Basic suggestions for Game Mechanics

and yet I’ve find something very strange, many times I manage to avoid projectiles just by strafing (and I mean, MANY times), very contrasting to dodging where I almost always get hit (you need to dodge as the projectile is to hit, exact same as melee attacks)… this tells me 2 things: dodge doesn’t cover much ground (compared to strafing) and the principal mechanic at play are the invincibility frames… (both fine, in isolation)…

pretty much exactly!!!

and this is a recurring issue I find w/ many games that mix melee and range, ranged foes fight w/ different (physic) rules as players… often times they have, infinite stamina/projectiles/accuracy/etc. (some or a combination)
the issue when fighting mobs is priority, one needs to fight the most threatening danger, and here what ends up doing is we get essentially bullied unless we cheese the fight… because ranged attacks occur too often, do poise DMG and there is always pressure from melee foes… (dodging should give longer i-frames against projectiles, or projectiles should only be able to hit if the players are stationary)

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I’ve finally reached the 300+ hour mark and realized something I felt initially when I started playing since day one.
This game is juggling multiple different mechanics from multiple different other games we all probably have played. They don’t synergize well at all.
For example, the poise system is a Sekiro mechanic; in sekiro(ghost of Tsushima too) the meter is well calibrated. In our game here, it builds up so quickly against us; leaving us staggered and vulnerable. Especially against bosses. The stamina is literally the quintessential soul’s like mechanic. But here, unless you have a high enough stamina pool, everything you do drains it so quickly. There’s no difference between the code that determines whether you are attacking or dodging or shoving or hop forward to attack. I think it’s all one unified code that drains it regardless of which action you take. Then, the worse mechanic is the perpetual degradation of our health in & outta combat I get it, it validates our so called “hunger meter” to eat all our meals but man it’s still a weird metric to have; prior to any gear stat . Those three mechanics: stamina, poise, health + stagger are not well calibrated against the innate sluggishness of our character’s movements. Something is off about it. The percentage is wonky for each type of action(especially against ranged enemies).

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