Mercenary Controls and Enemy Improvement
Controls are decent. Auto targeting is too aggressive. Please reference Dead Ops Arcade (Call of Duty Black Ops Secret Game) specifically for controls for this class if you haven't already. Enemies could use more intelligence when up close. As it is now I can run a tight circle and most enemies can not turn fast enough to hit me. That up close tight circle shouldn't necessarily kill me but it should punish the decision enough that I back off and start kiting again.
I'm not coming from the position that I want endless progress and dopamine bursts on loot drops. What I am looking for is easy access to flow state. For this initial presentation of the enemies you've designed and the difficulty level the idea should be to design the mercenary to allow the player to get into that flow state. Engage the super computer in my skull man! EDIT: I wanted to add that where I thought the gameplay was the best so far for Mercenary was the cemetery in Act I. The mobs were pushing me into other mobs creating that need for fast reaction response. That simulates the fun of a first-person-shooter and it's gorgeous. Dead Ops Arcade is the best example I know of that will give an example for entering flow state and give feedback as to how smooth the movement should feel on controller. Hope this helps. Still loving the game. I think I'm going to really focus on Mercenary for a looooooong time. I'm really invested in giving feedback to tune up this class and getting absolutely hooked on it. Hope this is useful. Thank you again for all of your work. Let's go Exiles! Last edited by Madder#7577 on Dec 9, 2024, 3:56:59 PM Last bumped on Dec 9, 2024, 3:50:13 PM
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