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Topic: Gameplay issue with attacking monsters

There is a gameplay difference between the old and new client. It is related to targetting with the mouse and attacking targets. It is particulary prominent with bows, but it also affects other weapons.

In the old client this felt pretty fluid, dynamic. In the new one it feels a bit awkward because. One issue is that the new hit boxes are smaller which makes it easier to mis click a target.

The 2nd issue is related to triggering an actual attack on a target.

The old client allowed you to hold down left mouse. Your character would then move in that direction, but if the mouse hovered over a valid target it would initiate an attack immediately. It would keep attacking whatever target was under the mouse until the mouse moved to an area without a target or the left mouse button was released.

In the new client keeping mouse down on a target limits it the activity of the original click. So if you hold down left mouse somewhere on map, the character walks in that direction. But it when hovering over a monster it does not attack. To attack you need to release the mouse button and press again, on the monster to start attacking. Keeping the mouse down will continue to attack the target, regardless of whether the mouse is still over the monster.

The way it worked in the old client felt more dynamic, fast paced action. New client requires more clicks and careful targetting.

Is there a way to get that fast paced action feeling in the new client?

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Re: Gameplay issue with attacking monsters

This is a little bit tricky.
One problem with retargeting continuously is, if you move quickly, you actually move off of the monster as you move (if the monster does not move, but you do, it scrolls off the cursor), so holding it down does not keep attacking the same monster, and you end up walking again.
One thing I'd pondered is target upgrading, where it can go from targeting a location to targeting a monster, but otherwise requiring a click. I thought it actually did this, but maybe I've broken it.

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Re: Gameplay issue with attacking monsters

The target upgrading sounds like something that could work. So 'movement' can upgrade to 'attack', but not the other way around. It would probably be desirable to have it remain in 'attack' when switching from monster A to B.

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Re: Gameplay issue with attacking monsters

Thanks for posting this!  I wanted to post another topic about this exact same thing(also applies to loot pickup radius), but I didn't want to be a pest  big_smile .  I would love to an upgraded targeting system more in-line with other tab/tap targeting in other mmos.

It's really starting to feel good to run around and play a warrior right now.  If the targeting, looting and movement get's smoothed out a bit, it's gonna feel top notch!  The repetitive actions in this game feel real relaxing when they are working, but if the rhythm gets disrupted, even a little bit, it feels more amplified than with other gameplay loops.

Last edited by pennywise (September 24th, 2024 11:00 AM)

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