As mentioned I'm not a big fan of the test server, but since these appear to be troubled times I decided to give it a go.
In short, from the point of an archer, I *REALLY* can see what you are trying to do. I think a set of subtle adjustments on the existing combat model would have been far simpler, but I can see what you were trying for.
Currently it feels cheap, and uncertain, and confusing. For this to work (I do appreciate you are still making changes) the relationship between player input, cancellation control, animations, hits contacting with the target, and the display of log data showing results, needs to be vastly improved. At the moment I feel like I'm waving my bow about in a random manner, and occasionally some numbers appear in the log telling me the monster I'm trying to fight appears to have been damaged.
I can see how this could eventually work, if it's much refined in terms of animation feed back, and there's a more solid feel of shots connecting and missing, but I think you've made life hard for yourselves, as it felt pretty solid and playable before the changes.
Unless you really think you can achieve that in the next few weeks, I'd backtrack to the previous model, make some reasonable nerfs and tweaks as many people have suggested, put all your energy into the new engine and player models, which people are genuinely positive and excited about, then when they are done everyone can put this to the back of their minds, the forum will be besieged with praise for your handwork, and we'll all sign on and be happy.
I'll sign on again when the patch is implemented to give it a fair try, I do wish you luck with your development whatever you choose to do.
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Doll, Molok Knight Level 44 (Recent Hotfix Actually Improved Positional Bugs For Me) Roxi, Esquelio Hunter Level 50 (Soulless War Support Hunter Written Over Trix) | Trix (Adventuring In Other Lands)
Last edited by drunk_harlot; 09-18-2009 at 09:12 PM.
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