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Roxanne

Vintarian
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  1. So pretty good reply. let me address it. I feel like there not being many combat players is somewhat related to combat not being fun. I feel like you would see an influx of combat players if there was engaging combat. Now i will admit in servers being a combat player is pretty profitable which is what made me stay as a combat player in combination with helping people who just can't handle combat but i want it to be more enjoyable and late game more profitable so i can do that as the only thing and buy items from traders instead of producing anything. Again as stated i don't want it to be gatekeepy the stuff you get from bosses will be goods mostly if not only to serve you in combat and maybe decorations other then that this game ideally would let players not engage with its combat mechanics at all if they didn't want to. Early game i usually have to fight a few nightmares before i ever see iron. and that is with primal weapons.
  2. [Pre-header] Alright so ive been playing as blackguard player single player and in servers for a wile now i have a lot of hours fighting nightmare drifters hunting for rifts to spawn more nightmares and going deep underground not to mine but to fight drifters and a lot of grievances to air with the gams combat system so potent in my recent playthrough i took an oath of pacifism and to never hit anything. i can suggest on how to make it not so bad so please hear me out. [Issues with combat] In this section ill write down what stopped me from combat all together and name the most major and frustrating problems i have encountered. . Combat Latency: This is the highest order of sin, both in single player and multiplayer i have experienced Drifter nightmares teleport behind me and be like Nothing personal kiddo after i was multiple blocks away from them, i have experienced Nightmare blades hitting from 3 blocks away after i had clearly dogged them. And i have experienced multiple of rocks flying at me instantly through the air rocks ive never seen thrown. I have seen thrown rocks and shot arrows that hit the target but instead bounce off with the hit never connecting, and it was not a graze issues it was center of mass or head. Animals can be really easy to fight when latency is generous and impossible when its bad Bears and wolfs become practically undogable. . Hitbox tracking: Hit boxes seem a bit inconsistent, wile the weapons feel like they have the appropriate reach a lot of the time i feel like hits connect both from the enemy and me that shouldn't have connected. I have in multiple instances dogged a nightmares blade wile standing a block away and in multiple instances been hit 2-3 blocks away from a nightmare. I have also noticed that some times when i hit above the drifters head or under their legs or pass through them and hit a little bit after i still get the hit.` The is a bell type locust that is virtually impossible to hit we have been fighting it with a friend among drifters and we were taking turns trying to hit its head with 10 hits wile the other person fought the drifters off 1-2 out of 10 hits connected wile we were right next it beating it down. As mentioned previously throwing rocks and arrows can just gel off of mobs even if they hit center of mass doing no damage. . Rock Throwing Drifters: So i don't know who's bright idea this was but i hope your pet wolf dies and your pie burns. ill put it simply EVERY DRIFTER THROWS ROCKS. The is really bad when fighting 20 of them perfectly aimed rocks falling from all directions and being practically undoggable not fun, no one likes this change, the animation is too short and they keep throwing them. In bad latency is equivalent to torture. If you want to do this JUST MAKE A RANGED TYPE DRIFTER for the love of god and oh god stop it from having knockback. Suggestions for this will be mentioned on the next section. . No body collision: So if latency decides to be nice you can practically run through drifters unpunished making you never have to hold your ground or have to make a stand anywhere, in fact when latency is good this is the most effective way to combat, i have managed to fight a heavy storm with a stone knife this way just running around or through them delivering hits. Even in late game this is the only potent way for combat ive tried shields but they are useless when i can indefinitely move and doge. Suggestions for this will be mentioned on the next section. . Infinite Stamina: This in combination with the previous issue encourages only one type of combat run forward hit run back or side ways and repeat. this is by far the most efficient way to fight and wile it can be fun some times it really limits combat to this one tactic and it gets old and boring fast combat feels more like a grind for gears to me then an engaging experience of immersion or story telling. Suggestions for this will be mentioned on the next section. . Boring Combat: So ill prefix this by giving the game some credit for being kind of better then Minecraft on this by giving us spears and letting us throw them but generally the weapons never feel unique they don't give you any special abilities they only preform 1 move two for the ones that can be thrown. Suggestions