Hey everyone, I've spent the weekend collaborating and collecting detailed feedback from 8 of the most dedicated testers in the alpha. Below is a comprehensive list of changes we feel are vital to the enjoyment of the melee combat. This list will be broken down into 3 sections. Critical Bugs, Essential, and Test Suggestions. Would love to hear any and all constructive feedback from the community.
For testing purposes, we feel that having different material iterations of each weapon would provide us with the ability to more thoroughly test the game. Meaning each weapon would require a copy that simulates the fastest material combination in the game as well as the slowest. Many of the systems are entirely reliant on these factors. In order to avoid abuse, each of these weapons could have extremely low durability and would withhold information about materials used. We don't want any spoilers.
Critical Bugs
Essential
Test Suggestions
Positive Feedback
Keep up the great work guys! I'm confident we can get the combat in a good spot before 2021 if we stay open to improvement.
For testing purposes, we feel that having different material iterations of each weapon would provide us with the ability to more thoroughly test the game. Meaning each weapon would require a copy that simulates the fastest material combination in the game as well as the slowest. Many of the systems are entirely reliant on these factors. In order to avoid abuse, each of these weapons could have extremely low durability and would withhold information about materials used. We don't want any spoilers.
Critical Bugs
- After parrying, normal attacks are triggered instead of intended counter attacks (this is an old one but still very frustrating)
- Block refresh window is inconsistent and unreliable (standing around with a swing charged waiting to abuse block is NOT FUN) this is not just happening in 1v1's but in group fights as well
- Refreshing your block currently causes back hits to be blocked instead of dealing full damage (examples of refreshed block and non refreshed below)
- Shields currently push significantly further than a standard push (If this is intended it may be beneficial to add in the form of an acquired skill to avoid mass exploitation)
Essential
- In order to make a more fluid and intuitive combat system, we feel that fully charging your swing should equate to full damage. The position of your wind-up should accurately represent the damage charge circle. Fully cocked weapon = full damage
- In addition to the previous point, damage should scale linearly based off of wind-up time (ex. 0.00s = 10dmg, 0.50s = 13dmg, 1.00s = 16dmg and so on)
- After Thursday's patch, there have been some serious issues regarding back hits and prediction abuse similar to Mortal Online 1. If prediction improvement is not a possibility, increasing the block radius up to 270 degrees might ease the problem.
https://giphy.com/gifs/QyzlvDvP7iehd0LDkX
Test Suggestions
- Most players entering the game have big complaints about weapon collision on other players. At times, it feels too punishing and can kill the momentum of a fight. Would love to see it toned down or even removed for a testing period. Terrain collision is great and should remain in its current state.
- A very brief delay (0.25s - 0.50s) on blocks after the initial click would be worth testing. Delay should be removed on successful parry to reward skilled play.
- The current damage reduction on a swing held too long doesn't feel punishing enough. Players are still standing around holding swings until the end of time looking to abuse the block window. Would like to test a more drastic damage reduction.
- Stamina drain should occur based on weapon weight after holding a swing too long
- Equipment hits should deal low-moderate damage based on the weight of the attackers weapon (hitting someone's sword with a sledgehammer for 0 damage doesn't feel right)
- Visual or audio indicators for low stamina (ex. heavy breathing sound or a slight exhaustion animation)
- An actual "feint" supported by the game instead of cancelling swings
- Further reduce swing speed of normal swings (not charge speed) so that players are reacting to the swing instead of just the wind-up (this could help with the current block bug)
- Handle hit damage could use an increase on blunt weapons
- Further reduce movement speed (might help the server keep up)
Positive Feedback
- Jump gravity feels perfect
- Shields feel fun and balanced
- Increased charge speeds have improved the pace of combat
- Uncharged swing damage is in a great spot
- Handle hit reduction feels great on weapons like swords and promotes more skilled play
Keep up the great work guys! I'm confident we can get the combat in a good spot before 2021 if we stay open to improvement.
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