ATLYSS
Constructive Criticism about the lock-on targeting
I have been playing Atlyss on an XBox 360 controller 90% of the time and the lock on is a little bit annoying. When I click R3 it sometimes re-orients the camera instead of locking on which is a pain.

But an ever bigger issue is how I have to constantly hit R3 throughout combat sections in dungeons, which runs a consistent risk of messing up my camera leading to unintentionally running headlong into avoidable attacks.

BOTTOM LINE: When you are fighting multiple enemies in a dungeon room and you kill an enemy that you are locked onto, the game should automatically lock you onto the nearest available enemy. It's really annoying to play as an archer bandit and have to constantly screw around with the analog stick when I should be strafing and shooting. Other than that I'm really enjoying Atlyss it's a ton of fun!
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Showing 1-13 of 13 comments
I would say "Skill issue. Controller issue. Mouse and keys supremacy." etc., but this is just a general game changing request that would make the fighting easy and dull, imo. Most playstyles don't even use the lock on feature. Yea for an exclusive ranged build I could see why lock on is more viable, but I believe the intent of manually picking which enemy is that, to give the player more agency and strategical choice.

The other reason is you gotta go pick up the drops, which is disabled in lock on mode.
Admittedly, I've always found the "strafing" setting more reliable, since it doesn't cause me to run around a target (and lose track of what's around me).
I would still not use the lock-on feature even with a controller. If you're down to just one enemy, then it shouldn't matter that much. But the ability to rapidly switch between targets is very important in higher level dungeons. You definitely lose a bit of accuracy compared to mouse and keyboard, but I did pretty well when I had to play with a controller due to wrist/elbow injuries a few months ago.
Originally posted by Babadingldoo:
I would say "Skill issue. Controller issue. Mouse and keys supremacy." etc., but this is just a general game changing request that would make the fighting easy and dull, imo. Most playstyles don't even use the lock on feature. Yea for an exclusive ranged build I could see why lock on is more viable, but I believe the intent of manually picking which enemy is that, to give the player more agency and strategical choice.

The other reason is you gotta go pick up the drops, which is disabled in lock on mode.

Plenty of action RPGs in the past have allowed their Lock-Ons to automatically move to the next enemy still alive. This would literally break nothing seeing as all it does is save a single button press that only becomes relevant after already defeating an enemy. This is the most ridiculous "Change (not decided by the devs) is bad" post I've ever seen.
Originally posted by ManiacOverlord:
Originally posted by Babadingldoo:
I would say "Skill issue. Controller issue. Mouse and keys supremacy." etc., but this is just a general game changing request that would make the fighting easy and dull, imo. Most playstyles don't even use the lock on feature. Yea for an exclusive ranged build I could see why lock on is more viable, but I believe the intent of manually picking which enemy is that, to give the player more agency and strategical choice.

The other reason is you gotta go pick up the drops, which is disabled in lock on mode.

Plenty of action RPGs in the past have allowed their Lock-Ons to automatically move to the next enemy still alive. This would literally break nothing seeing as all it does is save a single button press that only becomes relevant after already defeating an enemy. This is the most ridiculous "Change (not decided by the devs) is bad" post I've ever seen.
If it auto locks then how do I not fight the enemy it chooses? If Atlyss had a change target option when already locked onto something so I could scroll through my choices and pick the preferred enemy then yea sure, but right now I would have to unlock then lock-on, thus making it a two button press in most cases.
Originally posted by Babadingldoo:
I would say "Skill issue. Controller issue. Mouse and keys supremacy." etc., but this is just a general game changing request that would make the fighting easy and dull, imo. Most playstyles don't even use the lock on feature. Yea for an exclusive ranged build I could see why lock on is more viable, but I believe the intent of manually picking which enemy is that, to give the player more agency and strategical choice.

The other reason is you gotta go pick up the drops, which is disabled in lock on mode.
It's not a skill issue, it's basic quality of life feature that's been present in games since the PS1 and N64 era. As someone who is attempting a range build everything in OP's statement mirrors my own interactions and frustrations with it.
Originally posted by Babadingldoo:
Originally posted by ManiacOverlord:

Plenty of action RPGs in the past have allowed their Lock-Ons to automatically move to the next enemy still alive. This would literally break nothing seeing as all it does is save a single button press that only becomes relevant after already defeating an enemy. This is the most ridiculous "Change (not decided by the devs) is bad" post I've ever seen.
If it auto locks then how do I not fight the enemy it chooses? If Atlyss had a change target option when already locked onto something so I could scroll through my choices and pick the preferred enemy then yea sure, but right now I would have to unlock then lock-on, thus making it a two button press in most cases.

Have an option to toggle. You want auto-lock to next target then you have it, if you don't you don't. Problem solved.
Originally posted by ManiacOverlord:
Originally posted by Babadingldoo:
If it auto locks then how do I not fight the enemy it chooses? If Atlyss had a change target option when already locked onto something so I could scroll through my choices and pick the preferred enemy then yea sure, but right now I would have to unlock then lock-on, thus making it a two button press in most cases.

Have an option to toggle. You want auto-lock to next target then you have it, if you don't you don't. Problem solved.
:steamthumbsup:
i find it funny how i almost never use lock on in combat and yeah sometimes miss my attacks but also helps target multiple enemeis with atttaacks that have bit of an AoE, one thign i;d say really annoys me is that since updated with hard groove, if character is not moving attacks will be performed where the carachter is facing ignoring where the camera is aimed at, while before character would automatically turn to direction hwere camera is pointing even when standing still
It's a meh from me. I'm kind of learning to work around it. Locking on is great when it's one or two, but I'm finding it's almost just as easy to not lock on when it's three or more.

But I do get it, targeting on controller feels bad.
Originally posted by Silverain:
It's not a skill issue, it's basic quality of life feature that's been present in games since the PS1 and N64 era. As someone who is attempting a range build everything in OP's statement mirrors my own interactions and frustrations with it.
The "problem" is how Atlyss' camera works. It's static and directly controlled with the right stick like a FPS. We'd need a free camera option like Ratchet and Clank 3 where the default was the action/platformer style floating camera with soft lock-ons. There's probably more games that did this, but I just remember Up Your Arsenal doing it first where you could straight up just play it like 3rd person action game with FPS controls with a quick option change.
yes i just bought the game and this is my feeling on the lock-on. i often try to press R3 to lock on to an enemy but for whatever reason it doesn't work right and instead 180s the camera to face behind me and then i get hit. i can't quite put my finger on exactly what behaviour i'd prefer but something about the way it is now feels off. the lock-on effect also doesn't feel noticeable enough to me, when there's a lot on screen i can't even tell right away if the lock-on worked or not (because it feels it doesn't work sometimes, i dunno why) i started with the bow to be clear, dunno about other weapons.
Originally posted by Dels:
yes i just bought the game and this is my feeling on the lock-on. i often try to press R3 to lock on to an enemy but for whatever reason it doesn't work right and instead 180s the camera to face behind me and then i get hit. i can't quite put my finger on exactly what behaviour i'd prefer but something about the way it is now feels off. the lock-on effect also doesn't feel noticeable enough to me, when there's a lot on screen i can't even tell right away if the lock-on worked or not (because it feels it doesn't work sometimes, i dunno why) i started with the bow to be clear, dunno about other weapons.
You basically have to be right on top of them for it to work.
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