Defensive Move Cue

Add an alert to cue player on when to activate a defensive move, i.e. directional arrows light up at the precise moment a defensive move would connect. Same mechanics as arcade dance games, except it is dynamic based on the input from player opponent. This game is great but need to make it more accessible.

Comments

  • I've got to disagree with this one. I was just playing Dragon's Lair, and "won" the game with directional arrow clues, just like you're talking about. I then thought to myself how boring the game was. Then I realized I wasn't even watching the game, just the directional cues. I turned them off, played again, and lost over and over, but I was having a lot more fun playing the game, and felt 100% more invested.

    Personally, the more a game puts training wheels on, the more the game plays itself. How often do you play an open world game, only to realize you aren't even playing the game, just looking at a boring gps? I've started to turn this off in games, even if I get lost more, and the same thing happens. Try turning off the gps in Witcher 3, and you might realize that you barely were looking at the fantastic game world. It's like playing the game for the first time.

    The better you get at Absolver, and the more you know your deck, the more the fights start feeling real. Accessibility in games can water them down to the point where the original intent is lost. The more interactive, the more a game makes you think, the better, IMO. Choice and the ability to fail -- or win, based on skill -- is the strength of video games as a medium.
  • i have to agree with insight here. At the moment the game revolves around your reaction time and memory and adaptive learning. adding directional arrows would remove most of the skill in memorising other players decks and adapting to their combat style, and would focus on who has the better reaction time. this got end up being two players parry locking each other and taking turns to pull off one attack and not getting anywhere with the fight until someone gives up.
  • Hey there, Feix.

    Thanks for the suggestion! A visual cue to activate a defensive ability is a really interesting idea! We can't guarantee this idea will be used, but we definitely appreciate you taking the time to share your suggestion with us. Please don't hesitate to share any other suggestions or feedback you may have for us in the future.
  • I feel like this takes away the skill of parrying.. nice idea, not sure if it should be in this type of game though
  • perhaps this would be a good thing to add if our Training Dummy attacked us, as that would be helpful for folks to understand the timing of actions, but not interfere with actual gameplay.
  • Hmm k you mates think that way :disappointed:

    Defensive abilities are not op. They are countered by alt moves that hit from opposite direction or fast-slow pair as well as feint. With cue, there would be more to-and-fro, more balanced match by narrowing the skill difference, and thus more interesting spectating, and ofc easier for casuals.
  • Feix said:

    Hmm k you mates think that way :disappointed:

    Defensive abilities are not op. They are countered by alt moves that hit from opposite direction or fast-slow pair as well as feint. With cue, there would be more to-and-fro, more balanced match by narrowing the skill difference, and thus more interesting spectating, and ofc easier for casuals.

    i am not really sure what you are saying here. I don't think anyone, in this thread at least, was suggesting Defensive abilities are overpowered.
    your logic on countering defensive moves is interesting, i have never thought of it that way.

    learning the timing by the visual queues that already exist in the game, ie, the animation of the move, is in my opinion part of becoming a more skilled fighter.
  • Quixote said:

    i am not really sure what you are saying here. I don't think anyone, in this thread at least, was suggesting Defensive abilities are overpowered.
    your logic on countering defensive moves is interesting, i have never thought of it that way.

    learning the timing by the visual queues that already exist in the game, ie, the animation of the move, is in my opinion part of becoming a more skilled fighter.


    I'm just saying even if everyone is good at the defensive abilities that won't break the game so even if they are made easier to execute that is ok. But I want to poke at my own suggestion: absorb being omni-directional would not be countered by the methods that I mentioned except for feint, though for parry and avoid the other counters are still valid.

    Executing defensive abilities correctly is the single skill that separate the pro and making them easier to execute do narrow the skill difference by a lot. I see that is a bad thing from a perspective.
Sign In or Register to comment.