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Post by johndramey on Oct 23, 2013 7:22:31 GMT -5
Another small idea... Under the current system, we pretty much only see when we hit. Would it be a big hassle to have other prompts pop up during combat? Things like "Parry," "Miss," "Critical," etc? As a total aside, I really love how the gore of combat stays around after finishing a battle. Makes those areas that have pitched battles really memorable
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Post by fallen on Oct 23, 2013 9:25:40 GMT -5
johndramey - we will definitely be adding a display so that you know if you got a critical. We can play around with Miss / Parry, but you get that visual indicator by a lack of a damage / particle effect and its pretty clear I believe. We also could add another set of animations for Miss vs. Hit, but that would eat some hours.
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Post by johndramey on Oct 23, 2013 16:18:11 GMT -5
True about the lack of indicator being an indicator of a miss, but I find it to be a little jarring when nothing pops up. Of course, that could really just be me and I am willing to chalk that one up to personal preference. Good to hear that critical indicators wi make it in later, though
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Post by fallen on Oct 23, 2013 16:21:01 GMT -5
johndramey - one thing we have been working on for the visual design of the game is to keep the "tactical indicators" off the map. We don't want to turn this into a map with a ton of highlighted squares and floating things, and HP bars and all that stuff everywhere. So, we've currently stopped it at printing damage. Really, that sounds more like TA2 to me, cause your Leviathan combat suit would be piping that info through your visual feed
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Post by johndramey on Oct 23, 2013 16:24:15 GMT -5
Makes total sense when you put it that way! Definitely more in keeping with the fantasy setting.
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Post by slayernz on Oct 23, 2013 16:27:07 GMT -5
Definitely +1 to Miss/Parry. They are two different types of outcomes, and it would be good to know if you were successful but blocked rather than just plain incompetent with your striking ability
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Post by evmaker on Oct 23, 2013 16:43:06 GMT -5
Definitely +1 to Miss/Parry. They are two different types of outcomes, and it would be good to know if you were successful but blocked rather than just plain incompetent with your striking ability I'd agree with this too, a quick bit of text up for a brief time letting you know, if you swing a sword at someone you would know whether you just straight missed or were parried etc.. And the little bit of text for a brief time before it goes away I'd think would be alot easier to do (although not as immersive) then actual 'missed' or 'parried' sounds. It's not really necessary per se, just would be nice.
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Post by slayernz on Oct 23, 2013 16:44:15 GMT -5
I also play the game with volume off (sorry, I know it's got cool sound, but the passengers on da bus won't appreciate it as much as I do)
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Post by hosh on Oct 23, 2013 21:12:45 GMT -5
Another small idea... Under the current system, we pretty much only see when we hit. Would it be a big hassle to have other prompts pop up during combat? Things like "Parry," "Miss," "Critical," etc? As a total aside, I really love how the gore of combat stays around after finishing a battle. Makes those areas that have pitched battles really memorable I like the idea of those combat prompts. There's an old DOS tactical RPG called Nakhlah. Both PCs and NPCs will drop unconscious when HP gets below a certain point, but have not hit 0, or you were bleeding out too much. The body forms a barrier that is impassable, but you can shoot over it. And when you want to get out, you finish the job and the unconscious body becomes a splatter of gore. So it became useful just to stack up bodies until you don't need it anymore. (And obviously, there were spells that can wake up someone that is unconscious, so it made for an interesting dynamic). (You could also do things like summon rocks, trees, and webs to control terrain).
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Post by hosh on Oct 23, 2013 21:15:03 GMT -5
It's not really necessary per se, just would be nice. I think it is actually necessary. Some buffs affect dodge and some affect parry, so you want to know what to use, particularly if you are not given the precise number for the buff.
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