Risen
Target lock-on function?
From the light digging I've done so far, this game doesn't seem to have one at all. It sorta becomes a rather annoying issue for melee class at the starting stage cuz all the side dodging you and the opponent do make you lose focus of the attacker(s) way too often, and you can't take hits at all without any proper armor.

I don't think I'm the only one not quite satisfied with the combat mechanic throughout these years.
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Risen uses a soft-lock autotargeting system; you "lock-on" to an enemy by engaging in combat with him and you can disengage the lock any time by moving the mouse to the left or right. The "strength" of the lock-on (the amount you have to move the mouse to disengage) is dependent on whether or not you're holding parry; you'll need to move the mouse a lot more if you're currently blocking in order to disengage/switch targets.

As for fighting multiple targets, just ensure you're holding Block while targeting the enemy you want and are not moving the mouse to the left or right a whole lot.
I myself never use lock-ons in action RPGs so it wasn't an issue for me, but I think it's a legitimate grievance and an oversight for the developer to have not included it.

I still think it's one of the best melee systems out there, imho.
Thanks for the tip.

I guess the real issue is that you're stuck with the rags you wear for a considerable amount of time before you're 'given' a proper set of armor, which the point I haven't got to. Meanwhile a pack of wolves are more than enough to give me a headache as I pretty much can't take any hits. But earning experience often requires me killing stuff. The wooden shield from the bandit camp really doesn't serve as well as it should be.
Yeah like all PB games, combat is brutal early on because enemies don't scale. There are 10 levels for each major combat skill tree (1-H swords, 2-H weapons, 3 flavors of magic, archery and crossbows), and most levels give you a new ability to use along with the typical passive buffs like increased damage, attack speed modifiers, etc.

You're not really supposed to go around killing everything in sight early on, although it is possible. The game wants the opening hours to be grueling (even downright unfair) so you can get a sense of accomplishment once you've committed to your character, but whether or not that's actually good design is subjective.
How do i toggle of this piece of crap lock on ♥♥♥♥? It anoys the ♥♥♥♥ out of me. I really love the game, still one of the best RPG's out there but THAT LOCK ON for ♥♥♥♥♥ SAKE
Yes, I'd like to disable this crap target-lock. There is nothiing worse than some stupid combat system taking control of your mouse. When, lets say a wolf runs around you, auto-targetting is too slow and I get hit from the side, but if I had control of it, I could easly turn aroung and block it.
Αναρτήθηκε αρχικά από KaRolthas:
Yes, I'd like to disable this crap target-lock. There is nothiing worse than some stupid combat system taking control of your mouse. When, lets say a wolf runs around you, auto-targetting is too slow and I get hit from the side, but if I had control of it, I could easly turn aroung and block it.

Oh, shifting your mouse to the side to lock onto to something else is too much for you? The devs automate and make this process seamless, intuitive almost and yet there complaints; There is so much missing content in other areas of the game and this small idiocy is what people focus on.

I suppose I shouldn't be upset because this sort of sentiment is normal among people until they practice and have nothing to complain about. Still... reading garbage like this is like eating Mcdonalds instead of making decent food at home. The worst part is that it's shoved through your eyes. I don't like people saying this but they have a point: "Get good 'scrub'''
Αναρτήθηκε αρχικά από Paladin Carnage:
Αναρτήθηκε αρχικά από KaRolthas:
Yes, I'd like to disable this crap target-lock. There is nothiing worse than some stupid combat system taking control of your mouse. When, lets say a wolf runs around you, auto-targetting is too slow and I get hit from the side, but if I had control of it, I could easly turn aroung and block it.

Oh, shifting your mouse to the side to lock onto to something else is too much for you? The devs automate and make this process seamless, intuitive almost and yet there complaints; There is so much missing content in other areas of the game and this small idiocy is what people focus on.

I suppose I shouldn't be upset because this sort of sentiment is normal among people until they practice and have nothing to complain about. Still... reading garbage like this is like eating Mcdonalds instead of making decent food at home. The worst part is that it's shoved through your eyes. I don't like people saying this but they have a point: "Get good 'scrub'''

You sir, are a baboon. The system is not 'seamless', certainly not 'intuitve' and does NOT work as intended. Get over it. And you know what the worst part is? THEY DO NOT LEARN. In their newest title: Elex, it's even WORSE.
Αναρτήθηκε αρχικά από Paladin Carnage:
Oh, shifting your mouse to the side to lock onto to something else is too much for you? The devs automate and make this process seamless, intuitive almost and yet there complaints; There is so much missing content in other areas of the game and this small idiocy is what people focus on.

I suppose I shouldn't be upset because this sort of sentiment is normal among people until they practice and have nothing to complain about. Still... reading garbage like this is like eating Mcdonalds instead of making decent food at home. The worst part is that it's shoved through your eyes. I don't like people saying this but they have a point: "Get good 'scrub'''
To lock on something else? This system can't even lock on single target - when it moves too fast it looses focus. "Seamless and intuitive", that's is not even funny. The game itself is good, but the combat system makes me want to rage quit.
The target lock-on has problems so never allow enemies to be anywhere but in front of you via liberal use of the slide dodge and chokepoints such as doorways or ledges. A two-handed weapon can help with crowd control as the longer reach enables the hitting of multiple targets in a single swing.
I am resurrecting this just to say that, I don't think it's an excuse just to say "It's how PB games are" if it's fundamentally janky at it's core, it doesn't need to be at all. A simple lock-on button to switch between enemies would work just as well because you could always choose to not use it and keep the soft lock or a hard lock option, that's just a QoL design choice, no jank needed and maintains how the combat is supposed to function. After all enemies hard lock on to you anyway, so it just makes sense if you could do the same too.
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Ημ/νία ανάρτησης: 10 Ιουλ 2016, 19:15
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