3 posts
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Post by ironsavior on Aug 11, 2015 5:05:11 GMT
When i started the game, i got a fucking weird graphical glitch that made the game really dark, and all the characters turned into walking Neon Lights, and were the only thing i could see I was going to report it, then i saw that most graphical issues were due to outdated drivers, then i tried updating them but i couldn't connect to the Nvidia servers for whatever reason Rambling aside, i did have a small issue with the game in the short time i played it, my issue is that you can't cancel your attack's recoveries by moving, why is that a bad thing?, TLDR-it makes the game feel unresponsive, i'm going to link to an article talking about this, and suggest looking at the rest of the blog, since that dude knows his shit when it comes to action games aztez.com/blog/2012/05/24/the-amalur-problem/
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itjustworks
Miner
It Just Works. Except for the times it doesn't.
10 posts
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Post by itjustworks on Aug 11, 2015 8:16:30 GMT
You can use Auto-Combat and Weaving/Dodging to do just that. And if by neon lights you mean this It is caused by outside software that is injecting crap into the game. (e.g. MSI Afterburner)
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3 posts
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Post by ironsavior on Aug 11, 2015 15:20:33 GMT
I'm guessing auto combat is the teleport, if that's the case, it's not the same as canceling by walking, since i'm triggering an even longer animation rather than being able to quickly walk away and do whatever i want afterwards I have no idea what could be causing the glitch, i'm not aware of any program that i've got active that could alter the game
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itjustworks
Miner
It Just Works. Except for the times it doesn't.
10 posts
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Post by itjustworks on Aug 11, 2015 20:56:37 GMT
Move cancels would break the entire game which is why character action games have dodge cancels instead.
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11 posts
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Post by saintmikal on Aug 11, 2015 21:17:39 GMT
Move cancels would break the entire game which is why character action games have dodge cancels instead. It depends on the combat system. You basically add a cancel window at a certain point in the animation and its' fine.
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Post by John Boddy on Aug 12, 2015 6:13:11 GMT
Move cancels would break the entire game which is why character action games have dodge cancels instead. I absolutely agree, I love the idea of dodge cancels being implemented they feel like a staple of character action. They create a execution barrier that makes you work for that final piece of the puzzle that separate the good from the godlike.
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3 posts
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Post by ironsavior on Aug 15, 2015 18:24:34 GMT
Move cancels would break the entire game which is why character action games have dodge cancels instead. Excuse me, but what the hell are you talking about?, popular action games have late walk cancels, and it doesn't affect the balance in the least, i tried with DMC4 and MGR, try it with Bayonetta, God of War, or whatever, and it will most likely be a feature It's not a super quick cancel like a Roman cancel, it's something you stick near the end of an animation so the player doesn't have to watch the unnecessary bits, i cannot see how that is game breaking in the least And even if it was a really quick cancel, those usually make the game richer, consider MGR blade mode cancels, DMC royal guard cancels, Aztez guard cancels, Tales spell cancels, Order Sol's Charge cancels, Johnny's Mist cancels, etc. All those examples i mentioned are usually considered advanced techniques, and help the character get better combos, better pressure, etc. 1-In what way is a dodge cancel an execution barrier? 2-Why would you want your dodges to be execution barriers?, that creates situations where you get hit because you didn't do the dodge input in time, rather than because you didn't dodge in time
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11 posts
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Post by saintmikal on Aug 18, 2015 14:15:45 GMT
Hmmmm. I coulda sworn we did have cancels but that they work a bit differently. It has to do with how the combat system is modular or something. I'm not sure. But autoslash, jumping and dodging all do cancel I'm sure of that. I'll experiment with it a bit later.
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