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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Thoughts on Melee/Suggestions
Decimus
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
So I made a thread a while ago regarding the blocking/parrying, and after playing more I still think a better blocking/parrying mechanic could benefit the game a lot.
Besides that, there's a few things I believe could improve the melee combat further:
So that's what I've had on my mind as I've been playing, let me know what you think.
Besides that, there's a few things I believe could improve the melee combat further:
- Slowing down (slightly, but noticeably) the melee swing animation if you connect a hit. People (especially people with armor on) are not made of paper, slowing down the animation while your weapon is passing through someone should reduce the "floatiness" a lot.
- Less vfx on character models, or more transparent vfx when you're in melee range specifically (if this is possible). Can be hard sometimes to see what you're swinging at when your opponent is hidden within multitude of blinding visual effects.
- Health bars. I know this has been brought up before, but having a health bar appear over your opponent for a short while (and just for you, not for others) when you land a hit would make melee fights less of a guesswork of who's got more armor/health.
So that's what I've had on my mind as I've been playing, let me know what you think.
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Comments
I agree with the vfx. Each individually are fine and I would not call blinding, but get 2 on screen at once and blinding is the only word.