![]() I think the problem for me is that it isn't manually attacking individiul targets that makes the game interesting. I do wonder if perhaps the concerns for autoattacks making the game feel like it is on "auto-pilot" to be a bit misplaced? I've been playing the game since launch and it still draws me in. Just wanted to say that the autoattack has been an interesting addition to the game and I'm glad to see that additional updates are still being worked on. ![]() What we've done with the current implementation is put in a way to defend yourself automatically without causing the game to play itself for you. That to us felt disappointing and something more apt to be seen in a mobile game than a PC experience. A person could click once, and the entire planet would end up clear without further input from the player. While convenient, it also took control entirely out of the player's hands. Originally posted by LadyAijou:We have always said that we wanted to avoid entirely automating the game, because in early development we *did* use that method, and it did not play well. Player choice has been a huge influence in the way we've made our development decisions. There was no way to choose *not* to engage those enemies by running instead of fighting. We previously also used a mechanic where anyone that was attacked, would instantly attack back, and the result was again, that your crew would chain-aggro everything on the level, and keep running, without allowing you the option to stop it in any way. We have always said that we wanted to avoid entirely automating the game, because in early development we *did* use that method, and it did not play well. Originally posted by III - I`ll be back.:The current attack funcions in the game are already decent, at least IMHO The suggested Attack-Version-B auto attack would leave players lots of time to focus on using the crew abilities, right now I seldom use them as Im always busy with pressing key "Q" and clicking on new attack targets. Which would avoid that the crew just stands around doing nothing with new enemies popping up. ( So the current implementation is "Auto attack version A" ).Īttack behaviour Version B would be the AI attacking anything showing up in the screen, It would be great if an alternative "always-auto-attack" gets implemented as a "Attack behaviour Version B" in the Game Options, as an alternative to the current auto-attack-behaviour where the player needs to define the first initial strike ![]() ![]() Otherwise my folks often just stand within a bunch of enemies and do nothing. However, my finger is constantly on the default attack key "Q" + left mouse click on appearing enemies, as initially the system needs to be told "Attack", to initiate the battle. The current attack funcions in the game are already decent, at least IMHO Right now one constantly has to click on "Sort Armor" and "Sort Damage" and its all presented in a big "Bin" xDĪlso a button "Sell all items which are not worn/in use by characters" would be a time saver :)īTW I love the humor of the crab "I need a woman ?" or the taped up mummy ! Keep the humor up, great stuff !!! Somehow visually better presented and organised to see those things better.That would save a lot of time. If items would be inventory-split-presented, an inventory box for armor, an inventory box for vests, and one inventory box for class items.All of these boxes arranged visually next to each other. What I spent most time on in 10 hours playing: Sorting out the best DPS armor vests, DPS helmets and highest class items and constantly trashing stuff. I guess players would also welcome the following feature "Options: ON/OFF Autopause game as a unit health reaches xx % hitpoints". It could be tweaked a bit more, in the way that units directly attack as soon an an enemy is in visible screen distance.
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