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PrismaticaDev

Vintarian
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Wolf Bait

Wolf Bait (1/9)

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  1. Any amount of "but my realism" gets thrown out the window when you consider you can have 50 flaming torches stored inside a fabric sack whilst walking along the bottom of the ocean. Alternatively, when you consider that the items TELEPORT from your hot-bar into your hand, they would create a small vacuum which would prevent the water from saturating and extinguishing the torch for approximately 250ms. So for maximum realism, there should definitely be a small grace period so you can scroll OVER the torches. I would also recommend that the torch doesn't emit light at all when underwater, or add a small delay to the light emission to prevent cheesing (scrolling over the torch repeatedly to flash light underwater in the early game) Either way, it's a no-brainer.
  2. I think everyone can agree that the combat doesn't feel "fun". People avoid it entirely because they don't enjoy it, and the people who do engage seem to unanimously agree it could do with an overhaul. Also, combat is pretty much enforced within/hunting/spelunking/story content. Having more options/complexity/more readable AI doesn't necessarily make combat more OR less difficult, but simply more interesting and fun.
  3. I think the combat is quite clunky, and could use a vanilla overhaul. Some people in the thread have argued that "it isn't a combat-focused game" but I think adding more complexity by giving the player more actions will actually make the combat feel more rewarding, and also easier over time for ALL players. Currently, wolves/bears just sprint directly at you with an infinitely tight turn radius. The best strategy is to sprint backwards, hit them when they get close and rely on the knockback to slow them down momentarily while you continue sprinting. It's boring, and if you haven't developed that strategy yet, you just get torn to shreds immediately. There's currently no telegraphing, and no penalty for sprinting backwards/sideways. In contrast, it would be more new-player-friendly to have wolves approach you, stand their ground and growl, or encircle you, and then periodically play a short "preparation" animation before jumping at you. The attack shouldn't hard-lock-on like it currently does. This would be a great opportunity to have a side-step mechanic, or a block that is stronger/staggers when you time it right (eg. Valheim) Players NEED ways to respond in combat, and they NEED to have some telegraphing before AND during encounters. The audio/visual cue for Bowtorns is a great step in the right direction and should be applied to other combat encounters.
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