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Author Topic: Neon Nightmare [Combat Test]  (Read 3959 times)

Egan_BW

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Re: Neon Nightmare [Combat Test]
« Reply #30 on: April 26, 2020, 11:43:51 pm »

well that was unsatisfying
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Tomasque

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Re: Neon Nightmare [Combat Test]
« Reply #31 on: April 27, 2020, 03:07:45 am »

I had the same feeling. What do you think should be changed to make the next fight better?
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Naturegirl1999

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Re: Neon Nightmare [Combat Test]
« Reply #32 on: April 27, 2020, 06:35:52 am »

Would I be able to join the new match or is it still the players from the previous match?
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King Zultan

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Re: Neon Nightmare [Combat Test]
« Reply #33 on: April 28, 2020, 03:11:46 am »

I was expecting the fights to last a little longer, but otherwise it was enjoyable.
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syvarris

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Re: Neon Nightmare [Combat Test]
« Reply #34 on: May 02, 2020, 02:50:58 am »

I'd like it better if the deaths from other players were made clearer.  "Ohp, he's already dead.  Somone else must've done something cool!" is boring.  Even something like "...but as you prepare to strike, a gout of blood sprays from his neck as someone in an adjacent reality kills him." would be an improvement.

I'm also not entirely sure about the system, tbh.  Since we know what attack types an enemy has, and unblocked player attacks are all autokills, most enemies can be eliminated with no real risk.  Enemies with perks mix that up a bit, but perks are invisible, so they feel a bit random IMO.
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