ATLYSS

ATLYSS

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about jumping and momentum
jumping interrupts the momentum gained by running, is it a conscious decision? If so what is the reason from a game design standpoint? If it wasn't a conscious decision can you make it so that it maintains momentum? I think it would be more fun, the chatacter aready feels a bit slow during overworld traversal
Écrit par Halo 3: ODST:
Sigmar's bathtub a écrit :
Coach from L4D2 a écrit :
I agree 100%. Now that you pointed it out and now I can't un-see the staggered flow if jumping around. Do stats change this at all?
I tried by upping agility, I don't think it does, was it changed in the steam release?
Unrelated but I didn't receive notifications for this thread despite being subscribed to it, I just remembered I did a post and came to check it on my own, does anyone know why, don't usually use threads and don't know this kind of things

Yeah it was definitely changed in the Steam release from the demo, feels way better now.
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I agree 100%. Now that you pointed it out and now I can't un-see the staggered flow if jumping around. Do stats change this at all?
Dernière modification de Halo 3: ODST; 18 nov. 2024 à 2h17
This could be changed in the upcoming release as there's some wild movement in the trailer.
Coach from L4D2 a écrit :
I agree 100%. Now that you pointed it out and now I can't un-see the staggered flow if jumping around. Do stats change this at all?
I tried by upping agility, I don't think it does, was it changed in the steam release?
Unrelated but I didn't receive notifications for this thread despite being subscribed to it, I just remembered I did a post and came to check it on my own, does anyone know why, don't usually use threads and don't know this kind of things
Press E to dodge, it has a very short cooldown and makes movement fast
Also some classes gain access to E dodge changes like a teleport or multiple charges, etc.
Caly 22 nov. 2024 à 17h45 
If you're talking about dodge dashing momentum being carried into jumps I feel like that might be a bad idea. You would have to make enemies even faster to compensate for it and it would make optimal movement be based on hopping after every input, causing some strain over time.
Caly a écrit :
If you're talking about dodge dashing momentum being carried into jumps I feel like that might be a bad idea. You would have to make enemies even faster to compensate for it and it would make optimal movement be based on hopping after every input, causing some strain over time.
I have to be honest, i have no idea what you written, haven't gotten that deep into the game, it's probably a good argument from someone that clearly got much deeper than I did into it. All I was saying though is that when you run in the overworld one tends to start hopping around as one does, out of habit, and every time you do that the character just stops suddenly and it feels weird from a feeling prospective, also it could happen tha you got speed and feel like you can make a jump but when you go for it it stops and you fall though admittedly i havent encountered a similar situaton yet, one might argue that you can simply stop an dash after jumping but still, it's unintuitive and i sincerely didn't think it would have been such a big change. If I understand correctly such a change would drastically impact what you called optimal movement, I have to say that it feels a bit like when in competitive games they balance the characters around those few pro players making the experience less enjoyable for those who just play it casually to chill
if your talking about momentum as in jumping while running and then letting go of movement inputs, thats not how this works, have to be holding movement inputs even while in mid-air

if that is the case, i can see why you'd think that you could let go of wasd (or analogue stick) in mid-air, but air friction and acceleration are at max, so you start and stop on a dime, so to speak

if not, then i have no idea what your talking about, air and ground movement speed are the same unless you dash/dodge

maybe you could use steam clips to record and show what you mean?
Dernière modification de Mortis504; 23 nov. 2024 à 20h49
Brimcon 23 nov. 2024 à 21h11 
There are a few very important things to learn about aerial movement in ATLYSS.
1. As mentioned above, there is actually very little if any momentum that is carried into the air because you have full 100% air control, you can literally jump around corners and it is expected of you to do so. You can even dash in air and still have near full control of what direction you go.
2. There is one small exception to this. Aerial Attacks. Attacking in mid air has its own speed and direction. You almost have to fully commit to this attack. I say almost because it leads into my third point.
3. You can cancel Aerial Attacks by Guarding. Some Aerial Attacks get enhanced by Mastery points, specifically Melee, Heavy Melee, Polearm, and Katar attacks. When you cancel these attacks you keep their forward momentum until you land.

