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This thread is mainly focused on the basic gameplay and the core mechanics which determine the overall characteristics of the game itself, however, it will also touch upon the visual aspect.
All proposed changes aimed at:
Movement:
Knockdown abilities:
Sabering:
Other:
All proposed changes aimed at:
- Eliminating existing systemic breaks.
- Lowering barriers to entry the game, bringing it to the classic concept which is known as "easy to learn and difficult to master".
- Shifting players' attention from mechanical inputs to space of tactical decisions.
- Increasing comfort of perception of game situations.
- Improving gaming experience on the whole.
- Simplicity is about freedom from overcomplexity. Highly likely that a simple solution will be the most satisfactory one.
- Plausibility is about designing systems/mechanics/features that specifically feel appropriate to that particular game world/situation/place.
- Consistency is about organizing the game and its mechanics that it all works seamlessly together as logically as possible.
Movement:
Fix: Clone's/Arc's sprint affects walking/crouching speed while pressed.
Note: Uuuuuuuuur Ahhhhrrrrrr Uhrrrr Ahhhhrrrrrr Aaaarhg...
Note: Uuuuuuuuur Ahhhhrrrrrr Uhrrrr Ahhhhrrrrrr Aaaarhg...
Fix: Sporadic unexpected drops in movement speed when changing direction (walking/crouching/scoping).
Note: Affected: Soldier (without CC/if armed), Wookiee (without S3/if armed), Clone/ARC, Hero/BH (when scoping with PR/Disruptor).
Note: Affected: Soldier (without CC/if armed), Wookiee (without S3/if armed), Clone/ARC, Hero/BH (when scoping with PR/Disruptor).
Fix: Backward walking animation.
Note: Unreasonably slow walking animation when moving back. However, if you are holding block as a Jedi/Sith, the animation speed changes to more appropriate.
Note: Unreasonably slow walking animation when moving back. However, if you are holding block as a Jedi/Sith, the animation speed changes to more appropriate.
Change: Use common (the one that soldiers use) animation for quick-getup for all classes except Jedi/Sith.
Note: That magical flip-getup looks extremely bad for most of the classes. It is only about the visual part.
Note: That magical flip-getup looks extremely bad for most of the classes. It is only about the visual part.
Change: Movement speed according to movement methods: Run > Walk > Crouch.
Note: In the current build, if you just crouch, you will move faster than if you walk, and if you crouch+walk, you will move with the same speed as if you just walk. Also, crouching is always noiseless. It just doesn't look right.
Note: In the current build, if you just crouch, you will move faster than if you walk, and if you crouch+walk, you will move with the same speed as if you just walk. Also, crouching is always noiseless. It just doesn't look right.
Change: Walk button no longer affects movement speed while crouching/blocking.
Note: As this feature does not have a positive effect on the gameplay, it should go away.
Note: As this feature does not have a positive effect on the gameplay, it should go away.
Change: Slightly increase walking speed for all classes.
Note: In order to make walking faster than crouching.
Note: In order to make walking faster than crouching.
Change: Give the oppotunity to perform a roll-getup for all classes (expect SBD).
Note: In order to give players more control over their characters, what will positively affect the gameplay on the whole.
Note: In order to give players more control over their characters, what will positively affect the gameplay on the whole.
Change: Jumps no longer drain BP, only FP.
Note: It looks that no BP regeneration and increased damage to BP on hit are fairly enough.
Note: It looks that no BP regeneration and increased damage to BP on hit are fairly enough.
Knockdown abilities:
Change: Can no longer slap during a swing (by analogy with Force powers).
Note: Such slaps negatively affect the gameplay and just look ridiculous.
Note: Such slaps negatively affect the gameplay and just look ridiculous.
Change: Can no longer block saber swings during slap/slapping-getup (by analogy with Force powers).
Note: In order to make Slap require more skill and shift players' attention to other parts of the gameplay.
Note: In order to make Slap require more skill and shift players' attention to other parts of the gameplay.
Change: Knockdown abilities cause a knockback/stagger even when hitting someone that is blocking/crouching.
Note: Higher risk, higher reward. Fair enough.
Note: Higher risk, higher reward. Fair enough.
Sabering:
Change: Swings characteristics:
- Full swing: high damage, slow speed.
- Consecutive swing: low damage, high speed.
- Half swing: medium damage, medium speed.
- PB-Counter (Riposte): low damage, high speed, causes a stagger if not PB'ed.
Change: BP Damage multipliers according to the character's state: Underfoot > Jumping/Flying > Running > Walking/Standing/Crouching.
Note: Previously, we have reduced the presence of knockdowns in the game and here we increase their potency. Knocking an opponent of his feet will be more rewarding than before. As for crouching, it needs no additional penalties such as increased damage to BP on hit, as no BP regeneration and reduced damage on attacks are more than enough.
Note: Previously, we have reduced the presence of knockdowns in the game and here we increase their potency. Knocking an opponent of his feet will be more rewarding than before. As for crouching, it needs no additional penalties such as increased damage to BP on hit, as no BP regeneration and reduced damage on attacks are more than enough.
Change: Move BP drain for attacks from being based on button inputs to being flat drains based on stance.
Note: BP drains should be adjusted to fix the situation when players drain most of their BP by themselves.
Note: BP drains should be adjusted to fix the situation when players drain most of their BP by themselves.
Change: Maximally reduce the difference in speed between swings within a stance.
Note: In order to make all swings within a stance equally useful.
Note: In order to make all swings within a stance equally useful.
Change: Reduce the difference in speed between the stances (speed up Red, Purple; slow down Blue, Cyan, possibly White and Green).
