So in your opinion, how much of the gameplay will change from what we've
seen when the shift from pre-alpha to something like beta? Just in your
personal opinion and not as a promise or any binding statement type
thing?
Hard to say.
From a system perspective, it's about trying out ideas for how the combat will play out. In terms of conceptualizing "WHat type of character will this be?" as well as "What are considered appropriate ways for the player to approach opponents of these types?"
So the guy with the big shield. A straight forward enough concept in that he's someone that if you attempt to smash him head on is often just going to be ineffective. So Josh showed off the hook shot ability and for most characters it'll jolt the target towards the character using the ability, although with the shielded guy his shield protects him from the primary effect, but if you hit him in the shield with it, it does knocks him off balance and makes it easier to attack him.
An alternative way of dealing with the shielded guy, is to simply move people behind him so they are hitting him in the rear while someone else holds his attention.
So the idea is to allow for hostiles that are more than just "walk up and use attacks like normal" (those still exist too, though), and how can we create them in ways that it's intuitive towards what needs to be done, while still having ways on experimenting so that the player can learn new tactics by trying things out.
From there, we can build up a bit more. So lets say we have this shield guy and we really like him. Are there any variations to encounters that we can leverage with this guy? We can have an encounter with 4-5 guys. If he is one (or more) of those hostiles, how can we leverage that to make interesting combat encounters so that the AI appears to be working (at least somewhat) in unison as well?
Now worst case, we end up going "ERrrr... shield guy is more annoying that interesting." (Which sucks if you spend a lot of time working on creatures and their abilities), so maybe we dial down how often he's used, or just scrap him altogether. That could happen, although given we've shown you the guy, there's a reasonable degree of assurance that he'll probably exist in some form when the game is released.
Modifié par Allan Schumacher, 17 août 2013 - 08:02 .