The Ranger: Lost Tribe

The Ranger: Lost Tribe

Terrato Aug 2, 2017 @ 1:32am
Amazing game in general, but...
I really think this game would greatly benefit from the option to turn the camera around manually or re-position the center to the direction the player is currently looking at (mainly to avoid cable-tangling problems with the Vive or heavy disorientation after a fight).

There are also some minor details that could help improve the general feeling and immersion of the game, for example being able to just drop a damaged shield (I know this would be useless, but it would feel nice to just be able to do it).

Other things I noticed are the fact that my sword would ignite on its own when I was not using it for a while and then I took it out. It would be on fire even if I didn't actually cast the incantation on it.

I noticed that spears thrown at you can be blocked with the sword, which totally makes sense and I loved it; but what feels weird is that this only seemed to work when blocking with the very tip of the sword and I think I understand why, but to prevent the shield from becoming obsolete, I think you should make the sword able to block incoming projectiles with its whole body (I mean, by placing the sword in front of the player's view parallel to it instead of perpendicular), but there should be a penalty for abusing this. For example: maybe the sword could be sent flying after blocking the third projectile in a short amount of time and the player would have to manually pick it up from the floor, adding strategy and tension to the combat.

Being able to pick up the remains of the enemies and throw them away would be fun too (maybe this could even be used to taunt enemies or something; by picking up the severed head of a monster and throwing it in front of another enemy, maybe that new enemy could become enraged and attack the player with more ferocity for a while).

It would also be cool to be able to set arrows on fire, just like the sword.
Maybe this could be accomplished by actually enchanting the sword, pinning it on the ground in front of us and then touching the flaming sword with the tip of an arrow.
Yes, it sounds like a lot of things to do mid-combat... but it would feel cool and it would be fun to do.

Another problem: touching the giant boulder when it is not moving shouldn't kill you.

Oh, the 'assassination' teleport is SO MUCH FUN! it reminded me of DOOM 2016. I think this mechanic could be GREATLY improved by adding some different animations depending on the type of kill. For example: slashing an enemy as I land beside him or stabbing him on the back as I land could look like two different animations.

I can't think of anything else right now. Will try to give more feedback in the future.

Anyway, I've had hours of fun playing both 'Deadly Hunter VR' and now this one. The developer is doing a great job! I can't wait to see the full product!
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Showing 1-7 of 7 comments
Madison  [developer] Aug 2, 2017 @ 1:59am 
Thank you for your valuable feedback.
Many of the suggest are feasible,such as throwing away weapons, it can make you feel more free。seduce a monster with a head 、fire arrows and so on.
parts of them are in our modification plan
Please invite your friends to experience our game, and if you have recorded videos, please give me a link and we will study your game habits.
Thank you again, and I sent a friend invite to you,I hope to hear more suggests from you:steamhappy:
Terrato Aug 2, 2017 @ 10:54pm 
Played a bit more today and confirmed some things and noticed other ones.

- Hit detection with the sword is indeed a bit off target. Not a big problem, but sometimes leads to unfair hits taken.

- The 'turret enemies' sometimes shoot at you without even looking at you, which is confusing.

- At some point I fought a very big monster and after a while he just vanished... didn't even look like he was dying, it seemed like he became a ghost all of a sudden and after that nothing happened... no new enemies, no 'game over' screen... nothing. Is this to be expected or was that a bug?

- I think a 'lock-on' option would be really beneficial for combat at times. Just as in 3rd person games like Darksiders, for example.
Sometimes it's better to be able to attack freely, but there are times either when you're fighting 1 on 1 or just when you want to focus on a single enemy regardless of the number of attackers. At this moments it would be great to be able to lock on an enemy (maybe as a toggle, by tapping the grip buttons on the Vive) and while locked, the enemy would always be in front of the player. Here the player could be able to side-step or step back or forward by pressing the touch pad (have you played the 'Gladiators' game on the PS3 Move title 'Sports champions'? that was a very well implemented combat gameplay. Being able to do exactly that would be great, I think, as long as the player is able to toggle in and out of the 'lock-on' stance).

Considering what I mentioned about the lock-on feature and such, maybe a pretty good control scheme option would be as follows:

-Press only one 'touch' button: Teleport reticle.
-Press both 'touch' buttons on Vive controller: Toggle lock-on
-Touch directions on left 'touch' button: manual locomotion.
-Touch directions on right 'touch' button: Up - recenter view. Down - 180° turn. Left - 90° turn left. Right - 90° turn right.

-Left grip tap: side-step to the left
-Right grip tap: side-step to the right
-Tap together (no trigger pressed): quick-step backwards
-Tap together (weapon trigger pressed): forward quick-stab/attack

-Left grip hold: turn camera to the left.
-Right grip hold: turn camera to the right.

-Trigger buttons: interact with objects (hold, release)


Side-stepping could be a perfect 90° angle movement when not locked on an enemy, and when locked on it should move in such a way that the player could circle the enemy by side-stepping around him.

I don't know if I'm making myself clear... :P I hope I am and the ideas help...
Terrato Aug 10, 2017 @ 11:51am 
I see some people are talking about the way you move and fight in the game... I really hope what I said about the combat mechanincs in here is being taking into consideration...
Madison  [developer] Aug 10, 2017 @ 6:02pm 
Originally posted by Terrato:
I see some people are talking about the way you move and fight in the game... I really hope what I said about the combat mechanincs in here is being taking into consideration...
Thank you very much.
about the move,we're developing it,maybe the first version will be updated next week




Terrato Aug 11, 2017 @ 12:01pm 
Originally posted by Madison:
maybe the first version will be updated next week

Great! I can't wait to give it a try!
thalian Apr 1, 2019 @ 4:14pm 
I think one thing that would be really great for this game and that would be some directions, maybe? I've been playing for about 15 minutes and I still can't figure out how to simply switch weapons!
Terrato Apr 1, 2019 @ 5:22pm 
Originally posted by thalian:
I think one thing that would be really great for this game and that would be some directions, maybe? I've been playing for about 15 minutes and I still can't figure out how to simply switch weapons!

I haven´t played this game in a very long time, but I remember there was a tutorial thing... or a lobby of sorts, in the village, where you could learn how to do that very easily.
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