After reading over and responding to a thread in one of the team sections, I decided to open this thread back up. Things were handled a bit immaturely on both sides, so you have my apologies for any offensive actions that were taken. I'd prefer if people didn't think that we're going to pull out a Gears of War chainsaw on them if they start talking about their negative 1.3 opinions. It is their opinion, and they are indeed entitled to it. Of course, while opinions are okay, we're not going to tolerate straight up bashing.
So with that said... Mountain Dewd, I'm going to re-respond to your posts.
Mountain Dewd said:
It is now, impossible to get across the entire level on a full tank of ki, dashing while fast, burns up FAR too much ki, can you imagine a heated battle in 1.3? half of it would just be re-charging, how is that anything like dbz?
Mountain Dewd said:
Its hard to come up with "solutions" considering that the dev team has their own plans, and most of my suggestions would be related to fixing issues in 1.23 melee.
I'm grouping both of these together because the reasoning behind this can be seen in our publicly released design documents. While we do keep some secrets on how we're going to implement smaller features, all of our main design documents are
posted on the forums for everyone to see. The reason we decided to 'nerf' the swoop is because it only allows us to do basic 1.0 style simple melee. Imagine having CTF gameplay in ESF. First, since you can cover so much distance and move so fast, there is no possible way you could even begin to protect a structure or object. Furthermore, since you can literally do it all in one KI tank, you would never have to stop, just making things worse.
In the same aspect of melee, giving the player the ability to traverse the entire level in a matter of seconds means that there is no concept of 'close range' fighting. Just swooping inwards and smashing into your enemy (aka, simple melee). Sure, the fights are intense and fun, but we really want to go above and beyond that. We want to provide a close and personal melee experience while attempting to still provide the simplicity and fun of simple melee.
On the topic of things being dbz-ish too, since when does a DBZ character dash across an entire 'level'? In DBZ, dashing is always used for short range combat, and for further ranged things, they charge up and boost off.
In respects with dash taking too much KI, that will probably be tweaked. I fudged with the values myself, but they haven't been finely tuned yet.
Mountain Dewd said:
Dashing, which you are not able to cancel, feels extremely clumsy, because you dash a specific distance each time, which makes precise moves and angling, either much much harder, or impossible.
A system like this has really taken away alot of the freedom of movement 1.23 gave us
I agree, it's annoying that you can't even stop it, and it feels clumsy. I stated at the top of my suggestions thread that neither the team or beta testers are quite happy with dash. We're experimenting trying to find the best middle ground between charged turbo (swoop) and dash. We really want players to not be flying across the level every 2 seconds, since we think (if we get it right...) it'll be a lot more fun fighting face to face for more than 0.25 seconds, and not while locked in an arbitrary guessing system (aka, 1.2 melee). Either way, I'm pretty sure in the next build dash will be stoppable on command (just let go), along with quite a few other changes we decide to apply in the next team meeting.
Mountain Dewd said:
The charged turbo swoop feels rather useless, especially considering its slower than a dash, which makes no sense.
Charged turbo is mainly used for transportation purposes, or extreme power hits (not implemented yet though). Swoop is slower, but you can cover a lot more distance using a lot less KI, which is the entire point.
The basic idea is if you need to travel a far distance, you don't need to do it instantly. It's 'nice' to be able to do it on a drop of a dime, but it's only because we're all so spoiled from what beta 1.0 to 1.2.3 offered us. You may say - But what if the enemy is across the level? If you're playing call of duty 3 and the enemy is across the level, you just hop in a vehicle and drive over there. As far as I know, most games that let you travel over a far distance have a strong disconnect between long distance transportation and actual combat. There are exceptions (like vehicle combat), but that's just a different topic entirely, and usually stops at two huge entities shooting at each other until one dies.