Countdown: http://www.timeanddate.com/countdown/to?iso=20140815T19&p0=270&msg=TOL+Play+Session
Be there or... you probably won't miss much
Feedback/ideas stemming from this session should go into this thread.
thelawenforcer {l Wrote}:- i found it really hard to tell whether we were winning or losing.
thelawenforcer {l Wrote}:- i found it really hard to tell whether we were winning or losing.
thelawenforcer {l Wrote}:- movement feels good. a bit more aircontrol maybe?
thelawenforcer {l Wrote}:- weapons - underwhelming - it seemed to me that weapons with effects suggesting AoE were ineffective - particularly on the 2nd class. 4th Class seems really strong and the biggest damage dealer by far.
thelawenforcer {l Wrote}:- combat in general felt a bit horizontal at times. also a bit spammy. partly to do with the underwhelming weapons.
thelawenforcer {l Wrote}:- terrain collision is perhaps a bit too punishing?
thelawenforcer {l Wrote}:- effects in general underwhelming - impact/hit effects hard to see.
thelawenforcer {l Wrote}:- sounds too harsh and annoying. i understand these are more than likely placeholders; same with the effects?
thelawenforcer {l Wrote}:- would be cool to see when someone has a 'lock' on you.
thelawenforcer {l Wrote}:- discs spinning around a bit too long after intercept etc?
thelawenforcer {l Wrote}:- gun position is a bit awkward. also a bit unoriginal - would be cool to see more creativity with regard to the viewmodels - perhaps look to integrate them into the CAT models - eg, the 4 CAT could have two guns on its shoulder, and have two view models in the top right and left position, slight recessed. the 3 CAT could have some energy thing in its chest and you see it at the bottom with some glow or whatever to indicate charge status.
thelawenforcer {l Wrote}:- hard to visually differentiate different CAT types.
thelawenforcer {l Wrote}:- the target designation box could perhaps show a bit more information - not when at long range, but perhaps when close and when you've had time to 'scan' the 'contact' - could flash up displaying class, hp, range etc.
- when you are engaging a target, or your crosshair is close to one, perhaps the white outline could be alpha'd to reduce the impression of shooting at squares and to make the CAT and the visuals more visible.
- integrating the targeting/disc visuals with the HUD and viewmodels into a pseudorealistic style (but obviously still in the theme and tone of the game) would give a bit more presence to the game - feels a bit detached and floaty atm - sort of like you are moving in a map editor.
thelawenforcer {l Wrote}:- the recoil feels and looks a bit random. perhaps make it more related to your movement vector, and have it reflected in the weaponviewmodel and headbob allowing you to compensate for it.
thelawenforcer {l Wrote}:- at the risk of making things a bit too vertical, the jump could give a bit more of an upwards boost - though terrain does give big air this might not be needed, but the flat and open design.
thelawenforcer {l Wrote}:- the risk of this is that you end up with a mess of players in the air too much and few ways to engage them... perhaps a spherical shield around the player that increases their hitbox size - but takes damage proportional to how much of a deflection would be required to make a shot 'ricochet' off tangentially to its impact point on the shield. perhaps this shield could engage when a player is no longer 'anchored' (I saw this in a Revenge of the CATS video, but didnt actually see it ingame, is it still in?) and provide a lock if someone looks at you up there long enough? you could potentially even activate it on the ground in place of that momentary barrier you seem to be able to put up - though I wasn't able to fully try that ability out in the limited playtime I had.
thelawenforcer {l Wrote}:- the map ETH1 I think feels a bit flat and empty; which is kind of the point I presume, but it lacks content. a way to remedy that would be to allow players to expend energy to deform the terrain or build fortifications.
thelawenforcer {l Wrote}:- there arent any identifiably important strategic points/structures. no fight feels particularly important, no push feels like it has a goal to it, other than to defend/cap the next cell.
thelawenforcer {l Wrote}:- i found it really hard to tell whether we were winning or losing.
thelawenforcer {l Wrote}:i will definitely be following this game closely now!
thelawenforcer {l Wrote}:high fall damage and strict collisions are very much a punishment for going too high or for not hitting a downramp just right though arent they? this is literally the game saying 'you broke the rules and are now punished: -20 health'. the thing is that its so easy and natural to do so means that the world is punishing you much more often than players.
thelawenforcer {l Wrote}:other than hitting another player, using a repel disk, or using another disk when you hit him enough to get a lock etc, what mechanisms are exclusive to punishing an airborne target? other than the loss of anchoring which boosts knockback?
thelawenforcer {l Wrote}:also seems to me that the damper system whereby energy reserve is relative to your damage output/intake constitutes another game punishment for using energy to move around? yes, other players can punish use of energy, but this is universal and not just tied to movement.
thelawenforcer {l Wrote}:another comment relating to the combat and guns feeling underwhelming: its not just the damage output, there is little also to no interplay between the weapons. none of them feel that different from the others or differ that much in their usage. there is also little in terms of combo potential - not surprising considering some classes have just the 1 gun!
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