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Feedback from the roadmap priority setting

Discussion in 'Ask the Team' started by Gazrick, Nov 2, 2016.

  1. Gazrick Gazrick Well-Known Member

    Hey Nathan! @Oveur

    Many thanks for the opportunity to affect your priority list by giving you feedback!

    I hope the information in the thread was as useful as you intended.

    Are we going to get any feedback in terms of what you found from the exercise and whether it has impacted on your roadmap at all?

    Brent mentioned the melee vs ranged "issue?" on the last Into the Warp livestream and that this was revealed from the thread. Was there anything else that really stood out?

    You're doing a great job so far, really enjoying the game.

    Cheers

    Gaz
    Kaptin_Pokkets and EX0DUS like this.
  2. Ser DJ Hodor TheBurgerMeister Well-Known Member

    The only problem with that talk in the stream was that they said "we're going to make it so ranged has more options available on the points".... Not actually addressing the melee design but just tweaking the level designs slightly... Not good.

    There are plenty of open spaces in the levels and very little cover in a lot of the areas. Melee can still close the gap way too fast and once they are engaged that's it, its over. Melee wins and there's nothing you as a player can do to stop it. So unless they actually are going to buckle down and sit with the community on the melee system, its over. Game is done for.

    You cannot have a game where you get engaged in melee and have nothing at your disposal to help change the fight in your favour.

    -Removing lock-on system helps this wonders! Melee actually has to aim and time things rather than lock-on and spam away.
    -Stamina system for melee that is a separate bar. If ranged have ammo, melee have to have times where they can't swing and have to swatch their stamina bar LIKE IN EVERY OTHER GAME THAT HAS MELEE.
    -Take out melee lunging so that people are teleporting all over the screen with each swing so people can actually aim and have time to get away (then give melee increased toughness and full control of their movement while they swing).

    Done, instantly superior game the crap we have now.
  3. EX0DUS EX0DUS Prefectus

    Im with you with the lock on. It should probably be removed. No stamina, tried it didn't work.
    The lunge is so you cant just run out of combat once in melee. This was a major issue in alpha, even now sprint speed is nearly enough to get you out.

    Think about it, the melee attacks are an animation, you cannot just swing while running around. Without the lunge there is NOTHING that would stop your just turning and running out of the fight.

    If you increase the stagger caused from being struck, people just complain about stun locking.

    The melee system is imperfect and clumsy. Its what we have though, and isn't changing. People have been complaining about it for years, and it remains the same.

    Removing lock on may even fix all the issues, people will have to actually aim and predict there opponents. The evasive roll would actually be evasive. Melee users could actually miss.

    Like lots of things, removing the lockon may stuff up the whole melee system, though. Dbash would be very hard to land (it already has issues). Overshooting your target would also be a massive issue, especially with the heavy attack.

    Perhaps an 'Auto' lock on when you have your cross hair on the target and engage a melee attack for each single animation would work. This would force you to aim at your target before initiating your chosen fast/strong/dbash attack each time.

    This went on far longer than I intended it.
  4. Gazrick Gazrick Well-Known Member

    Hmm I don't know man;

    - I don't know if removing the lock on would fix that much. Without the lock on you can still spam RMB as needed. I play a fair bit of melee and don't always use it myself.
    - Stamina system isn't a bad idea as long as there is enough to keep melee engaging. And what would happen if both combatants ran out of stamina. Would they just sit there waiting for it to charge back up? Could be a bit awkward.
    - I like the lunging but it shouldn't be faster than a character sprinting away with their back to the enemy. Backpedaling yes, sprinting no. Teleporting is another problem not inherent with the melee system I don't think.

    I think out of these a stamina system is the best idea and could really help the game. If all of these are implemented it would gimp melee into the ground imo.
  5. EX0DUS EX0DUS Prefectus

    Hmm, interesting points.

    If you could sprint away from your opponent, there would have to be a way to re-engage. Especially for ground assault. Maybe a shoulder charge sort of thing. Sprint at your opponent and then engage an attack to barge into them and stagger or something. Otherwise you would just sprint away then shoot the attacker. as he winds up his sprint towards you. TTK is pretty quick remember.
    It could even potentially bring back what it was like before there was stamina on evasive rolls. You could just kite the melee user around shooting inbetween rolls indefinitely.

    There is no simple solution to this, unfortunately. The issue obviously needs attention though.
  6. Kharn KharnVarus Eternal Battles Moderator

    Here's the thing with lock on, I myself as a person who switches between Boltgun and Melee during a match like using fairly slow sensitivity for ranged weapons since I tend to move my hand around quite a lot, but with melee that basically makes me useless since I'd have to launch my mouse off the table if someone came behind me, so I use lock on to counter that, because otherwise I'd have to set my sensitivity every time that I switch the classes which ain't effective!
    Kaptin_Pokkets and Thurservorr like this.
  7. this is real issue, and as stated in numerous different threads, I would love to see an option to set different sensibility settings for different weapons. Not necessarily for each kind of weapon, but for exam,ple, one for melee one for ranged weapons.
    Kalenath likes this.
  8. Kalenath Kalenath Subordinate

    My own problem with lock on is it always locks onto the WRONG enemy.
  9. Stamina melee system sounds... not fitting for 40k. How many swings should a Space Marine be able to perform before he has to make a short break? Well, if someone would ask me that question, I'd answer "maybe a couple hundred".

    I really like the idea of "soft" lock on, where you lock on for a hit if you aimed at the enemy when you started the attack. What do you guys think, @Oveur @BrentEllison ?

    So basically if the lock on button would just switch your sensitivity you'd be fine?!

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