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Feedback: Combat/Server test 24th. Nov 2007 View previous topic :: View next topic
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Kuranes
PostPosted: Sun Nov 25, 2007 8:50 am Post subject: Feedback: Combat/Server test 24th. Nov 2007 If a post contains some illegal issues you may abuse on it - just click Abuse and fill the form Reply with quote



Joined: 23 Nov 2007
Age: 24

Posts: 3
Location: Denmark

Hello

Just wanted to post my impressions and constructive critique on the current combat system, based on a 2½ hour session with a few guys from the ExGS. You've probably heard most of it before, so I'll try keeping it brief.

#1: Overall a good variety in weaponry so far, but I think there's a bit too many area of effect attacks going on at the moment. I reckon you are already considering what weapons to have AoE's, and since it's early on in the development, I won't bleet off your ears on that subject. Generally I didn't hook on the unlimited range of weaponry, but I suppose that's also something also to be considered for a later stage, once classes etc. get implemented (Heard Sun mentioning these on Vent, so I figure that's on the to-do list).

#2: I think some of the weapon projectile speeds needs a little adjustment, as it was really difficult hitting people with the "standard" submachinegun you spawn with, due to the bullets being somewhat slower than expected. Again something for later tweaking, but I thought I'd bring it up anyway.

#3: The "Blind" spell, while somewhat annoying, was to some extent nullified by having player names visible above their heads, as they still would be visible through the black "smoke" effect, making it only a slight nuiscance.

#4: The Fireball was quite nice, though it was a little amusing that you would sometimes get to cast it despite being killed in the middle of the "casting sequence", thus blasting your killer to atoms. Still, it's early in the progress, so again a minor issue.

#5: The environments were really impressive, though there were are times some quite funny situations where you could climb almost vertical slopes. I don't know if this is the engine design which imposes this limitation, but it might be worth looking into later when it comes to level designs.

Other than these 5 points I don't really have anything for the current combat gameplay. While it's fairly obvious it's a work in progress, it was still fun playing with a few people and I definately think there is potential for a solid experience once it's done. Since you are already working on adding more spells and abilities, I won't point out the fact that it would be nice with more counters and such... which I think I just did. Very Happy

Of miscellanous notes, I can only really bring up server stability, and an unhandled exception somewhere in the client. I didn't get a proper error report on the exception, except the normal "An unhandled exception occured in win32 ArcanFX-Demo.exe" (or something along those lines), but I can see if I can figure out what provokes it. I think it might have had something to do with moving around alot while in zoomed mode, but that could also just be a co-incidence since I was often in zoomed mode. Smile

Anyway, it was good fun and I'm looking forward to seeing more from you guys. Wink
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FothDev
PostPosted: Tue Nov 27, 2007 10:39 am Post subject: Re: Feedback: Combat/Server test 24th. Nov 2007 If a post contains some illegal issues you may abuse on it - just click Abuse and fill the form Reply with quote



Joined: 02 Nov 2007

Posts: 9


Kuranes wrote:
Hello

Just wanted to post my impressions and constructive critique on the current combat system, based on a 2½ hour session with a few guys from the ExGS. You've probably heard most of it before, so I'll try keeping it brief.

#1: Overall a good variety in weaponry so far, but I think there's a bit too many area of effect attacks going on at the moment. I reckon you are already considering what weapons to have AoE's, and since it's early on in the development, I won't bleet off your ears on that subject. Generally I didn't hook on the unlimited range of weaponry, but I suppose that's also something also to be considered for a later stage, once classes etc. get implemented (Heard Sun mentioning these on Vent, so I figure that's on the to-do list).

#2: I think some of the weapon projectile speeds needs a little adjustment, as it was really difficult hitting people with the "standard" submachinegun you spawn with, due to the bullets being somewhat slower than expected. Again something for later tweaking, but I thought I'd bring it up anyway.

#3: The "Blind" spell, while somewhat annoying, was to some extent nullified by having player names visible above their heads, as they still would be visible through the black "smoke" effect, making it only a slight nuiscance.

#4: The Fireball was quite nice, though it was a little amusing that you would sometimes get to cast it despite being killed in the middle of the "casting sequence", thus blasting your killer to atoms. Still, it's early in the progress, so again a minor issue.

#5: The environments were really impressive, though there were are times some quite funny situations where you could climb almost vertical slopes. I don't know if this is the engine design which imposes this limitation, but it might be worth looking into later when it comes to level designs.

Other than these 5 points I don't really have anything for the current combat gameplay. While it's fairly obvious it's a work in progress, it was still fun playing with a few people and I definately think there is potential for a solid experience once it's done. Since you are already working on adding more spells and abilities, I won't point out the fact that it would be nice with more counters and such... which I think I just did. Very Happy

Of miscellanous notes, I can only really bring up server stability, and an unhandled exception somewhere in the client. I didn't get a proper error report on the exception, except the normal "An unhandled exception occured in win32 ArcanFX-Demo.exe" (or something along those lines), but I can see if I can figure out what provokes it. I think it might have had something to do with moving around alot while in zoomed mode, but that could also just be a co-incidence since I was often in zoomed mode. Smile

Anyway, it was good fun and I'm looking forward to seeing more from you guys. Wink


Excellent feedback Kuranes! Thanks for taking the time to try out the game and letting me know what you thought. I absolutely agree with you on all of your points. It's most definitely a work in progress and early on in these tests Ive been more so aiming at stability and performance benchmarking for players experiencing the game, other than the combat aspects.

During these few early tests the combat has been heavily FPS-based instead of RPG-based which is not an actual representation of what combat will be like per se. Now that I have a good idea of what I can get away with performance wise, I can start hammering away on more detailed world designs and implementing a more robust version of the combat system. You'll notice an ENORMOUS difference in the next test version!

Thanks again, great feedback! I really appreciate it
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