Apotheon

Apotheon

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demonteeth (Banned) Feb 6, 2015 @ 10:15pm
Any plans to fix the controls?
Will there be updates? Right now, it's almost as if it isn't quite finished. Is that the case?
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Showing 1-15 of 29 comments
Ben Feb 7, 2015 @ 4:24am 
Considering the amount of physics going on, the controls are near perfect for me... Why update this ?
igniz12 Feb 7, 2015 @ 4:36am 
I would love an option to remove w/e auto aiming there appears to be on in the game when using a gamepad. I'd probably regret it but would love to be able to turn it off nonetheless.
Nellodee Feb 7, 2015 @ 9:16am 
Originally posted by demonteeth:
Will there be updates? Right now, it's almost as if it isn't quite finished. Is that the case?
It would be helpful if you'd explain what issue you're having, since the majority of us haven't had any problems with the controls.
petran79 Feb 7, 2015 @ 10:24am 
problem appears on certain levels. Especially Poseidon's and Athena's.

There using bow and arrows you have to hit certain targets by adjusting the bow's direction and strength. Or else some doors to progress further will not open. Also the platform on Athena's stage before the last key will appear only if you hit a platform far away by using the map.

Certain secret passages for sidequest require also precise aiming.



On Keyboard and Mouse controls this is very easy and you can aim exactly where you like.

But while using the gamepad, right thumb stick lacks the sensitivity. I had to switch to kb/m in those areas
Nellodee Feb 7, 2015 @ 10:36am 
Originally posted by petran79:
problem appears on certain levels. Especially Poseidon's and Athena's.

There using bow and arrows you have to hit certain targets by adjusting the bow's direction and strength. Or else some doors to progress further will not open. Also the platform on Athena's stage before the last key will appear only if you hit a platform far away by using the map.

Certain secret passages for sidequest require also precise aiming.



On Keyboard and Mouse controls this is very easy and you can aim exactly where you like.

But while using the gamepad, right thumb stick lacks the sensitivity. I had to switch to kb/m in those areas
It might require more patience (I haven't tried kb/m, so I can't really say how it compares) but it is 100% possible to get a precise aim with a controller.
Using a wireless 360 controller & the only problem i've had is while aiming i sometimes push the right analog in making the camera scroll. This isn't a problem with the controls but with the person using the controller as sometimes i am nothing but heavy handed.

Have a look at your controller & make sure it's not damaged & if it's possible try to recalibrate the analog sticks as the lack of precision could be the fault of a dodgy controller, maybe also try reinstalling the controllers driver.
demonteeth (Banned) Feb 7, 2015 @ 11:52pm 
What I mean is, the fighting mechanics. I guess I should have been more specific.
igniz12 Feb 8, 2015 @ 1:30am 
Originally posted by demonteeth:
What I mean is, the fighting mechanics. I guess I should have been more specific.

Please elaborate further. The game's combat seems fine to me.
demonteeth (Banned) Feb 8, 2015 @ 2:48pm 
Well, obviously, you like weird fighting mechanics. I like it when I can control my character well enough that I don't have to constantly adjust to strike a blow. Sometimes, my character is too close or too far away....or, in the chaos, right on top of the enemies sprite. I would like to feel like contact was made and it all seemed somewhat right.
I like the game. I just ythink it copuld be better. My question was simple. Will there be updates to the fighting mechanics? Can you answer that question?
Nellodee Feb 8, 2015 @ 2:55pm 
Originally posted by demonteeth:
Well, obviously, you like weird fighting mechanics. I like it when I can control my character well enough that I don't have to constantly adjust to strike a blow. Sometimes, my character is too close or too far away....or, in the chaos, right on top of the enemies sprite. I would like to feel like contact was made and it all seemed somewhat right.
I like the game. I just ythink it copuld be better. My question was simple. Will there be updates to the fighting mechanics? Can you answer that question?
I'm not even very good at video games, and I have no problem keeping control of my character in combat. So if the only thing that needs to be "fixed" is you not being good at the game, try practicing.
demonteeth (Banned) Feb 8, 2015 @ 2:59pm 
That's awesome dude. Thanks for wasting my time. I'm glad you have no troubles.
Nellodee Feb 8, 2015 @ 3:02pm 
Originally posted by demonteeth:
That's awesome dude. Thanks for wasting my time. I'm glad you have no troubles.
No problem! Any time!
demonteeth (Banned) Feb 8, 2015 @ 3:11pm 
Ign sez : "Having to use different weapons and strategies on the fly added a nice sense of realism to battle, though using the quick-toggle feature to navigate my inventory columns wasn’t as smooth. More than once I got killed because I couldn't cycle through weapons quickly enough to equip what I needed when I needed it (as opposed to one-button equipping), which was difficult to do when enemies were dogpiling me. (I could pause combat and access my inventory from the main menu, but that slowed the flow of gameplay.) And although I had a type of auto-aim for launching missiles at enemies, manually trying to line up a shot (as is required by certain puzzles) was an exercise in patience due to a fussy aiming mechanic: I wasted about 20 arrows trying to hit a device that would open a door in Athena’s maze."

