I've played almost 200 hours and I must say this game is a blast! It's far from perfect, but I'm sure you want to make it even better for us so here are a couple suggestions to improve the MP experience.
Take into account that I like to streamline things, remove what's unncessary and focus more on the fun parts. So these suggestions are mostly toward these goals.
[AI]
- Aggro should be more "logical". These are the conditions (in order or priority) I expect to see from a logical AI:
- Target must be in line of sight. It's not a good thing to see enemies run past 3 members of the team to attack the guy that just loaded 3 rooms away from us. We're right in front of you, we have the right to be attacked too you know...
- If you've been dealt damage, target the character that did it. When my Assassin land a couple stabs in a melee enemy, I kind of expect him to turn around and notice me instead of running ahead like nothing happened
- If you see a character get into stealth, he becomes the priority. The "see get into stealth" is pretty important here
- If the enemy is Stealth or Range, target range characters first then proceed to melee
- If the enemy is Melee, target melee characters first then proceed to range
- The target prioritization process should be done in a more realistic manner. For example, you get near an enemy group and the 5 archers act like they're one of the same, like a "hive" mind. They'll prioritze, turn and shoot the same target exactly at the same time. The perfect synchronisation would shame Olympian gold medalists... I get that it's simpler to calculate priority targets once and apply the result to the whole enemy group, but it's simply excessive in this case. People are complaining Archers deal too much damage, but the problem isn't the damage, it's the way they all fire at you at the same exact millisecond. This removes the control from the player's hands, which in turn leaves a sour taste in their mouth
[Controls]
- Walking serves no purpose in MP so we should always sprint without the need of a "mindless" button. If you want to keep the "reload cancelling" option, make sprinting the default movement speed and change the "sprint" button into a "walk" button
- Make the activation distance greater. Sometime I'm literally on top of my downed teammate and I can't revive him, I move over his face and I can... call it a personal bubble if you will, but can we get a greater distance so I don't rub my nose against my teammate everytime I want to revive him... This would also apply to doors, urns and chests
- Faster crawling when down would be nice. The enemies aren't like in ME3, they move pretty fast to the next target and you can't really kite them the same way. You often die and wipe because we either can't move fast enough or we don't have enough time to revive downed teammates
- [PC] It's impossible to play without holding down right-click, why not remove the requirement to manually hold it?
- [PC] The controls on the "death cam" aren't the same as when you're alive. When my character dies, I have a hard time going around in "fade mode" because of this. Can we get the same controls everywhere please, some consistency would be nice
- [PC] In the skill trees, each skill "branch" should be navigable with the mouse wheel, having to hold left click is clunky at best
[Gameplay]
- Add Acid, Dispel and Knockdown potions to be used for opening doors. Let's face it, it's perfectly doable to clear a map missing 1 class, the only reason to play a "trinity" group is for treasures. It makes no sense to force someone to play a character he hates just because he'll get no reward otherwise
- The loot system is a bit lacking. Instead of changing how everything works, give us an option to upgrade the level of our weapons and accessories. Each type of items could have its own upgrading recipe. For example, a "good" unique staff level 4 could be upgraded to level 5 with 4 cloth, 1 leather and 1 metal. Repeat the process for level 6 to 23 and you'll see the DPS grow with each upgrade. The advantage of this method is the new diversity of usable items for end-game without changing drop rates or adding new weapons.
- Remove the 3 deaths limit. We're stuck between a rock and a hard place with health potions already. On one hand you flood us with them in the store, but on the other hand we don't have time to use them before going down on harder difficulties and we can't revive ourselves with them so what role do they fill? Since health potions are basically useless, removing the 3 death limit would at least soften the blow
[UI]
- More salvaging opportunity. When you buy a chest in the store or when you see the collected items at the end of a match, you should have an option to salvage each item before they go to your inventory
- For someone creating a lobby, the option "random" should be selectable. It would allow a chance to play a random map each game without having to constantly change the settings manually
- For someone searching for a lobby, the option "random" should be replaced by "any" as you're searching for any map
- For someone searching for a lobby, a new "random" option should allow to search for lobbies specifically set to "random" map
- In the skill trees, the 2 "branch title" should be fixed at the top like tabs in a browser to allow easy toggle
- When launching the game, there's a "click to continue" prompt before showing the menu, why? You could argue it's to avoid people to connect to the DA servers if they quit immediately, but they can't do that anyway without going into the menu... The only purpose I see is to force you to sit down and wait in vain while the game launch. I'm not asking for removing the logos or the "movie intro", I'm asking to remove the "click to continue" prompt and skip directly to the menu where we really want to go
These aren't overly complicated to implement, but they reveal small flaws that are chipping away our fun with the game. I hope you check this out and integrate some of these suggestions in the future. Keep up the good work.





Retour en haut