Usage of Air cancelling is key of going fast around the world. Air Cancelling Katar attacks are some of the fastest movement in the game.
Dernière modification de Brimcon; 23 nov. 2024 à 21h15
With the way you want it I think, getting to the top of the main tower to get the chest up there would be nigh impossible. Platformers just work this way, and this games movement is very much based off of those. You get full control in air, to the point you can tweak it a bit as you fall to hit small ledges and such, but holding it allows you to keep going. Also Bandit, the class I play the most, has a bounce ability that makes it insane for movement if speed is your issue.
i probably haven't explained myself well, it's hard to write in english i allways end up with this ♥♥♥♥♥♥♥ long walls of text. of course if you let go of the movement input it's notmal that you stop. about the precise air movement control you can just stop moving to loose the gained speed and then jump to make precise movements. what i was talking about is whe walkin/running speed, there is no run button you simply start by walking and slowly gain speed until you run, the character's animation changes too at some point, if you dash while walking you instantly go to full speed, but if you then jump you go back to the walking speed uless you dash again the moment you touch ground (because the speed you acquire in the air is reset when you touch ground i think so it doesn't work if you dash in the air) but of coure you can't spam the dash.
so what happens is that the character feels a bit slow while running to a dungeon from the spawn for example, so you start hopping out of habit (like in minecraft for example), but everytime you do the character goes back to walking speed and you have to wait for it to gain speed again or for the dash cooldown, one could make the argument to just stop ♥♥♥♥♥♥♥ jumping then but when you are farming and you have to go back and forth from the tower to the quest place it's basically a reflex
Again i just thought it was a small thing that could've made the overworld movement feel better
if your talking about needing to accelerate again after landing from a jump, all i can say is what?

air and ground movement speeds and control are the same, even when boosted (for instance via the leg up skill), there's no source-style air strafing, nor does jumping while moving take any control away

as far as i can tell, you instantly go full speed the moment you start moving, mid-air or grounded (to the point where ive had trouble trying to align myself on something to make it look right)

adding on to the above, movement is not reset when landing, as there is literally no walking speed, its all running

as for dashes, they're only meant to be short bursts of speed, the lack of follow-through when jumping out of one is intentional, changing it to follow through similarly to how one of bandits passive skills works would require/heavily encourage increasing every monsters speed to compensate, which would in turn screw over people who didnt do that

are you sure your not mixing this game up with a different one?

also, comparing random hopping while moving in this game with people doing it in minecraft isnt exactly a solid idea, considering minecraft actually speeds you up when
you jump during a sprint or slows you down if not sprinting
Dernière modification de Mortis504; 23 nov. 2024 à 23h24
talking about "slowly gaining speed until you start running" thats not how atlyss movement works
Sigmar's bathtub a écrit :
what i was talking about is the walking/running speed, there is no run button you simply start by walking and slowly gain speed until you run, the character's animation changes too at some point, if you dash while walking you instantly go to full speed, but if you then jump you go back to the walking speed unless you dash again the moment you touch ground (because the speed you acquire in the air is reset when you touch ground i think so it doesn't work if you dash in the air) but of course you can't spam the dash.
Are we playing the same game? I'm seeing no acceleration of any sort. The only time it takes to reach top movement speed is the latency of my controls.
L'auteur(e) de ce sujet a indiqué que ce message répond à sa question.
Sigmar's bathtub a écrit :
Coach from L4D2 a écrit :
I agree 100%. Now that you pointed it out and now I can't un-see the staggered flow if jumping around. Do stats change this at all?
I tried by upping agility, I don't think it does, was it changed in the steam release?
Unrelated but I didn't receive notifications for this thread despite being subscribed to it, I just remembered I did a post and came to check it on my own, does anyone know why, don't usually use threads and don't know this kind of things

Yeah it was definitely changed in the Steam release from the demo, feels way better now.
ok, so before this point i had only played the poon race, trying out chang rn and i can see why some might believe slow acceleration is a thing due to changs having two distinct movement anims, one normal and one after running for about 10 seconds or after dashing, but im not noticing any real speed difference

if there is, its seemingly miniscule (like 1.2x speed or less), and even then landing from a jump doesnt reset movement so there's no slowdown

will try other races later on
Dernière modification de Mortis504; 24 nov. 2024 à 21h28
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Posté le 9 nov. 2024 à 18h00
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