http://www.ign.com/articles/2015/02/05/apotheon-review
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Eurogamer sez:
"t can take a while to get to grips with the myriad attack options that the game offers - particularly where aiming ranged weapons is concerned - but even once you've grasped the basics, combat is never quite as satisfying as it could be. The sprites look lovely, but feel oddly weightless. This means that when combat gets hectic - as it inevitably does - it's easy to find yourself swinging blindly in a morass of characters, unsure as to what effect you're having.

The answer, of course, is to avoid such scrums but that's not always possible and even when it's just you against a single enemy, contact lacks the beefiness needed to really underpin the otherwise admirable move set. It doesn't help that selecting weapons and items relies on a slightly clunky method, where you flick left and right through different categories with the d-pad, and then scroll up and down to find the one you want. Under pressure, it's too much of a scramble and you'll find yourself wishing for fast access equipment slots for your favourite weapons." and "If it played just a little tighter, Apotheon would be brushing up against greatness"
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'It’s a pleasingly varied arsenal with a wonderful associated vocabulary, and yet it’s difficult to navigate and in actual combat the blows and parrys aren’t nearly as satisfying as they need to be. Picking your weapon involves selecting a number key and scrolling to the correct weapon if you’re on mouse and keyboard, or tapping on the D-pad and scrolling if you’re on a game pad. It’s clunky and time consuming, meaning I ended up just trying to make sure I had broadly useful weapons and potions selected in each category because selecting the right thing often took more time than was feasible in combat. " from Rock, Paper, Shotgun

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I never said the game sucked. I said it needed work on the fighting mechanics. Looks like I'm not the only one who thinks that.
Nellodee Feb 8, 2015 @ 3:17pm 
Originally posted by demonteeth:
I never said the game sucked. I said it needed work on the fighting mechanics. Looks like I'm not the only one who thinks that.
You said that the dev needs to "fix" the controls and that they're "almost as if it isn't quite finished", yet when asked what's broken, you just say you don't like how combat controls. If you have specifics on what needs to be "fixed" and not just a general complaint that you don't like it, then I don't know why you'd expect any sort of helpful responses. Most of us don't want the game ruined because you're not happy with the controls.
McGibs  [developer] Feb 8, 2015 @ 3:46pm 
I like it when I can control my character well enough that I don't have to constantly adjust to strike a blow. Sometimes, my character is too close or too far away....or, in the chaos, right on top of the enemies sprite. I would like to feel like contact was made and it all seemed somewhat right.

This right here sums up pretty much what was intended with the combat system design. The fact that you have to adjust your own position in relation to your enemy's position, the type of weapon youre using, and other environmental factors is what we think makes the combat interesting. It's not a "click button to sword" type of game. Simply hitting an enemy is a learned skill, and not just a given. The combat is awkward because being good at it takes some time and learning, and practice. We tried to capture some abstract essence of real fighting, which is awkward and clumsy sometimes. Sometimes you miss. Sometimes a strike isn't at critical as it couldve been if youre opponent wasnt dancing all over the place. It takes some practice to figure out when to strike and where to stand.

We understand that the combat system isn't for everyone. Some people want straight forward "if enemy is in front of me, and I attack, I hit enemy" type mechanics that are more common in these sorts of 2D combat games. Some of these reviews reflect that. And some make other valid points with problems in regards to UI or 'feel'.
But the problems youve voiced are essentially the combat system working as intended.
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