Open GoogleCodeExporter opened 8 years ago
One of the best postings here!
True points. Currently its fighting one monster after the other (avoiding to
fight 2 of them), fleeing and healing.
I also think spells or skills could change this. (more important on side of the
player / IMO monsters doing spells would not change much.)
Original comment by SamuelPl...@gmail.com
on 11 Dec 2010 at 8:51
[deleted comment]
Regarding the UI changes I suggest, here are examples, showing changes in and
out of combat.
Context specific buttons could be for example stab and slash, or a single
attack button, available for all combat (though different for armed and
unarmed).
Attacks granted by skills go in the white area.
Original comment by char...@pigotts.org.uk
on 13 Dec 2010 at 2:23
Attachments:
I like the thin bars, however especially for HP would I want to know just the
current value without hovering over it, maybe at the right end (same for mana).
Missing exp could be on the left end and to keep it small, so more of the bar
is visible, use a multiplier suffix like 1000=k and 1000k=m thus limiting it to
4 characters - 3 numbers and 1 suffix.
The combat zoom with HP bars below is brilliant. If you fight two or more
monsters now, there is no way of knowing which is monster closest to being
killing.
Original comment by kims...@gmail.com
on 20 Dec 2010 at 12:03
Good ideas, but makes the whole thing a bit more heavyweight. Should think
about that.
At the very least, I prefer battery time and ease of use in case of mobile
games :) and current interface is decent enough for me.
Original comment by surrano
on 21 Dec 2010 at 2:41
Skills and player effects can help this issue.
Original comment by sdeva...@gmail.com
on 10 Feb 2011 at 1:02
Issue 152 has been merged into this issue.
Original comment by sdeva...@gmail.com
on 10 Feb 2011 at 3:33
zooming only helps if you have animations to watch or some kind of play between
the relative locations of the player and monster.
perhaps there could be combat sequences. if you attach a monster at a
particular point of their attack/defence sequence they take more damage.
something like that would warrant a zoom feature.
the problem might be more that people are not attacking the higher level
monsters and just spending more time on the low level ones. i suggest adjusting
the exp reward based on the difficulty/risk involved in the fight. level
quickly with dangerous monster but get little loot and don't level at all with
easy monsters and get lots of loot ("Like taking candy from a baby" Mr. Burns
:).
so if you fight a bit the run away and heal then come back and finish fight you
get higher exp (and you need better flee skill) .
i find that its not worth fighting high level monster as i spend so much time
waiting to heal or even longer travelling to a bed. i get more exp per minuet
killing small things and only occasional stopping to heal but _that_ is
boring... i want to risk it, fight something big and get something back from
it. imo if a fight (or 2-3 of the same kind in a row) is not going to leave you
almost dead its more of a slaughter than a real fight!
i hear that quite a bit of time has been spent on balancing the combat/skill
system but i feel this aspect might have been overlooked.
also seeing the enemies conditions like stunned, bleeding, etc. would make it
more interactive i think. just need to add a row of icons under the enemy
health bar. they have some conditions as player so 98% of code should be there!
Original comment by HeB...@gmail.com
on 17 Feb 2014 at 11:17
Original issue reported on code.google.com by
char...@pigotts.org.uk
on 11 Dec 2010 at 8:04