View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0010126 | Valley 2 | Gameplay - General Complaint | Dec 23, 2012 9:37 am | Dec 31, 2012 7:56 am | |
Reporter | Gemzo | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 0.706 | ||||
Summary | 0010126: Enemy AI does not feel suited to 8-way aiming | ||||
Description | This is a rather general but major issue with the game I feel. While 8-way aiming plays well and seems to be fine, the other side of the equation has not been changed; the enemies. My major complaint is how enemies shoot you. They check if you're in range and then spam you to oblivion until they/you die or you are out of range. In addition they shoot 360 degrees while you cannot (except for the ceiling cannons and bouncing fireballs I guess). This combined with the new addition of spell calibers (which is an interesting and engaging mechanic IMO) causes walls of spam that you can't do anything against. With the landsquids and bosses you can't wait for a break in the barrage to get shots in, because they don't exist. With swamp monsters, their fire rate is slow enough that you could jump around and get in some hits at close range, but only with a lot of room against a single swamp monster. Landsquids are just stupid, and I don't say that lightly. They shoot a super long-range shot that not only fires in extremely quick succession, but slides, and even has very high caliber (I'm guessing like 100~). As soon as you walk in range these guys dominate the entire battlefield with unending spam. Only a few normal spells work well against them, so you usually have to resort to your ammo spell to dispatch them without taking damage. Although they may do very low damage, the concept simply isn't fun. Bosses aren't even fully implemented so I can't much about them. As for "but not all the enemies are implemented yet," that does not mean the current enemies should behave as they do currently. And especially, that does not mean I believe this is fun enemy behavior for future nor present enemies. The spam has got to go. What should replace it? I don't know, I just know that this isn't right. Note that this isn't saying enemies can't shoot a lot of projectiles... Just, they need to not do it constantly for every moment they are alive while you're in range. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
related to | 0010113 | considering | Health/Ammo drops from enemies need fine tuning |
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The triangle spell of the boss guys is a bit ridiculous, it has pretty high Caliber and is spammed faster than all the other spells they have. Normally we just deliberately kill our selfs to get a new boss spell which isn't fun. |
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You can have everyone exit the room, wait like 5(?) seconds, then re-enter to reload the chunk instead. Just don't waste too much HP figuring out which spell he's gonna use. |
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The swamp monsters are the worst for me. There's a very small window when it's possible to attack them, and no pre-animation to prep a shot. They then launch a ball of snot that's practically impossible to dodge. I've stopped trying to kill them at all, and just turn back if I'm low on health. |
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Personally, I would consider just about everything (except the art) to be in flux with the enemies. |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 23, 2012 9:37 am | Gemzo | New Issue | |
Dec 23, 2012 6:26 pm | LayZboy | Note Added: 0029289 | |
Dec 23, 2012 10:07 pm | Gemzo | Note Added: 0029294 | |
Dec 23, 2012 10:08 pm | Gemzo | Note Edited: 0029294 | |
Dec 28, 2012 9:48 am | zaaq | Relationship added | related to 0010113 |
Dec 29, 2012 12:27 am | zaaq | Note Added: 0029344 | |
Dec 31, 2012 7:56 am | tigersfan | Note Added: 0029398 | |
Dec 31, 2012 7:56 am | tigersfan | Internal Weight | => Feature Suggestion |
Dec 31, 2012 7:56 am | tigersfan | Status | new => considering |