Realistically speaking. If you can't improve it (IMO it's already pretty good), then how would you make it different?
A few points that I've been thinking about a lot lately:
- Dodging mechanic. Should it be a thing? Is it good or bad? Are iFrames bad (analogous to press X to avoid damage)? Plus, too much mobility is harmful to the tactical positioning value of the gameplay. If you would implement a dodge, how would you do it? Teleport/Sideway jump/Evade/Sommersault/Etc.
- Basic attack chain. In its current state, no reason to commit to the full animation (just shift-cancel it). Also, committing isn't worthwhile if looking for extra damage. The current mechanic doesn't make any sense and needs to be reworked, but how?
- Soft-lock. You can't choose where to swing your sword or where to shoot your arrows because of the auto-targeting mechanism. What about being able to focus your attacks and feel in control?
- Mobility. Optimal in-place turning speed, running speed. start/stop acceleration. Strafing doesn't exist. If implemented, should it be a toggle and how should it affect overall mobility.
- Camera. Does it need to be reworked? E.g. Make the camera auto-center itself to the facing direction of the character? Does it need to be closer for more immersion?
- Poise System. Think Dark Souls. Your attacks hit the enemy, but the enemy doesn't react. Alpha gameplay demonstrated a basic poise system. Warriors originally had stagger on hit.
- Responsiveness/Snappiness. Are animations too slow? Should basic attack animations be faster/start faster? Also - Is too much real-time control bad because it devalues RPG elements?
- Taking on large numbers of enemies. Is there a way to effectively deal with this problem while soloing on a non-mage class / control class?
- Animation-lock. Should most abilities disable movement entirely like they do? Should basic attacks on warriors make you leap towards the enemies?
- Enemy AI. Should enemies be more aggressive? Have lower cooldown on their abilities? Should enemies be bigger (think of wave 3 kill event)? Any changes to wave composition, etc.
- Extra tweaking. Tweaking various world components, such as projectile speed, gravity, fall damage, hitboxes, etc. Make projectiles slower for easier dodging?
I have a few answers for most of these questions, but I'd like to know your thoughts!





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