View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0010307 | Valley 2 | Suggestion - Gameplay | Jan 7, 2013 1:52 pm | Jan 19, 2013 11:27 am | |
Reporter | Dash275 | Assigned To | |||
Status | considering | Resolution | open | ||
Summary | 0010307: Change spray shooting to require being fixed in place during animation. | ||||
Description | Valemanway was one of the best weapons in Castlevania Symphony of the Night from the point of view of a player. Not only did it have a wide arc of attack, it attacked as fast as you could press the button for it and you could walk and jump while swinging it. To my knowledge there was no other weapon that allowed for walking attacks. You could even have two (right and left hand Valemanways) so you could swing twice as infinitely fast as you wanted. This weapon was a horrid decision for gameplay because it decreased the difficulty of the game to dodging ability only while dropping attacking ability as a factor. Thankfully, Valemanway was extraordinarily rare and it's one of those weapons you have to know about to even find. I find myself seeing the "Valemanway problem" in Valley 2. The first few levels of the game are actually challenging and interesting because I have to aim single fire shots while being shot at, but once I get to tier 2, everything changes. Suddenly I can choose classes that have spray fire forward attacks and my game simply becomes "run right while spamming fire forward", since spray attacks always hit what is above you and below you as you close in on your targets, and generally these spray fire attack are of high enough caliber to tear through enemy shots and keep you safe. I don't propose getting rid of spray fire because it's extremely useful in the buildings, but I do propose balancing them. Part of the "Valemanway problem" is that you can move while doing your wide area attacks. I propose that any spray fire attack locks your character from moving until the animation finishes, so you are vulnerable to attacks while shooting them. This would give a sense of challenge to tight area combat and require players to think before they hit their secondary spray fire attack if they don't need it. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
|
I think that even the basic single shot attacks have this issue, it's very easy to spam down attacks. I think most of the straight shot styled attacks could use to have thei attack rates slowed down (while increasing damage to maintain dps). This would emphasize accuracy more. Instead of the current "machine gun fire" that almost all attacks have. Moderately slower higher damage attacks should be the norm I feel. Edit: I think maybe 0.5 seconds could use to be the base speed. Maybe even slightly slower, a number of spells have 0.2 secs which is redicilous for all but the fusillade spells. |
|
On further reflection, I suppose perhaps the range of all spells should be limited. Most Metroidvanias do not have unlimited ranged attack ability, but rather rely on melee combat (or pseudo melee combat with short range attacks). Currently the game is focused in open regions, and so being able to shoot across a screen length makes the game feel easy and some monsters annoying rather than monsterous. If I had to get in close combat and do Elemental Whip attacks to fight those green Cousin Itt's it would make them a powerful foe (especially in numbers), rather than just something you can shoot at if you can get the right angle. |
|
Can you be a bit more specific please? What spells exactly to you think suffer from this problem? I'm sure there is balancing that needs doing, but, balance should be looked at on a spell by spell basis. |
|
It's been a few days since I've opened the game, but the spell that got me thinking about it was a shadow spell that shot in three directions. The cone of attack was about 15 degrees, and I think it was a primary attack. I think there was a light spell that did similar, but I'm very unsure about that. Basically, I think any spell that shoots more than one projectile in a key press should force you to stand still until the animations end. |
|
the tri-directional forward attack seems to be overpowered as the others said. One other idea is to shorten the range so that the player has to get close to enemies to kill them. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 7, 2013 1:52 pm | Dash275 | New Issue | |
Jan 7, 2013 2:17 pm | madcow | Note Added: 0029675 | |
Jan 7, 2013 2:19 pm | madcow | Note Edited: 0029675 | |
Jan 7, 2013 4:00 pm | Dash275 | Note Added: 0029680 | |
Jan 17, 2013 3:27 pm | tigersfan | Note Added: 0029843 | |
Jan 17, 2013 3:30 pm | tigersfan | Internal Weight | => Discussion Only |
Jan 17, 2013 3:30 pm | tigersfan | Status | new => feedback |
Jan 17, 2013 8:11 pm | Dash275 | Note Added: 0029853 | |
Jan 17, 2013 8:11 pm | Dash275 | Status | feedback => new |
Jan 17, 2013 10:06 pm | theqmann | Note Added: 0029860 | |
Jan 19, 2013 11:27 am | tigersfan | Internal Weight | Discussion Only => Feature Suggestion |
Jan 19, 2013 11:27 am | tigersfan | Status | new => considering |