How to make combat smoother
At the end of the day are GGG happy to say "we made a great game... but yeah it didn't feel as smooth as we'd hoped and we kinda realised it was too hard to correct so we decided to ignore the feedback and people's concerns and settle for a great game"
Or do they want to say "we made an outstanding game. We were aware that the mechanics of skills and customisation and itemisation was superb and we hit the nail on the head with the endgame and the leagues. There was a big problem with the feel and smoothness of combat and although we took the game into open beta with these problems still existing, we decided after that to really focus on getting this right for the actual release of the game. Now it feels as smooth as any other ARPG and we're immensely proud of what we achieved." Dont get me wrong GGG, it is amazing what you have already achieved with this game, but i think this is the most essential bit of feedback about the game that really does need taking notice of. To say its too hard, is kind of a admission of defeat. It doesnt need to be today or tomorrow. The community would just be happy to hear that you're working on it hard and that at some point you will iron out the clunky feel. |
|
Hey this is a reply to the Dev's case of 2 weapons, a 2-hand sword and a 1 hand claw (both 1 second attack speed) that have two different animation "point of impact" times ( 0.6 sec and 0.3 sec) and why he said there must be a freeze time at the end of each attack on most/all weapons. This problem seems to me to be about the dev's wanting weapons do to a certain amount of base damage.
How about, say the claw's point of impact (through an attack animation) is at 300ms (0.3s) on a 1.0 sec per attack claw, instead of having a freeze "recovery time" after the attack animation to finish the 1 second allocated attack speed, rather make the attack speed of the claw 0.3seconds? then 1/3rd the current damage on hit but make a modifier note on the weapon "skills used with this weapon are granted x2.8 the weapon damage"(or whatever number would make any particular weapon do a certain amount of damage with abilities). With this change then players can just move before the point of contact and then no damage is dealt meaning players have 100% control over their character. Also, the 2 hand weapon attack speed would be 600ms or 0.6 seconds and the weapon's weapon damage modifier could be adjusted appropriately. (with the point of impact being the same) meaning characters can move more freely. To even go further than this, GGG could just add a new value to every weapon called "Ability damage" , and when you use and ability with that particular weapon, it just takes it from the ability damage attribute of that weapon. With the issue of people accidently resetting their attack, just make it if someone clicks on the same target twice it just carries on with the same attack, or even if you start attacking a minion then all of a sudden click on another minion it redirects that attack to the new minion say if the attack swing is at 200ms of a 300ms swing (providing the target you changed the attack to is in range) it just carries on the last 100ms of the swing redirected at the new target. Last edited by mark408#5163 on Feb 26, 2013, 9:03:24 PM
|
|