#I am BEGGING you, please fix the Halberd pathing

5 messages · Page 1 of 1 (latest)

cerulean crow
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For some reason, pathing is not always ending where the aim is.
I think it is because the game calculates the ending coordinates, and if these are inaccessible (e.g., water), then it adjusts the path.

This becomes way more hideous on Deep Harbor, resulting in a lot of damage taken, and some time a run ending pathing.

I would 99 out of 100 times would prefer to hit the wall, meaning the attack would end prematurely, rather than having a random path.

Please, please, please (!!) consider fixing.

chrome smelt
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this ones an interesting case because you can't dash through half of that wall, but you can dash through the half without the pillar on it. But the halberd dash and the regular dash use the same logic currently, and we'd rather have the dash take you SOMEWHERE rather than into a wall.

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I think a case could be made for placing an additional indicator for where you'll actually end up if the difference is too egregious

cerulean crow
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Thanks, Matt. My view is that you need to know exactly where your character is going to land, and that would be either landing at the end of the dash or hitting the wall. I already lost count of how many runs got utterly destroyed because of this haha. Mind you, this is 10 times worse on Deep Harbor.

Quickly to elaborate, the current situation has two negative aspects: 1. Where your character ends up is inconsistent, and 2. You now have to pay attention to something that should be natural.

The second negative aspect causes most of the problems, because now you have to look on the screen for the entire dash, missing other crucial events such as floor damage and foes' attack animation. You also take unnatural decisions, such as taking an additional half a second to see if you land properly, and this ends up getting damaged on a lot of occasions.

My humble suggestion is that the solution to that is hitting the wall, because in that case, you learn the map, and you memorize which areas are not passable. This is similar to dash mechanics in certain rooms (for example, the room on the first biome with all the arrow traps, where just by the exit - the wall is impenetrable).

Appreciate you, Matt, keep the good work!!!

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This sexy wall