#Free Aim Grapple, ragdoll .

5 messages · Page 1 of 1 (latest)

visual meteor
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Hey, I came across a comment emphasizing how crucial the Free Aim / Free Look Grapple is—even though it could be tough to master on the move, it opened up so many new possibilities. I really hope you stick to that style and stay close to WA, because if anything was perfect there, it was definitely the Grapple and movement. Also, “Ragdoll” felt somewhat inconsistent in the demo—possibly just a keymapping issue. As for aim assist, I view it like a double-edged sword: It can help newcomers but ultimately harms the core mechanics in the long run. I’m really hoping you preserve the spirit of WA. Easy to learn and hard to master.

turbid holly
visual meteor
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Hey cailco, thanks for the suggestion/feedback/groups on Island Builder—I’m slowly getting the hang of it, though I’m still far from creating anything truly decent.

Anyway, back to the main topic: I had my own custom key mapping in WA to trigger these actions. With decent aim and some experience, you could manipulate gravity with Ragdoll and boost speed and control with free aim—together, it felt like a superpower. Occasionally, I managed to activate Ragdoll in the demo, but it was too inconsistent to rely on.

daring flame
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They should just implement control settings to allow the player to choose if they want to use free look or auto look. This way the pro's can feel like they arn't lacking on possibilities, while also allowing new players to get their feet wet. You want to encourage a high skill ceiling and skill gap, because it gives players a reason to keep playing and practice. Rather than hop to the next game because they got bored.

visual meteor