Epic Fight

Epic Fight

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Suggestions for further optimization of the combat part

wushen233 opened this issue · 2 comments

commented

After experiencing the combat part today, I suddenly thought of an idea. I didn’t say that the spurs would lock the perspective and cause a sense of fragmentation, so I suddenly thought today, why not change the spur attack triggered by the player's attack while running and press the attack button? Just like the old version of the special skills, I found that the new version allows the special skills to change the keys, and I will set a separate skill trigger key, and long press the attack will be useless. And the long press time setting of the module configuration will also become useless because I changed the special skill button to other. So I have a suggestion. Simply change the spur attack that can be triggered by the player's running attack to grow and press the attack button to trigger. This mechanism is also used in other games. And the long press time setting in the module configuration becomes the setting for triggering the spur attack. I think it is enough for the player to set the key trigger for the special skill attack, because it can only be used when it is full of energy. On the contrary, the ordinary spur attack can be used at any time without energy at all. Then, if I changed the stab to grow by attacking, I used to have two thoughts about attacking when running. First: the attack is the same as the normal attack, and the second: the attack is a little higher than the attack power when walking normally. Then on the part about dodge skills, don’t there currently have two dodge skills? I think the current two dodge skills are similar except for the animation. I mean the gap is not big, I have a suggestion: Rolling skills can eliminate or be immune to part of the fall damage. Then I think the stepping skill can be added to give the player a short sprint effect at the moment of triggering. And because this skill is not like a tumbling skill. After it is triggered, the player is actually in a standing state. Because of this, I think the player does not need to press the arrow keys again after sprinting. In this way, with the short sprint effect in front, it will be very smooth.

commented

I think a charged attack with long-press left-click is a good idea. The question is how should weapon special abilities activate if left click is charged attack.

commented

我认为长按左键的带电攻击是个好主意。问题是如果左击是蓄力攻击,武器特殊能力应该如何激活。

Sorry, maybe I didn't express it clearly. In fact, I have already given an example above. I think the special attack button is actually sufficient for this situation now, because now players can set other buttons by themselves. My idea is that the spur attack can only be triggered when running, but it can be changed to a growth press attack. As far as my personal experience is concerned, I often fight in a running state, which causes me to trigger a spur attack every time I attack. Then my perspective was completely locked because of the stab state. It often causes me to lose money, so I also suggested a month ago whether to remove the setting of the locked angle of view. But you posted a video, and I saw it and understood why you locked it.
That’s why I now suggest that the stab attack that is currently triggered in the running state should be changed to a growth press trigger. In this way, we can stab when we want to use it when fighting, and not use it when we don’t want to. And long press to trigger the stab mechanism, in fact, it is also set up in other games. This is one of them. Another is that the stab attack does not consume anything compared to the special attack. It is similar to a normal attack, but it takes a longer attack time and damages more. However, special attacks require players to continuously kill monsters and wait for the weapon's skills to be fully charged before attacking. As a result, the frequency used is not as high as the frequency of stab attacks. That's why I suggest that for special attacks, players should set their own custom buttons, and stab attacks should be triggered by growth.