Stop NPC respawn and better mobility through several opponents

edited December 2017 in Suggestions?
Hi. Im an adult gamer and a Kung Fu teacher at my own school here in Poland. I've been looking for a good fighting game for several years.
I must say your system allows me to immerse into the feeling of real fight. It's strategic and focused on proper timing and distance management.
Thank you for that.

However there are some things which I don't like.
Here are my two biggest concerns which iritate me the most in the game:
1. Opponents respawn. - I know there is that new fashion now of making player's life more difficult. Some players like to go through the same content 20+ times and fight again and again.. I don't.
I don't see any reason why, after almost clearing the entire area and accidently falling into water or just leaving the area (which is not pre-warned) should I fight all of them again. So... knowing that some heavy-players like that but several other ones hate, would you consider giving us AN OPTION TO TURN IT (the respawn) OFF? Let us choose which way we prefer.
2.Mobility and several opponents - frankly speaking this system is not adjusted to group fighting. The mobility is wastly limited while the focus is on. Dodging does not help when you are stuck between opponents - it does not let you escape to a free space. You can't manage the space and distance well. Changing focus is troublesome.
(I would recommend you playing Kingdoms of Amalur a bit - the game in which dealing with several opponents is perfectly designed.)
Please improve that. I would suggest:
- incorporating LARGE DODGE - used when dodge and another button are pressed simultanously. Let us roll in desired direction far enough to manage the fighting ground's space.
- an option for automatic focus change - with a few modes like: focus on the nearest opponent, focus on the opponent you are facing on, focus on a opponent with the lowest health. And allow us to switch betwen them (the modes) with a press of a button.

Comments

  • Hi there Martinezz123!

    Firstly I'd like to thank you for the kind words! As for your feedback, I very much appreciate your reasoning behind the improvements you'd like to see, this is great, thank you!

    I'll be passing this along to the team, and while I can't promise that they'll respond directly, I'll make absolutely certain that it's seen by them.

    If you have any more tweaks or ideas for the game, please let me know and I'll happily pass those along also!
  • A dodge that would cover more distance would be a welcome addition, One thing that I would add to it would be a long enough cooldown so players won't be able to spam it in hit and run attacks. BTW in CT those very same hit and run strategies (wearing no armor, dodge > jab > dash back out of range > repeat) are extremely annoying and drastically slow the pace of the fight to a crawl.

    For targeting focus I think I have a easy, simple solution. I use a controller on PC. Currently you have to hold RB and move Right Stick left or right to the next opponent. The problem with that is the RS is also mapped to dodging (or parry, etc based on which school you are in). My solution is as follows:

    - tap Right Bumper (or whatever key you have bound) locks target initially
    - tapping Right Bumper again cycles through all (but ONLY) engaged targets
    - hold Right bumper + attack a different target by holding the LS in the targets direction auto locks that new target
    - hold Right bumper + LS to disengage

    This completely frees up use of the RS to dodge, parry, etc.
  • slcp_Furolles - thanks:)

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