A solution instead. Friendly Fire is mistake for CO OP

Players attack animations have very wide hit cleavage hit box. Some attacks have 180 degree radius hit boxes that will certainly hit you allies.

In Monster Hunter when you hit your friends, you itnerrupt their attack animations and flinch them, some attacks can “Send you teammate flying” for Flying Attack, other attacks can “Knockback” or “knock on but” * or “flinch” canceling their attack animation and stopping for some time i nplace.
Its fair and adds depth to the combat. Players button mashing ignoring distanceing as part of core combat will only interupt each other and do less DPS than they would in hitting the enemy solo.

*”” Is a Character state .

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Maybe it’s a mistake, guess we find out soon :grin:
Coop looks dope though, and the fact that you simply get a dedicated server, so you and your friends don’t have to make sure the host is online, is crazy.

I really hope it blows up, but I think they need other multiplayer features for that, like PvP match making or 2v2 match making or other activities that involves other players than the ones on your own realm.

And a possibility to have more than 4 players in a realm. Or maybe have a dedicated “market place” realm where you can go and trade loot with complete random strangers, stuff like that

Video example. I will add more:

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Friendly interuption “Knock on but” character state

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We don’t like friendly fire in co-op. Please just give us the option to toggle off friendly fire in realm settings

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The solutions look interesting, stun your team mate so the boss / enemy can finish them off. might be fun

Personally, i like the friendly fire on. I want to work with my team mates to take something down, not free for all. makes it more surgical and your teams a tighter fit for playstyles and outcomes.

how about….

easy level, no friendly fire

normal level , some friendly fire

difficult level, “ where do you live, we need to have a talk!” friendly fire :slight_smile:

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I think friendly fire knockback is great.

Friendly fire damage might be ok if it’s chip damage, but even then, I think I’d prefer it to be zero.

The knockback is hilarious though

A common solution in FPS games is just to tie friendly fire to the difficulty.

Maybe add more realm difficultly options or make the difficulties customizable?

Like I could see easy difficulty having no friendly fire, normal difficultly doing knock backs and maybe a little bit of damage, and then hard doing full damage (or some variations thereof).

I agree that mandatory friendly fire is a mistake, especially with the massive hit boxes of a lot of the moves.

Even 2-player is almost untenable. We basically need to rotate between 1 person attacking and the other waiting / recovering stamina. It breaks the momentum, especially against enemies / bosses that have short attack windows.

I like the idea of giving the option to either turn it off, or make friendly fire a short stun or knock back.

As it stands, having 2 melee characters playing together doesn’t feel viable.

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agree 2 or melee characters fighting together is a friendly fire free for all.

but here is the thing, isnt that the motivation to adopt a different playstyle ?

think about it this way, if you have 2 or more melee characters with no friendly fire enabled, what does the game play look like ? is it engaging? is it making you think your approach os is it run in and smash buttons - D4 style??

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Having a toggle is a reasonable adjustment. So is altering the damage percentage of FF, or changing it to a knockback or something of the sort.

I’m not opposed to FF completely, but the gameplay of NRFTW doesn’t seem built for it. The weapon hit boxes are massive, especially for 2h weapons and AOE spells. It is only viable with 1h single target attacks, or specific build combos such as 1 ranged, 1 melee.

I don’t think the removal (or toggle) of FF would turn NRFTW into a smash buttons game. It’s still souls-like, with punishing enemies, stamina management, etc. None of that changes. All it would do would open up a wider variety of build options while playing multiplayer.

But what difference is it if 2-3 melee players is punished but 2-3 ranged is not?

People should be able to play what they enjoy. Don’t force a trinity or role system in a game that is not designed to need it.

I think at worst it should only be rune attacks that have friendly fire, not regular attacks.

But people are asking for a toggle, and that would be fine too. I understand that designers are rightly afraid that with coop and more players, they have to tune the difficulty somehow, and instead of making massive health sponge and spike damage enemies, friendly fire and higher spawns are another tuning knob.

I have been playing for awhile, never played a sould game so I learnt here to not rush in, not to make the first move or to spam buttons to win the fight. Nrftw showed me to counter attack, learn the patterns and to think about my next move …that was solo

Mp, same thing. Doesn’t matter how many x play styles you havez you are going to have to plan it out. Is someone good st parrying, they go first. If not, move around the map and reign destruction from a afar with bows.

Will the devs add this toggle, who knows.

No game can cater for everyone. It will fail because at best it is generic and took no stands. If this toggle is a must for you, perhaps nrftw isn’t your game, it isn’t your play style and tat is ok

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2 scythes players, even with mics and good coordination, will be a freaking mess, limiting players like that its truly not fun at all. a toggle friendly fire for the lulz, might be cool, but always friendly fire its dumb it’s this game, MH mechachic it’s actually the best solution.

The game need FF as a way to force people to organize, use tactics, learn how to cooperate.

It will not go away. It will stay. And that is fine, because the game is great this way.

If you can’t play the game because there is this evil FF, well, it is a skill issue. Mostly. But not of a single person, but of the group as a whole. You just fail to play cooperatively and everyone wants to be rambo, headbashing the keyboard.

We played with a group of 1 archer, 1 mage and 2 melee. We barely felt the FF. Ofc hits happens, but it is very negligible, and we played straight from start on the max difficulty.

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Agree, the hit radius cover around 180° degree. Meaning, 1 in front and 1 on the back can attack at once in best case scenario.