04-16-2014, 10:33 AM
(04-16-2014, 09:36 AM)STM1993 Wrote: Think of it as using DvAJA instead of DvA D^JA with Davis/Deep. I doubt the slight input confusion is ultimately an issue and I'd rather reduce the finger dexterity requirement so more players can access the command easily.Because this only repeats the same keys instead of combining different ones it isn't really about dexterity at all. It's only speed versus knowing that 4 in a row (D or DX pairs) will always perform a command.
To stay in line with the 4 in a row rule and not increasing or even doubling the key inputs maybe DADJ and DJDA could be a thing?
(04-16-2014, 09:36 AM)STM1993 Wrote: I'm a firm believer that a game should focus on the player's ability to know when to use a move than his ability to input the move.You cannot detach these two things or put one above the other. If a player doesn't know when to use an ability it becomes useless. If a player has trouble using an ability it becomes useless as well.
(04-16-2014, 07:53 AM)STM1993 Wrote: The AI abandons everything to come to you, only resuming their move or stay behavior when they reach, even if they were knocked down while trying to come to you.Cool, I learned something. I also tested it and even the move command cannot cancel a come command. That's pretty flawed and makes come a rather suicidal and risky command.
That said, I can see why you'd want to be able to use Stay to stop the AI to cancel the Come order.

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