for this will be mentioned on the next section. . Lack of enemy variety: If you have fought a drifter you have fought them all the differences can be slightly longer hitboxes and more damage thematically it doesn't make sense with the lore and in gameplay it makes them very boring. Suggestions for this will be mentioned on the next section. . Early game gatekeep: So to get copper iron and generally progress you need to go mining and fight drifters there is almost no way around it, wile i agree risk and reward should go together it gatekeeps many players from accessing things they truly want like pottery or homesteading with out making them have to experience combat first and well combat has many issues for the reasons mentioned above. Suggestions for this will be mentioned on the next section. [Suggestions] . Slower combat: So latency issues are hard to deal with and making good hitboxes can be actually hell so let me give you an alternative. Separate enemy hits to generic and special attacks. Generic hits are the hits every drifter can do they are fast as the hits are now but deal 1/6th of the damage they do now. in gameplay they are mostly used so you don't encroach on them too hard unpunished. Drifter specific attack's those will be slower and more telegraphed and animated attacks depending on the type of drifter (As mentioned on drifter variants bellow) a drifter can have up 2 three of those. . Body Collison: You can no longer pass through drifters like they are ethereal you now collide with their bodies and have to push them by sprinting on them wile taking damage. Sprinting at drifters or other players also delivers damage to them depending on what armor your are wearing and generates knockback based on speed and armor. . Advanced combat control and abilities: Now you can choose the type of swing you do with your weapon by swinging your mouse and camera left right up and down to control the direction of your swing and animation, you can press the mouse wheel to stab which has the best reach. and you can kick F. All weapons will have a special ability activated with R which is a big slow animated move with high damage. . Advanced Weapons and Armors: Now you can find advanced weapons and armors are really rare and or really hard to craft advanced weapons give you different R move special abilities and maybe effects like setting up enemies on fire Advanced armor gives you various passive abilities things like double jump, slow fall, special fire resistance, Faster Healing, Etc. . Enemy variety: So drifters are a fungal species of a hivemind colony. Hiveminds tend to have specialized members used as parts i think that concept has a lot of potential, some drifters can be ranged (Instead of making them all throw rocks) Some can spit acid limiting the environment you can walk on, some can be more physically hardy, some can move fast, some can have longer reach, some can set you on fire. all drifters have a generic attack and at least one special attack based on their type. Be creative and i don't think you can go wrong it will do a massive service to the lore and gameplay. . Enemy bosses: So those are limited to temporal storms or hugging rifts or interacting with rifts in special ways. think of like uncle two heads. The bosses look much more distinct being bigger size and or built from their normal counterparts. they only have slow telegraphed animated moves and have a big health pool as do a lot of damage. Killing them gives you a lot of gears and or TG as well as special trophies you can use to make special armors and weapons shown above. . Stamina: Players can no longer run endlessly and can't spam special abilities or keep fighting for hours Running takes stamina, Using special abilities takes a lot of stamina and attacks take slightly slivers of stamina. Stamina also goes for mobs. When out of stamina you can't run your attacks are slower and can't preform special abilities. Recover stamina by moving slow, even faster by staying idle, and fastest by sitting down for a bit. . No Gatekeep: This game has a lot better things to offer then combat especially at its current state and i don't think all players should be forced to engage with it, it would be nice if there were less efficient but not extremely hard ways to obtain mineral resources with out having to deal with drifters. wile providing much harder ways to make it big for players that are willing to engage in combat. . Only specific Ranged drifters throw rocks : Nothing more to add here. [Summary] I have written this long post out of love for the game as someone who likes to play combat but has many problems with it. I have offered my contention with combat system now as well as my suggestions on how to make it better, I understand this is no easy fix and we are talking at least 6 months of work if not more but i feel like its a big part of the game that stays overlooked. I feel like it either needs to get the love it needs or be pushed aside and made optional if not removed cause this is a very good game but it forces players to engage with its most unworked aspect. Thank you for your time and reading this. If you are a developer i want to thank you for making this game and the work you put in so far, unless you are the one that gave drifters stones.
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