speedmeteor101
Member
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Well, you got a point there. I figured the implementation would just be having the skill icon/description (the whole skill itself) *update* into another more advanced skill in the same slot such as attack, double, and triple [taken from DF warrior]. So these could work, no doubt. And yes we, here, all do know there will be synergy as I think I was one of the first to find out from Cysero himself before alpha even started :P but synergy doesn't seem too "involved" far as combat goes (mostly focused on the thought of soloing, here, though I have previously acknowledged the synergy as at least 1 better addition to combat. It just seems like it kind of "not enough" in some ways [not going to explain because that will start a whole new conversation EDIT: check P.S.], but if there are mobile limitations, or those are just AE's solid plans, I respect that). We were looking for timed block/attacking, where your skill as a player counts more than just your equipment, but we know that won't happen; but we still are hoping for a little more than synergy, although that is unlikely. Sure, extra skills aren't much, but when it's based on certain conditions, such as making a successful hit from the skill slot incarnation before [basically making a successful double to unlock triple], the game is at least a hair more involved and there is more to combat, even when you're alone. And your other point is true, extra animations and code could hypothetically make the system run slower or not at all on devices; but then again, they might not take up that much space if you only change the effects for some skills or just get creative with how you do the animations (like for example double was coded to do 2 crits and play 1 of the attack animations and that jump-smash one. Because these are already made, this would just combine the two animations and change the effects of the skill. Then for triple, you do the same thing except play the 2 different types of attack animations and then the jump smash and only rely on code for 3 super big crits [then flash the word TRIPLE!!! ]. This is mainly effective for combat because there is a condition in which the player has to not miss 6+ total hits in a row to successfully unlock these crits/ "extra skills" without a reset [1 for attack+2 for double+3 for triple = 6] . That makes combat much more involved, even though it's still just as much about luck of the draw as before; this makes combat completely about code, and less about data/resources, (especially good for mobile). Skill combos within a player's skillset almost always make for a great combat experience. Even if it's the same animations with different words and effects :P P.S. - one of main reasons synergy seems like it should be more of an extra add on to encourage group play rather than an actual part of the combat system's "lifeline" and functionality is because I feel that it may be a little harder to organize than dealing combos within your own skillset. It's more like a "bonus" than an actual element to combat. "Hey, an extra healer that heals more with a warrior and mage in the party? Coool!" Then throw in that they all have to use a specific set of skills at once, and they can work their way into it, sure, but it still just isn't as appealing to me. Though it is a GREAT feature, and will contribute to the success of AQ3D.
< Message edited by speedmeteor101 -- 1/27/2016 0:30:02 >
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