Note: If you want to balance the stances according to each other without systemic breaks, this change is actually inevitable. Let's look briefly at the reasons for this state of affairs. The most skill-demanding and, at the same time, rewarding thing in the game is PB. The success of PB depends directly on the speed of an incoming swing. You can make an incredibly slow stance which would drain 90 BP on body hit, however, it would be the weakest one, simply because you would not achieve a single body hit, as all of your swings would be PB'ed even by a sleepy turtle, not to mention interrupts. You may try again and make a stance that would drain only 0.33 BP on body hit but would also be 12 times faster than current Blue. Probably, you already know which stance would be the strongest one. Thus, we have learned that we cannot balance a stance once the speed of its swings has reached a certain value. It can be either overpowered or underpowered. Now let's see what happens if we apply the proposed change and significantly reduce the difference in speed between the stances, so the fastest stance will be only 1.5 times faster than the slowest one. Some of you might say that it will kill the diversity. Oh, I don't thing so. Especially considering that you can find nothing but Yellow when it comes to competitive duels. Try to guess why. Even if we set Yellow's speed for all the stances, it will affect the gameplay only positively.
Note: If you want to balance the stances according to each other without systemic breaks, this change is actually inevitable. Let's look briefly at the reasons for this state of affairs. The most skill-demanding and, at the same time, rewarding thing in the game is PB. The success of PB depends directly on the speed of an incoming swing. You can make an incredibly slow stance which would drain 90 BP on body hit, however, it would be the weakest one, simply because you would not achieve a single body hit, as all of your swings would be PB'ed even by a sleepy turtle, not to mention interrupts. You may try again and make a stance that would drain only 0.33 BP on body hit but would also be 12 times faster than current Blue. Probably, you already know which stance would be the strongest one. Thus, we have learned that we cannot balance a stance once the speed of its swings has reached a certain value. It can be either overpowered or underpowered. Now let's see what happens if we apply the proposed change and significantly reduce the difference in speed between the stances, so the fastest stance will be only 1.5 times faster than the slowest one. Some of you might say that it will kill the diversity. Oh, I don't thing so. Especially considering that you can find nothing but Yellow when it comes to competitive duels. Try to guess why. Even if we set Yellow's speed for all the stances, it will affect the gameplay only positively.
Change: Speed up spin-swings to make them comparable with normal swings.
Note: In order to make them useful.
Note: In order to make them useful.
Change: No movement speed reduction during spin-swings.
Note: In order to make them useful.
Note: In order to make them useful.
Change: Add the ability to perform an unlimited number of swings in a chain until the first collision with a saber/body, then use regular limitations.
Note: This change will improve the gameplay without any negative consequences.
Note: This change will improve the gameplay without any negative consequences.
Remove: Perfect Parry.
Note: Performing a PP is absolutely random. Moreover, it is completely useless. Nothing will change after it's gone.
Note: Performing a PP is absolutely random. Moreover, it is completely useless. Nothing will change after it's gone.
Remove: Instant Counter on successful MBlock.
Note: Unnecessary overcomplicated mechanic.
Note: Unnecessary overcomplicated mechanic.
Remove: Penalties on unsuccessful MBlock.
Note: MBlock is a skill-demanding technique and needs no additional statistical balancing.
Note: MBlock is a skill-demanding technique and needs no additional statistical balancing.
Change: Parrying with no BP will cause a stagger.
Note: In the current build, players have restrictions on comboing when reaching/having 0 BP. The proposed change is more elegant solution.
Note: In the current build, players have restrictions on comboing when reaching/having 0 BP. The proposed change is more elegant solution.
Change: Reintroduce Semi-Perfect Block: decreases BP damage; works only if blocking (as Perfect Block).
Note: In order to reinforce the difference between players who try to PB and those who do not.
Note: In order to reinforce the difference between players who try to PB and those who do not.
Change: Slow down MBlock aninations.
Note: To make movements smoother in order to increase comfort of perception of a game situation.
Note: To make movements smoother in order to increase comfort of perception of a game situation.
Change: Forbid to start a new MBlock animation until the previous ends.
Note: To prevent distractive visual spam in order to increase comfort of perception of a game situation.
Note: To prevent distractive visual spam in order to increase comfort of perception of a game situation.
Change: Successful disarm resets ACM of the target.
Note: In order to increase the relevance of MBlock and Swingblock.
Note: In order to increase the relevance of MBlock and Swingblock.
Change: Swingblock no longer affects BP damage.
Note: Swingblock is a skill-demanding technique and needs no additional statistical balancing.
Note: Swingblock is a skill-demanding technique and needs no additional statistical balancing.
Remove: All the saber perks.
Note: Due to significant changes in the core mechanics. New perks to replace the old. Or no perks at all.
Note: Due to significant changes in the core mechanics. New perks to replace the old. Or no perks at all.
Other:
Change: Force-Lighting causes Flinch when hitting someone.
Note: Just an additional visual effect for Lightning's stun.
Note: Just an additional visual effect for Lightning's stun.
Change: All successful projectile/saber hits cause Flinch.
Note: In fact, Flinch is nothing more but a pain animation. In accordance with the principle of Consistency, the question arises: why does Flinch appear only in a single special situation? If it is possible to make it appear without preventing players from shooting/using melee, it would be highly recommended. Although, having Flinch preventing from shooting/using melee may be interesting, it also might be an issue without a major rework of weapon accuracy.
Note: In fact, Flinch is nothing more but a pain animation. In accordance with the principle of Consistency, the question arises: why does Flinch appear only in a single special situation? If it is possible to make it appear without preventing players from shooting/using melee, it would be highly recommended. Although, having Flinch preventing from shooting/using melee may be interesting, it also might be an issue without a major rework of weapon accuracy.
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