficult to master, but that's not a bad thing at all.
And yes, you actively learn new moves as you fight enemies who use them, and you can put together your own combos for all 4 stances. It's a bit complex, but really fun.
It looks like the game has very little content story &quests-wise ...So if you are looking just for some pvp activity in a pretty small open-world then it's prolly for you.. otherwise don't bother..
Played a bit, defeated 2 marked ones I think (not counting the tutorial one). Coop-ing is quite fun, only met one player who attacked on sight. The best is that even while teamed up there's still friendly damage, so positioning and knowing your own attack patterns and which one of them deals sweeping damage is key if you don't want to piss off your teammates.
Still getting used to the map which seems quite large, and very easy to get lost in (at least for now).
Oh, and learning moves from enemies, and making sure you use your school's blocking style to maximise XP gain is quite fun indeed. I'm very happy with my choice of the dodging one (middle difficulty I think).
Controls seem fine on m&kb, only the short-range dodging is what gives me problems (need to flick the mouse while locked on to do a little jump, duck or side-step), but I can still use the space-dodge, which still gives the XP I need. Everything else seem quite comfortable, no need for derptrollers to succeed here.
Building combos is ok so far, I know too few moves to make a real assessment.
The game runs fine on my 1070, the only real problem is that there's big black bars on the sides of the screen while running it ultrawide. What's baffling is that cutscenes show up ultrawide, while actual gameplay is 16:9 only, with hud elements still moved to the edge of the screen, partially in the black areas (thankfully they are on top, so I can still see them).
Tried it, it's more like a ganking simulator, as least in the start. Got owned a couple of time, died falling in the water while fighting a couple of time, dunno if i'll play again.
This game has some potential, if not for the horrendous control and camera.
Trying to time a parry is hard enough, without the camera doing all kinds of crazy shit to avoid walls. I REALLY wanted to like this game, but I can't, as I don't like the multiple-on-you enemy attacks. I find it frustratingly difficult to block and escape being pummelled in a corner. Don't get me wrong, I love a good challenge, but unlike say, Batman, you don't have any recourse at all when it comes to literally taking a beating if you get stuck in the scenery.
The few marked one fights I have tried were, on the whole, quite satisfying. One female, in a warehouse who blocked, feinted and dodged easily as well as I can, was a great fight once I was up to her level. And therein, i believe, lies the main problem with the game. It's just grind grind grind, with no deviation from the mechanic whatsoever.
This game, in my head, would have worked MUCH better had it have the fighting done side on. I believe this would allow more skill and less camera fighting - see IK+ for reference.
Animations are reasonably well done though, and I very much appreciate the almost lack of 'special moves' - I like pure combat without fireballs.
Playing Valheim every weekday at 10pm GMT - twitch.tv/kaltern
Follow me on Twitter if you feel like it... @kaltern
Its wrong to think of this game as an MMO or SP game imo, its a pure combat game like Tekken with some openworld bullshit on the side that is by no means the main part of the game, which is beating the crap of other people on the arena
Its wrong to think of this game as an MMO or SP game imo, its a pure combat game like Tekken with some openworld bullshit on the side that is by no means the main part of the game, which is beating the crap of other people on the arena
You have a point - but the only way to progress in this game IS to literally grind grind grind. You can't gain stats and equipment any other way, and fights become difficult very quickly - I don't mind difficult, but virtually impossible until you gain combat experience to learn new moves and to improve your various attributes... without any other way of diong so is a little draining after a while.
Playing Valheim every weekday at 10pm GMT - twitch.tv/kaltern
Follow me on Twitter if you feel like it... @kaltern
We promised you more details on how production is going when we announced the 1.16 patch. It took a little more time than expected, but here is some info on the upcoming content for Absolver. We hope you like it, and please let us know if you have any questions!
All the best,
Sloclap team
Production Update PvE
First of all, most of the team here is busy working on the new coop PvE content. PvE has been one of the most popular request since launch, and we certainly intend to deliver some cool content in which players will be able to fight new enemies with improved AI, explore new environments, and even discover some of the Guides’ best-hidden secrets. This new PvE game mode will be playable in solo and co-op, and has been designed to provide great replay value to players. We will be sharing all the details of this PvE expansion in July, so stay tuned!
Schools
As we stated when rolling the 1.16 update, the School System is scheduled for an in-depth rework. The designs are mostly finalized and we have started work to adapt the network architecture to the new design before we can move on to the most exciting part of the Schools update: the School Challenges! These will be launched at the same time as the PvE expansion; we’ll give more information on the new School features in a future post.
Combat
On the purely gameplay side, we have made great progress on the next Combat Style. Most of the animations of the style are now done, along with plenty of new attacks. We are currently testing the special abilities of the style and the balance of the attacks; careful iteration is needed to add another combat style without unbalancing all the game!
We have also implemented new Powers which are also being tested currently to make sure they bring interesting tactical opportunities to the game without being overpowered (note that the existing powers are being rebalanced too). You can expect the new style, attacks, and powers to be released later this year at the same time as the PvE expansion.
