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Post by slayernz on Oct 25, 2013 21:05:16 GMT -5
After lots of wandering around the dungeons, I've decided that I have no choice but to collapse the party down into a single character icon when I am exploring. Why? Because I find it quite frustrating having to move each character one by one when it's not in a combat situation. It would be like playing Diablo III in single-player, and having to move the Thief then your character, then the Thief again, etc. With a party, you expect to have one character lead (the currently highlighted character), and the other characters follow. Maybe you get the option to have the party "halt", but it's a toggle.
Don't get me wrong - the game is looking pretty amazing, and there is so much to be positive about, but if playing a single player icon results in using the lowest stealth skill level, then you need a usable alternative. Scouting is great, but then if you have to move each character in order to reform the party, it is much more frustrating.
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Post by fallen on Oct 25, 2013 21:36:38 GMT -5
slayernz - thanks for the feedback, we are chatting more about this one.
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Post by slayernz on Oct 25, 2013 21:40:14 GMT -5
fallen I do want to stress that this is one of the few gripes I have with the UI/UX ... for an alpha, it's incredibly polished, stable, and gorgeous! I am constantly in awe of the growth in your artistry and coding ability
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Post by johndramey on Oct 25, 2013 22:53:58 GMT -5
Yeah, I can agree with slayernz's opinion here. I've started using my thief as a scouter, but just walking him forward a bit when I'm really sure that something is out there. I usually can't be bothered to keep up a constant scouting screen. What would be nice is if we could have the "group" mechanic work with a split party, although I'm not sure how to implement that. If we could, for instance, have an A group and a B group that we could toggle between, it would make things much smoother. For instance, set up A group to be everyone, for ease of moving around in safe areas. Set up B group to be your three non-scouty members and leave out the scout. That way, you just toggle between A and B depending on the situation. Obviously, this might not be possible. Like slayernz, I have to say this is the one thing that is a little wonky at the moment, but it's not a huge deal. As it is I can keep my thief out for those situations where I'm pretty sure there are dudes up ahead and want to try to get the drop on them.
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Post by hosh on Oct 25, 2013 23:01:41 GMT -5
I guess I am the only control freak here. :-D
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Post by fallen on Oct 25, 2013 23:06:43 GMT -5
I guess I am the only control freak here. :-D Lol, no ... Cory and I play your way too
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Post by slayernz on Oct 26, 2013 0:55:58 GMT -5
The individual movement works really well in combat situations where you want to micro-manage your team, but if you are out of combat, and you have to get across a 300 square map, it would take a LOT of individual moves, and doing that x4 would be a killer.
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Post by beuns on Oct 26, 2013 1:07:42 GMT -5
The individual movement works really well in combat situations where you want to micro-manage your team, but if you are out of combat, and you have to get across a 300 square map, it would take a LOT of individual moves, and doing that x4 would be a killer. I agree with that. I'm also using the group button a lot and the fact that every monster can (and is ) surprise you is painfull but moving the individuals around is painfull too.
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Post by fallen on Oct 26, 2013 1:14:26 GMT -5
The individual movement works really well in combat situations where you want to micro-manage your team, but if you are out of combat, and you have to get across a 300 square map, it would take a LOT of individual moves, and doing that x4 would be a killer. Completely agreed.
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Post by Cory Trese on Oct 26, 2013 1:16:52 GMT -5
Great discussion.
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Post by John Robinson on Oct 26, 2013 2:15:10 GMT -5
I like the idea of the active character being able to call a halt. Still want the option to disperse the group during a halt. Then release the halt to form up behind the active character. During free movement my Wizard doesn't want to be standing to close to the front in an ambush. I have not played Templar Assault very much. Being able to preposition troops on either side of a doorway when you know it's going to hit the fan, gives you an escape route, or a chance to setup your own ambush.
I'm wondering if the final game will have swarms of monsters coming at you from unexplored side hallways, or behind you from areas you cleared already. I'm going pretty slow in the Alpha, and it hasn't happened to me yet.
At heart I'm with the micro management crowd, one careful step at a time. After thought, seems to me like group movement would turn traps into land mines. Everybody has a one in 4 chance of taking the hit.
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Post by Cory Trese on Oct 26, 2013 2:16:41 GMT -5
I believe that we have the solution, it shall be included in the next Alpha update.
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Post by slayernz on Oct 26, 2013 6:35:54 GMT -5
Awesome - can't wait till the next update ... will we be able to continue our characters through the next phase of Alpha, or do we start from scratch again?
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Post by nails on Oct 26, 2013 8:10:10 GMT -5
would this solution involve setting a way point?
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Post by fallen on Oct 26, 2013 9:56:31 GMT -5
Awesome - can't wait till the next update ... will we be able to continue our characters through the next phase of Alpha, or do we start from scratch again? No, due to database changes, all groups will have to start over again ... sorry!
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