Post by JustVine on 2022-06-30 20:37:51
Wow. You went far beyond what I thought you wanted a year ago when you decided on split body. I wasn't expecting you to go closer to moba combat, which I love. This is a good direction.
[*]What aspects of basic melee weapon attacks are important to you?
Meaningful decisions that effect combat rhythm.
If basic attacks have no risk then they are mandatory and feel meaningless. If decisions in attacks and directionality matter the rhythm of combat is impacted by players making decisions. If they don't combat gets restrictive, has a lower strategic skill ceiling, and feels monotonous.
Right now it looks like there are choices to be made.
[*]Do you feel anything is missing from the basic melee weapon attacks we’ve shared so far?
Attacks 'weight' felt good but impact on hit felt a little lacking but not by much. Good sound design helps, vfxs help, but more importantly the inertial resistance when moving one direction or another is the big improvement here. I appreciate the effort you went to fine tuning the resistance in movement a lot. It looks like that took a lot of iteration.
With this current design, I think you could afford to have weapons linger on mobs/player a few frames on hit contact vs wiffing the move. It doesn't needs to be more than 2-5 frames depending on weapon class. I feel this would help the feeling of impact, and increase the risk vs reward in decision making without increasing the weight of attacks (which I think are already close to optimal and so messing with them further would probably not be good.)
[*]Are there types of basic melee weapon attacks in other games that you feel are done well? If so, in what ways?
Neverwinter, Predecessor, Smite, Onigiri
To this day I still think Onigiri has some of the most finely tuned basic attacks and basic weapon combos relative to weapon variety on a hybrid combat game to date (they did great with ranged weapons as well!) Predecessor and Smite continues to have a good tactics to agency ratio.
All three of these have good decision ratios relative to speed of combat and player agency. Neverwinter is too flashy particle effect wise and a little too reliant on strafing, but other than that is a decent model.
[*]Is there anything in particular you’re excited or concerned about regarding what was shown with basic melee weapon attacks?
Concerned? I'm only concerned about your ability to balance this relative to ranged weapons. I wish you luck in balancing that. I think you're going in a good direction and have made good progress and there are definitely ways to achieve it within your current approach I have seen in other games.
What am I looking forward too? I can see ways this will feel GREAT on a summoner class. So far beyond what I thought you may have originally intended for summoner that I'm waiting on the edge of my seat. With JUST this piece of information depending on how summoning goes this could be a life time mmo for me. I'm not even exaggerating.
[*]What aspects of basic melee weapon attacks are important to you?
Meaningful decisions that effect combat rhythm.
If basic attacks have no risk then they are mandatory and feel meaningless. If decisions in attacks and directionality matter the rhythm of combat is impacted by players making decisions. If they don't combat gets restrictive, has a lower strategic skill ceiling, and feels monotonous.
Right now it looks like there are choices to be made.
[*]Do you feel anything is missing from the basic melee weapon attacks we’ve shared so far?
Attacks 'weight' felt good but impact on hit felt a little lacking but not by much. Good sound design helps, vfxs help, but more importantly the inertial resistance when moving one direction or another is the big improvement here. I appreciate the effort you went to fine tuning the resistance in movement a lot. It looks like that took a lot of iteration.
With this current design, I think you could afford to have weapons linger on mobs/player a few frames on hit contact vs wiffing the move. It doesn't needs to be more than 2-5 frames depending on weapon class. I feel this would help the feeling of impact, and increase the risk vs reward in decision making without increasing the weight of attacks (which I think are already close to optimal and so messing with them further would probably not be good.)
[*]Are there types of basic melee weapon attacks in other games that you feel are done well? If so, in what ways?
Neverwinter, Predecessor, Smite, Onigiri
To this day I still think Onigiri has some of the most finely tuned basic attacks and basic weapon combos relative to weapon variety on a hybrid combat game to date (they did great with ranged weapons as well!) Predecessor and Smite continues to have a good tactics to agency ratio.
All three of these have good decision ratios relative to speed of combat and player agency. Neverwinter is too flashy particle effect wise and a little too reliant on strafing, but other than that is a decent model.
[*]Is there anything in particular you’re excited or concerned about regarding what was shown with basic melee weapon attacks?
Concerned? I'm only concerned about your ability to balance this relative to ranged weapons. I wish you luck in balancing that. I think you're going in a good direction and have made good progress and there are definitely ways to achieve it within your current approach I have seen in other games.
What am I looking forward too? I can see ways this will feel GREAT on a summoner class. So far beyond what I thought you may have originally intended for summoner that I'm waiting on the edge of my seat. With JUST this piece of information depending on how summoning goes this could be a life time mmo for me. I'm not even exaggerating.