lundi 6 juillet 2015

PVE the Hidden Gem

Did you know it's almost impossible to replicate the L2 PVE experience?
(The in depth explanation)


Many games have tried almost none succeed. Newer games use non target based systems, and try to incorporate an action based feel, but even they become mundane and do not equate to what L2 managed.

It revolves around "Weight" a term used in video game reviews to explain the feel and combat interaction. It's all the little details combined. The sound effects, distance, timing, pathing, responsiveness, etc.

In Street Fight 4 there are hits that "feel good". The animation, distance, and effect are in sequence. It matches visually.

In many of the newer games this isn't accomplished. You don't feel like your hitting enemies and most often there isn't much challenge.



Aggro and pathing. While there are huge issues with moving off cliffs and glitches near walls, the AI pathing works fairly well. It's part of why you can AOE and pole effectively. The mobs stick decently (in general).


Responsiveness and polish. The actions generally feel correct. This is the hardest part of the game engine. For classes like dagger the image, timing, and sound is correct. It gives you a good representation you are hitting something rather than just hitting a box area which is common in other games.


Pole arm AOE was very effective given the mechanics mentioned above. The hit radius was always an issue that made pole arm aoe an art.


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