New Member
- Joined
- May 10, 2004
- Messages
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You can tell that a game has alot of support when the day after it is released it has alot of positive feed back. This is positive feedback. Suggestions and observations with a slight bit of opinion mixed in.
First i would like to say, great job with the game, its alot of fun. Thanks for putting your time into something that alot of people can enjoy. Now on to business.
You guys know how the current system works, and i think it deviates from the style of ESF just a bit. It seems a little slow, and the randomness can detract from the skill required to play this game. I, and all the well established clans (i am a member of Saiyan Legacy, a clan that has been around for about a year) agree that ESF is a fast paced game of skill. All parts of the game should reflect that.
I believe that you, the creators of ESF, a most excellent game, have that in mind.
So it seems slow. I noticed that with some practice, everyone can block all the arrows. Alot of peope are either just using throws or going old school with the power hits (1.1 style melee). Diagnal arrows dont seem to function right, I can block them by pressing either key, not both at the same time.
The randomness seems to retract some of the skill from the game.
In the show, characters would become stronger and faster. In the current combo system, your hits become stronger, but not faster. A character with a power level of 700,000 would be able to attack faster than a character with a 300,000 powerlevel. Perhaps, as you gain powerlevel, it shouldnt take as long to charge the hits. (a 1 mil power warrior would take half as long to charge a strong, med, weak attack as a 500k power warrior) This would make combos more intense, with more practice required.
Making the diagnal arrows work "correctly" (it is probably intentional) would also work to make the players concentrate harder. If you have the diagnals the way they are on purpose because of the shear difficulty of pressing two keyboard keys at the same time you have several options. You can create an input buffer for the time between key presses (if left is press within .15 seconds of up being pressed, the left-up diagnal is blocked. Also, or instead, you could have diagnals only work for attack with weak and/or medium attacks (strong attacks would never be diagnal).
The elimination of chance from combos. The lure of the game isnt chance, its risk overcoming impossible odds thru skill, not by a lucky dice roll. I understand that you have random so that strong attacks will at least have a chance of landing, but I think you are using a bad solution. Here is another solution that perhaps you havent thought of. Reversed, hit stun time. Elaboration: three consecutive weak hits, or a weak hit followed by a medium hit, makes the next strong or medium attack hit automatically, and sends the opponent flying out of the melee struggle; two consecutive weak hits cause the next medium hit to land automatically.
I think that covers everything. Now I guess its time for me to receive some positive feedback.
First i would like to say, great job with the game, its alot of fun. Thanks for putting your time into something that alot of people can enjoy. Now on to business.
You guys know how the current system works, and i think it deviates from the style of ESF just a bit. It seems a little slow, and the randomness can detract from the skill required to play this game. I, and all the well established clans (i am a member of Saiyan Legacy, a clan that has been around for about a year) agree that ESF is a fast paced game of skill. All parts of the game should reflect that.
I believe that you, the creators of ESF, a most excellent game, have that in mind.
So it seems slow. I noticed that with some practice, everyone can block all the arrows. Alot of peope are either just using throws or going old school with the power hits (1.1 style melee). Diagnal arrows dont seem to function right, I can block them by pressing either key, not both at the same time.
The randomness seems to retract some of the skill from the game.
In the show, characters would become stronger and faster. In the current combo system, your hits become stronger, but not faster. A character with a power level of 700,000 would be able to attack faster than a character with a 300,000 powerlevel. Perhaps, as you gain powerlevel, it shouldnt take as long to charge the hits. (a 1 mil power warrior would take half as long to charge a strong, med, weak attack as a 500k power warrior) This would make combos more intense, with more practice required.
Making the diagnal arrows work "correctly" (it is probably intentional) would also work to make the players concentrate harder. If you have the diagnals the way they are on purpose because of the shear difficulty of pressing two keyboard keys at the same time you have several options. You can create an input buffer for the time between key presses (if left is press within .15 seconds of up being pressed, the left-up diagnal is blocked. Also, or instead, you could have diagnals only work for attack with weak and/or medium attacks (strong attacks would never be diagnal).
The elimination of chance from combos. The lure of the game isnt chance, its risk overcoming impossible odds thru skill, not by a lucky dice roll. I understand that you have random so that strong attacks will at least have a chance of landing, but I think you are using a bad solution. Here is another solution that perhaps you havent thought of. Reversed, hit stun time. Elaboration: three consecutive weak hits, or a weak hit followed by a medium hit, makes the next strong or medium attack hit automatically, and sends the opponent flying out of the melee struggle; two consecutive weak hits cause the next medium hit to land automatically.
I think that covers everything. Now I guess its time for me to receive some positive feedback.