Testing 249: Melee Weapons, Shields and Local Universes - continued

My 2 cents on the melee weapons and shields so far: They seem too clunky and would feel a lot better to use if they were more fluid. The delay in action from, say, swinging the weapon to raising your shield, or raising your shield for second, dropping it then raising it again feel really slow. Slow enough for you to get hit by something and not be able to react in time (due to mechanics and not reaction speed).

Also the reach seems a little low, I understand they’re melee, but going from using hammers that hit 10 blocks in front of you, to not being able to hit a Cuttletrunk a few blocks above your head seems a little frustrating. If I need to get right up against a Hopper or Wildstock to hit it, I can die (or get hit at least) in one of the animation gaps between dropping my shield to swing then raising it again.

The weapons need to compete with fully automatic Slingbows (which feel nice to use) in my opinion :slight_smile:

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Totally agree. Shield raising/lowering speed should increase with dexterity.

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Oh snap…

I spy portal costs and distances it seems :smiley:


0 cost local portals here we go… lets see what breaks

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Just wanted to point out that in the current test release they already do, but for some reason the Shield Mastery does not improve the action speed. I mentioned this in one of my other posts on the thread (and gave feedback too).

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I completely agree with this (and again gave similar feedback on shield action time). It feels to me like it’s partly a remnant of just how everything works in terms of hands/dual wielding.

This problem has made me question a little bit why we can’t actually actively use items in both hands at once. Maybe some items don’t make sense to be used at the same time, but with shields it would certainly make it all feel a lot more fluid if we could perform other actions while the shield is up.

Incidentally this feels related to the usability/clunkiness issues I have with grapples where there’s certain parts of the animation of getting them out/cancelling that prevent any other action even though at that point the other hand should technically be free to use.

I also agree the base reach feels somewhat low, though I haven’t looked at the forged effects for reach yet, I’d imagine they feel better with them. In combat I didn’t feel the reach to be super problematic myself and just used a Slingbow when it made sense, but in a real scenario I would probably have swapped to a fist for mid-range combat or for sniping anyway.

But it did seem… silly, to be jumping up (with the epic) to hit Cuttletrunks when I was using the swords.

I agree about the Hopper/Wildstock situation; from my testing the sword felt much less useable (too dangerous/risky) against them. In essence for me the swords felt most useable against Spitters and Cuttletrunks, but this seems like a rather odd niche for a melee weapon, especially since Cuttles try to float a minimum height above us anyway.

I think more reach would alleviate those issues but again I don’t know what they’re like forged, yet. So I’m not sure how fair that is, since almost all bows/fists I use are forged, I haven’t been able to make a fair forged comparison yet (unforged slingbows can feel pretty meh too!).

Are those exactly today's values?
Blinksec Conduits Oorts / h
0 2 1
1 2 1
2 2 1
3 3 2
4 3 2
5 4 3
6 4 3
7 4 3
8 6 4
9 6 4
10 6 4
11 8 5
12 8 5
13 8 5
14 10 6
15 10 6
16 10 6
17 15 7
18 15 7
19 15 7
20 18 8
21 18 8
22 18 8
23 24 9
24 24 9
25 24 9
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yep it looks like it, i need to fiddle with settings in files and see what breaks, poke around and see what i can actually change but if these settings are legit then i get see local universes getting 10-20-30+ character slot servers and servers with more than 100 players(even if stuff breaks). 0 cost portals or portals that are just same fuel cost no matter the size… i found a config with the 10% tax so… i can see that can go poof on some servers…

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If those values are in the standard boundless folder in assets/archetypes, they’re just for the client. The server has authority so they will need to be configurable for the server too.

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Most should be configurable on local servers, they use their own copies of the archetype files somewhere in the server directory so those can likely be changed, although I haven’t tried :man_shrugging:.

I can see it being slightly annoying though if you join someone"s server and they’ve changed something because the client would keep mispredicting unless you replace your client files too…

From what I can see the server is already set up so that it has its own assets/archetypes folder under its own directory, which is probably where it reads stuff from (haven’t had time to play around with making changes).

Edit: From my previous attempts a while back at modifying game files, stuff like this did work when changed using the previous local sandbox. If you only changed the assets for the server it would work but the client would simply have a UI mis-match in most cases. Really, the server ought to enforce it more directly and tell the client what it should read on the UI too…

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Yeah I guess it’ll depend on how radical your changes are, if you changed movement speed for example it’d likely be a bit painful for an unmodified client!
But playing around with certain things and making a slingbow which fires 100 projectiles should be pretty funny

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Think it would be a most excellientio thing to include the expanding sword from School Nurse Files …

… so that we can fight jelly bea … cuttletrunks.

I suppose a nice side-effect would be the added legitimacy for the school I’m building that will be based on the one in the show. :wink:

I managed to create a private universe, add a t0 and t2 standard world, and join the universe. It worked!

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I switched to live for awhile, then back to test, and in debug, sandbox my test universe was still there, yay.
Before I entered a world, I tried creating a standard t1 world, that seemed to work ok.
I then tried to create a standard metal t2 world, but then something went badly and yellow messages kept scrolling. I should have written it down, but instead exited the game and restarted hoping that would fix it, but now when I try to start the universe, it starts, briefly displays the universe world list with join and shutdown buttons, the list of 4 worlds, then goes away. I can click start universe over and over, but it only runs for a fraction of a second. A discovery log window opens and scrolls text, a world log std_t0_0 window scrolls a little text, and a world log std_t2_0 window with no text before the universe stops. It does create a crash dump .mdmp file.

I created a new universe. Created a new standard t0 and t2 world. The t0 took about 44 minutes to finish generation. The t2 didn’t start generating until the t0 finished and it took almost 2 hours to finish, but I did play some on the t0 while the t2 was generating so maybe that slowed it down.
After the t2 finished I didn’t see it in the sky , but after awhile I did see it! So I was able to see another planet in the sky. I was able to warp to the t2 planet! And I set up a portal from the t2 back to my home on the t0.

I have successfully added another t0 world.
I have shut down the server, exited the game, started the game anew, started the universe2 server, and returned to the starter t0 world.
When in game on the starter world I usually don’t see any of the other planets in the sky. It might be good to have a way, maybe in the sanctum, to select a planet to see so you can warp to it.

Some questions:
Q: Is it important to shutdown the universe before exiting the game? I may not have with the first universe.
Edit: I think I selected “quit game” while on a local universe planet not thinking that it would exit the game without going to sanctum where I could shut down the server.
Q: If I open debug and shutdown the server while still on a planet, does that do anything bad? I haven’t tried that…

Q: Is it important to let all worlds finish generating before exiting the game?

When i left the game before a world didnt finish generating, it just restarted where it was when i restarted teh univers. So i would say no.

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Update OP with details of Testing 249.2.

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Those paint skills seem nice addition and should keep spray viable option now with sovereign color options :slight_smile:

Just let us forge beacon to protect from this :smiley:

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Bouncy feet on a beacon… nice. Enables a bouncy castle competition!!

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Ohh :open_mouth: this would be cool for obstacle courses and dungeons lol

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