On a more technical side, we have done a lot of debugging and made improvements to the core combat; some issues on lag have been fixed, as well as input tracking and other improvements (see below).
Technical: online architecture, engine upgrade…
These past few months, we have also spent a lot of time improving our online architecture, from gameplay replication to matchmaking, in order to improve stability and performance and fix various remaining issues. The upcoming 1.18 patch will deliver some of these tentative changes on our online architecture and we’ll be monitoring the playerbase feedback in the coming weeks to make sure the fixes work as expected and to identify other remaining issues. You can expect the 1.18 patch in a couple of days.
Besides this, the programming team is constantly on the look-out for crashes to fix and possible performance improvements. For instance, we have invested time in updating Unreal Engine to the 4.18 version. Since we use a custom version of the engine, updating versions takes some time, as we need to make sure all our existing systems are compatible, especially the ones that required some core changes to the code. Switching to UE 4.18 will bring a number of improvements and optimizations, needed both for the PvE game mode and for the upcoming Xbox One version.
All this is “behind the scenes” work, so although it’s not directly visible, we hope these efforts will make the overall Absolver experience as fluid and polished as possible.
Absolver Downfall Content Update JULY 17, 2018
Hi everyone!
We promised that we’d give news in July on the upcoming expansion, so here are more details on what you can expect when we release the free Absolver Downfall expansion in September 2018, along with other news from the studio. We’re currently putting the final touches to the expansion, and are super excited to share this content with all Absolver players very soon!
All the best,
Sloclap Team
Absolver Downfall Expansion Content Downfall Game Mode
From the Fold, an Etheran called Iktar contacts Absolvers: his sibling Arcell is spreading Gleam deep down in the Adalian mines, and gaining power over Lost Prospects. The barrier to the Fold could be shattered, imploding the physical realities into abstractions and concepts. A path to the Fold and to Arcell can be found, beyond the Underground Temples – the truth will appear there, in a place where the fabric of reality is being torn apart…
Gameplay
Battle deep in the mines of Adal as a solo warrior or in online cooperative play, collecting Gleam from infected Prospects and transforming it as a reward for your deeds. The more Gleam you capture, the more powerful you become in your struggle to defeat the Corrupted, and even Arcell himself. Each run through the Mines and Temples is a unique path through a variety of challenges and situations, facing upgraded enemies, and three epic boss fights.
Faejin Combat Style
Inspired by Bruce Lee’s Jeet Kun Do, the Faejin Combat Style blends defense and offense with percussive strikes and fluid power. The new approach is a complex style for experienced Absolvers, featuring different defensive abilities that depend on both input and stances. Faejin will feature 26 attacks for bare hands and wargloves, alongside 15 sword attacks.
School Challenges
In the Downfall expansion, we’re introducing a new way for players and Schools to compete with each other: School Challenges. Absolvers who have reached the Disciple rank in a school (or who are Mentors of their own) can participate in School challenges, by using their school’s decks and powers in 1v1 Combat Trials. All wins representing one’s school count in the School challenges, with individual and collective performances of the schools bringing fresh rewards every three weeks, at the end of the season.
New equipment
Alongside the new Game Mode, Combat Style, and School Challenges, new equipment will be featured in the Downfall expansion, with six brand new full sets (51 total pieces of equipment), plus two prestige variants of existing sets to be found in the Essence Shop. New masks will also be found in the Mines of Adal, as well as new wargloves and swords. Finally, original emotes will also be found in the Essence shop: 6 new emotes and 3 new PvP intros.
I really wanted to like this game, but for some reason I couldn't work with the combat system.. something just felt 'off' with it, but don't know why. It might just be I didn't understand it.
Playing Valheim every weekday at 10pm GMT - twitch.tv/kaltern
Follow me on Twitter if you feel like it... @kaltern
Having a bad deck can be crippling and can throw off the whole feel of the game. But if you put one together that flows nicely, it's sublime.
Too bad you need to grind for hours, having to use moves that don't really work well together in order to acquire moves that do. Even then the system is too dense and obscure to make heads or tails of it. It's totally understandable why player count is down the toilet these days, and what little palyerbase is left, are all super-meta-kung-fu-masters that run around ganking anyone trying to learn the game.
No wonder the devs gave up on making new content.
TBH, if they would take everything they learned to heart, build on the game's strengths and fix its flaws, Absolver 2 would be an amazing game.
Frankly, I don't think they know shit about fighting games. How else did they fuck it up so badly on the fundamental level? Clearly they designed the mechanics from the ground up with a customizable moveset in mind, but failed to understand why fighting games are the way they are.
They might not have wanted to make a fighting game in the first place, but if they wanted a PvP centric game, with this kind of combat, you're making a fighting game. This isn't Dark Souls, you can't have crappy PvP combat but still thrive because the rest of the game is great and you have a large enough community.
If they want to make a sequel and keep it PvP again, scrap the entire combat and start fresh. Get rid of string-based offence, get rid of gold chains, speed up walking, get rid of stamina, get rid of directional stances, add a throw game, and add directional and command moves.
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