In October, a cooldown reset if a skill gets interrupted was introduced and in the future more changes will be implemented to the AI system to address these issues. While PvE encounters should feel challenging and have real threat, too many enemies were too good at interrupting players, which could lead to combat feeling less fluid. AI was able to interrupt players too frequently Changes have been made to the balance of weapons and skills in previous updates, and this will be continued in the future. While the Hatchet was far and away the worst offender during the Preview event, weapon balancing is always going to be at the forefront of mind when making changes to combat. Improvements for hit detection and synchronization are being looked at some of those will be implemented in the near future. In an active, action-based combat system, the accuracy of hit detection is a huge deal and is one of the most difficult issues to address on a grand scale. Weapon, block, and skill hit detection needed improvements To go along with that, weapon switching has been sped up. In the October Alpha update, cooldowns were changed to be separate for each individual weapon, rather than being shared across weapons. The topic of ability use and cooldowns is a source of passionate discussion among players because it defines so much of the feel of moment-to-moment gameplay. Players want to use their abilities more (aka “Goodbye, Global Cooldown”) In addition, players are allowed to chain attacks by stringing 2-3 light attacks (depending on which weapon you’re using) together before the chain restarts after a short pause, which will add a bit more of a natural rhythm to basic combat. With today’s update, that is being expanded on by removing the ability for basic attacks, both heavy and light, to interrupt a combatant. Stunlock from light attack spam against either players or AI combatants isn’t funīack in October, a “free dodge roll” after being hit multiple times by enemies was added to combat attack spam stunlock. Below are some of the biggest points of feedback received as well as the steps taken or being taken to address them. While feedback varies based on perspective and preference, there are some major trends and themes from players. Player feedback is an important piece to realizing the vision for combat.
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