Actually right now the fourth move in the katas is only blockable sometimes. More moves will be coming.dejai wrote:If it was me I would feel more involved with un-interruptible special moves.. After call you can't stop a sword that size in mid air!! Look at wow for example you can't just stop special attacks.. Just some thoughts from playing mmorpgs. Also the battle music should be less pronounced.
We may be customizing music play times/lengths/pieces in future. This is alpha. Also you can always turn the music down, off or add your own special mp3s to the ingame mp3 player and listen to them instead while you play.
Thank youCuteAlien wrote:Very good work. Great music, daring graphic style, a very nice font for that tutorial book and I like the general idea.
The tutorial will be expanded on in the next version. Text will be more easily read and understood before moving on.CuteAlien wrote:Technically I found no problems, which is rather impressive for the first alpha . Most stuff I noticed otherwise was already mentioned by other people. I had for example the same problem as MasterGod and didn't finish reading one of the tutorials, as I was too busy trying out stuff. So I actually missed how to walk on walls like I did see that in your movie - need to play again to find out how that works.
We're thinking about an option for the player to lock the mouse and lose the cursor if they choose but would not force it on them. Tabula Rasa lost it's appeal quickly because of it's controls. For us, in hardcore PVP, or when being swarmed by monsters, having the ability to turn with the right mouse button pressed and move with the key board in any direction gives us the ability to see what's coming from any direction almost simultaneously. Monster swarms will be implemented shortly.CuteAlien wrote:Yeah, I supposed so - it was rather familiar to me as Guild of Wars player. But still rogerborg has made a good point - in combat this gets irritating. And after thinking a little about it I wonder if you really need the right click to turn. In games like Guild Wars it's necessary because you must be able to control a mouse cursor additionally. But I think you have that already mostly separated and you could probably avoid all situations where a player needs to turn + use a mouse cursor at the same time.
As for not needing the cursor.. that isn't so. There is a lot more gameplay about to be integrated requiring the cursor including clickable spells/power/actions, mouseovers etc. We have custom cursor icons for many things already. Just need to re-implement them.