#1  
Old 12-03-2018, 09:47 PM
illusia illusia is offline
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Cool Damage feedback in combat

Hello,

I feel like the game is missing some important visuals and maybe also sounds for when your character gets hit. It often looks to me like the enemy is making some weird move (which I know is his attack), and I'm far out of range of the animation, yet I still lose hitpoints. Another problem I'm encountering a lot is that attacks creating a visual wave do damage even though the wave stops it's animation halfway between me and the enemy. This is very irritating.

For ranged attacks I actually tested it, moved around to see when I get hit by an arrow, it turns out that the hitbox is one character length more in each direction. And when the arrows hit you by hitting the air 3 feet next to you, they disappear. Funny enough, the same doesn't apply to spells which shoot in all directions, in that case the hitbox is as small as you'd expect: only on your character.

I always had the impression, the controls are clunky and unresponsive, and now I understand why. You can't just skillfully evade arrows by a margin and this in turn reduces my gameplay experience. It makes it less about skill and solely about itemization.

This is the exact same problem Titan Quest had. So the engine didn't change. Alright. xD

Next are the sounds. I love that, unlike in D3, running makes sound, it's very immersive and greatly adds to the gloomy atmosphere. But when you get hit, it's another story. When hit by an arrow, there's such a "pbbb"-sound, like the arrow actually hit a wooden wall. Or the train dummy. Once in a while the character says like "ouf", if he gets hit (too many times). But when there's a lot going on these puny sounds have no chance whatsoever to reach my ear.

So I would suggest:
1) Make the hitbox match the character size AT ALL TIMES. To compensate, arrows can make more damage, because why not.
1.5) Give the enemies tentacles which match their attack range. Tweak the waves so they travel the correct distance.
2) Make more sounds. Look at Diablo 2 or even Diablo 1 for inspiration. Let the character make his "ouf" sound everytime he gets hit, and if he receives a big blow, let him cry out. I thought, we're playing a human character, not a plush toy! Metal sounds when the arrows hit armor or shields would be nice as well! Characters hits against enemies can be improved the same way.
3) Make the screen turn red on receiving a critical hit? Maybe? Not bright red when you trip on a stone, ya know? Discretely. A soft dark red tint on the edges when a hit cuts your life bar in half.

Please tell me how outrageously unimportant my experience is and how this game absolutely doesn't need improvements in these areas to match the quality of other famous arpgs.
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  #2  
Old 12-03-2018, 10:05 PM
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Ceno Ceno is online now
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Quote:
Originally Posted by illusia View Post
Please tell me how outrageously unimportant my experience is and how this game absolutely doesn't need improvements in these areas to match the quality of other famous arpgs.
Signature-worthy comment.
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  #3  
Old 12-03-2018, 10:28 PM
Ceveth Ceveth is offline
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As per request;

Your experience is outrageously unimportant & this game absolutely does not need improvements in these areas to match the quality of other famous aRPGs.
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  #4  
Old 12-03-2018, 10:39 PM
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USER_NAME_01 USER_NAME_01 is offline
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Quote:
Originally Posted by illusia View Post
So I would suggest:
1) Make the hitbox match the character size AT ALL TIMES. To compensate, arrows can make more damage, because why not.
1.5) Give the enemies tentacles which match their attack range. Tweak the waves so they travel the correct distance.
2) Make more sounds. Look at Diablo 2 or even Diablo 1 for inspiration. Let the character make his "ouf" sound everytime he gets hit, and if he receives a big blow, let him cry out. I thought, we're playing a human character, not a plush toy! Metal sounds when the arrows hit armor or shields would be nice as well! Characters hits against enemies can be improved the same way.
3) Make the screen turn red on receiving a critical hit? Maybe? Not bright red when you trip on a stone, ya know? Discretely. A soft dark red tint on the edges when a hit cuts your life bar in half.
First off, that's all I've read because I am lazy, angry, and tired.
As for 1, this would be too much work for a too small eye-candy.
2, I didn't know there are sounds for getting hit, I actually literally didn't know that as I played the game with base sounds only for about 100 hours, if not less.
3. You can receive a critical hit? What?
I actually never get crit by my enemies, but when I do, I usually just fuck up anyway and die on the same hit. But I always blame Zantai when I die, just to make myself look pro and Zantai to look like a mean motherfucker he is not. Or something like that.


I actually feel that Zantai will ban me some day.
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  #5  
Old 12-07-2018, 12:07 AM
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claudius claudius is offline
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I would like to be able to somehow examine what types of damage I'm taking. I can see DoTs or other status effects. but if I pause the game then I can't look exactly their types and magnitude. I guess I could look up online what different bosses do for damage but in game would be nicer.

Another idea would be to have an in game bestiary like in pillars of eternity or even simpler version just telling about bosses and their damage or traits.
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Old 12-07-2018, 01:22 AM
ya_ ya_ is online now
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Originally Posted by illusia View Post
Let the character make his "ouf" sound everytime he gets hit, and if he receives a big blow, let him cry out.
It'd make German porn out of the crucible...
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  #7  
Old 12-07-2018, 05:49 AM
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Natt Natt is offline
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Quote:
Originally Posted by ya_ View Post
It'd make German porn out of the crucible...
Well, in this case there would be another "mysterious" uptick in sales.

Last edited by Natt; 12-07-2018 at 05:54 AM.
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