Author Topic: Valley 2 Beta .713 "Scatter And Gather" Released!  (Read 2378 times)

Offline Pepisolo

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Re: Valley 2 Beta .713 "Scatter And Gather" Released!
« Reply #15 on: January 11, 2013, 09:14:16 AM »
The only big problem I'm seeing so far trying out .713 is my controller seems to be far too eager to let me get stuck in place if its pointed downwards more than a tiny bit, halting me in a spot. Upping all the deadzones seemed to help a bit, though its still making me get hit more than I'd like.

After having a bit of think about this I've come to the conclusion that a suggestion that Maaltan had in one of the other threads would be the best solution. Their idea was that your character would only become fixed in place while firing and holding a diagonal rather than simply holding a diagonal.

The main benefit of this is that it should really blow all these problems with getting intermittently stuck and being required to set up deadzones correctly right out of the water. Which might just prove a major positive when it comes time for this game to receive user reviews. Even as a player that hadn't experienced much problems in this area due to using a d-pad I did find that I was having to be a little more precise with my movements than might be comfortable while moving freely. It makes sense to require this precision while aiming, not so much when simply moving around.

If this were implemented the only negative I see is that it would make fixing at a point and firing off short burst followed by short burst slightly more complicated. Currently you only need to hold a diagonal and then fire at will to achieve this, with the proposed new system you would need to release fire and the diagonal simultaneously in order to prevent any further movement. However an extra small advantage would be that it would allow you to pre-aim while running and then simply press the fire button to shoot off a volley, currently you can't pre-aim without being forced to a stop.

In summary, I think that the immediate benefits to analog stick joypad users all around the world (and whatever type and state of controller they're using) outweighs what might be a small loss of control in those burst firing situations.

Offline Nanashi

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Re: Valley 2 Beta .713 "Scatter And Gather" Released!
« Reply #16 on: January 11, 2013, 01:42:36 PM »
With this system of diagonal aiming, the game plays like Turrican. It's a pretty good change!

With that, I think you're in a good position to start polishing - the weakest part of the game right now are the synchronised swimming henchmen bosses. I'm also interested in seeing what will happen to the strategic overview.

Offline Aklyon

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Re: Valley 2 Beta .713 "Scatter And Gather" Released!
« Reply #17 on: January 11, 2013, 01:49:56 PM »
It certainly is a fairly good diagonal aiming system, but it has some problems with controllers, as I've both seen and pointed out here/on mantis.

Offline doubtful

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Re: Valley 2 Beta .713 "Scatter And Gather" Released!
« Reply #18 on: January 11, 2013, 02:17:45 PM »
It certainly is a fairly good diagonal aiming system, but it has some problems with controllers, as I've both seen and pointed out here/on mantis.

Pfft. Who cares about controllers, anyway? This is PC, not crappy console!

*carefully unplugs and hides my logitech gamepad* >.> <.< :P

Offline LaughingThesaurus

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Re: Valley 2 Beta .713 "Scatter And Gather" Released!
« Reply #19 on: January 11, 2013, 03:05:09 PM »
I was about to write a poorly thought out but not angry reply sternly telling you how PC gaming actively works, but then I realized you were joking, doubtful.
...though your name leaves me somewhat doubtful.

Offline x4000

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Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline maaltan

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Re: Valley 2 Beta .713 "Scatter And Gather" Released!
« Reply #21 on: January 11, 2013, 10:12:21 PM »

After having a bit of think about this I've come to the conclusion that a suggestion that Maaltan had in one of the other threads would be the best solution. Their idea was that your character would only become fixed in place while firing and holding a diagonal rather than simply holding a diagonal.


After switching to a class with a "melee" range attack (whip/punch cant remember) I'm not sure that would be the best option now.   since they don't auto fire you will be stuttering along the ground if it only locked you down when firing.   using those short range attacks you definitely don't want to be nudging closer to things.

Solution 1:   make the melee range attacks autofire. might effect balance, but probably not by much.  maybe slightly increase their cooldown to compensate for the time loss due to button smashing.
solution 2:  my earlier suggestion->  create a single lockdown button that lets you aim without moving.   

Offline Pepisolo

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Re: Valley 2 Beta .713 "Scatter And Gather" Released!
« Reply #22 on: January 12, 2013, 08:30:13 AM »
Quote
make the melee range attacks autofire. might effect balance, but probably not by much.  maybe slightly increase their cooldown to compensate for the time loss due to button smashing.

Can't see too much harm in this. Although it might work decently enough as it is, just be fast with your firing or release diagonal and fire if you want to maintain position before each attack.


Quote
my earlier suggestion->  create a single lockdown button that lets you aim without moving.

Even though I like the current implementation (excellent simplification), I wouldn't mind seeing this tried out. The fixed/free move button should fit nicely onto the shift button. I fear this ship may have already sailed, though.