The primary reason combat sometimes feels clunky
" But omfg-damage is the bread and butter of Hack&Slaygames. OnTopic: I tink the Problem is that its hard to actually aim at an enemy because mouseover-highlighting doesnt work properly. Also there are no Healthbars on top of the enemies head. so you cant see actual progress in AoE-Events. Also the sheer amount of dead bodies on the ground makes it really hard to actually see the opponent (crabs between squidmonsters anyone?) |
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" Been playing RPGs/ARPGs for over 2 decades now... The camera angle and zoom of this game is like it was designed for a 640x480 4:3 CRT monitor from the early 90's. Obviously wasn't designed with widescreen monitors and higher resolutions in mind. It's 2013, having a smaller viewing area due to a bad angle then a 13 year old game is just an odd design choice. But not even talking about the zoom, the camera angle is just awkward and borderline "fisheyed". " These aren't misses... Not sure if you ever played D2 on old school bnet... But on some nights you'd start game, run up to a mob and wack it. But nothing happens for a second then boom it dies. That's what combat is like in this game, but due mobs having no hit animations, you dont know if you hit it, or the packet was lost. But say you have an elemental effect on your weapon, you swing and then boom 1 second later you see the lightning spark. And you're like what is this, the year 2000 and I'm playing on b.net? But all in all, like I said, this game has interesting and appealing mechanics... It's just lacking any semblance of polish, and that hampers all the good in the game. Dernière édition par StinkFinger#4623, le 29 janv. 2013 à 06:18:46
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" i hope this is fixable. Things like this make me wish it had an offline mode |
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Evade animations are a very small part of the problem, IMO.
I'd say that frequent desyncs and somewhat buggy netcode are more to blame - it becomes painfully obvious once you pick up something like resolute technique and still find yourself unloading into mobs with no effect (and then /oos to find that they're actually behind a wall). Additionally, I believe another significant factor which makes combat feel clunky is the animation priority in this game. Specifically, animations appear to have priority over everything else and your character will be locked into whatever it is you're doing (i.e. attacking) before you're able to move - this makes combat feel comparatively unresponsive throughout the early game when you have no IAS. Later on, when you do start stacking IAS, it begins to feel better but the clunkiness doesn't vanish completely, especially if you're a high APM player who's used to classic stutter stepping. People like to trash Blizzard and their recent games, but on-demand animation breaking is one thing that they did very, very right when it came to providing a smooth and responsive combat experience. IMO anyways. edit: Also this - " The turn speed in this game is, in fact, horrendously slow. Dernière édition par asmox#1864, le 29 janv. 2013 à 09:06:03
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It's true. A simple animation for dodge/evade like there was in Diablo 2 would do wonders.
" Dynamic Environment - Day/Night, Rain/Lightning - http://www.pathofexile.com/forum/view-thread/110100 GGG's design philosophy in three words: Quantity over Quality. Dernière édition par laycast#7668, le 29 janv. 2013 à 08:55:49
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No need to do some full animations (making an evade animation for all the foes and playable characters of the game would be really long). A simple light white/foggy/yellow-ish flash on the character is more than enough.
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The game is now more awesome than ever. But are any of the concerns mentioned in OP resolved... Or resolvable at all?
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