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Monster flinching - visual indication

10 replies [Last post]
Sun, 04/22/2012 - 05:28
Paralars's picture
Paralars

In many situations the best strategy to not get hit is by simply executing your full sword combo to make the enemy monsters fall over / flinch.

For enemies like ordinary wolvers and gremlins, it's easy to tell when the enemy will be unable to counter, it flies away backflipping.
Some monsters, however can not be knocked over, like Lumbers, Alpha Wolvers, Lichen Colonies...

Then there are the monsters that can be knocked over, even though it doesn't look like it.
Gunpuppies, Polyps, Jellies for example.

An example:
You hit a Jelly cube with the second blow of the Troika/Kamarin/.. while it's preparing an attack and showing the yellow warning lines.
The Jelly is knocked back, the warning animation will continue normally but end without an attack as soon as it would normally occur.
Judging by the look, you could still think the Jelly was going to dash at you and attack.

Now, when you're not absolutely sure which attack of which weapon can cause flinching and which enemies can flinch, you can't be sure whether or not the enemy will still attack until it's too late.
This is especially scary when you smack a gunpuppy in the face just before it would shoot. It looks just as if it was still going to shoot at you, but then no bullets appear.

Therefore my suggestion:
As soon as it is certain that an enemy is not going to attack, the attack animation should immediately end with a distinct signal, e.g. the warning lines dissolving into an expanding circle harmlessly or something like that.

Sun, 04/22/2012 - 08:47
#1
Hexzyle's picture
Hexzyle
Or the enemy could blink

Or the enemy could blink white. Something obvious.

Sun, 04/22/2012 - 11:11
#2
Sorou's picture
Sorou
+1

I like to know whether to shield after hitting an enemy.

Tue, 04/24/2012 - 16:16
#3
Paralars's picture
Paralars
It's not just gameplay, it

It's not just gameplay, it also looks weird and wrong when a Monster behaves exactly like it would when it's going to attack, but then it doesn't.
Sometimes I don't even notice I made a monster flinch and think it's lagging or bugging when I'm not being attacked.
It looks very awkward..

Tue, 04/24/2012 - 19:16
#4
Jennytheturtle's picture
Jennytheturtle
+1 I agree, I never know if

+1 I agree, I never know if they're going to attack me or if i've been able to knock them back

Tue, 04/24/2012 - 21:18
#5
Trollingyou's picture
Trollingyou
+1

If I don't know whether a monster flinched or not, I just assume they didn't (which isn't always good btw). This would let players know what the threats are, like the telegraphed attacks. Though why not make it something like how the wolvers get tossed up a little or when fiends flinch? Blinking would be easier, but seizures might ensue when someone whips out their trollaris...

Tue, 04/24/2012 - 21:24
#6
Shue-Donnym's picture
Shue-Donnym
Now I see the world through Diamond Eyes!

Actually, you can flinch Alpha Wolvers, Lumbers and Lichen Colonies;
Alpha Wolvers have been stopped by my Flourish charge
Lumbers have been stopped by a brandish line charge attack followed by the rest of the combo
I stopped a Giant Lichen Colony once during the glory days of the Pepperbox where it pulled enemies closer.
:P

Wed, 04/25/2012 - 15:44
#7
Severage's picture
Severage
+1

Especially on jelly-types. You don't usually need to interrupt them unless you're using a massive sword and feel like going all-out and using the second attack, leaving yourself open to attacks, but it's still weird seeing them derp when their aura still shows they are readying for an attack.

And jellies aren't the only ones that hardly show any sign of being hit, besides gliding along the X axis.

~Sev

Wed, 04/25/2012 - 15:46
#8
Extribble's picture
Extribble
+1

This is actually one of the few things I haven't gotten used to... Just make the coloring under the monster indicating an attack disappear, and I'd love it :P

Wed, 04/25/2012 - 16:11
#9
Agazide's picture
Agazide
+1

Support

Thu, 04/26/2012 - 05:54
#10
Paralars's picture
Paralars
Yeah, meanwhile I figured

Yeah, meanwhile I figured that you can actually make Alpha Wolvers flinch with a third hit from most swords, but you don't see it.
They only tumble and fall over when they're dying, as opposed to normal wolvers.

As for lumbers, I'm pretty sure I've often been hit after pushing a Lumber away with my second Kamarin strike from the front.

The real problem is with Jellies and Turrets-like monsters, because they're appearance just doesn't allow them to fall over.
Jellies could probably spin around the y axis while sliding away when being knocked over, if you don't want them to expose their bottom side.

For turret monsters it would be hard to find an animation that makes sense, but I think the easiest solution would just be the attack warnings stopping immediately, not just by the time the attack WOULD happen.

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