Hello all,
-Animations: good
-core network code: couple host migration slowdowns but otherwise np
-graphics: good
-maps/level design: japanese level (forget name) has too many chokepoints to C, right side...needs a ladder or two on both sides on far right or left respectively
-minions: not visually distinct/clear when use hero minion buff to assist with pushes.
Issues for considerations:
-Speed while locked on to enemy: seems very slugish. maybe increase just a bit to allow more "chaos" or frenetic action
-"what to do when in a 1 v 1 situation". Tutorial doesn't necessarily make it clear what you should do or tips for winning 1v1 hero v hero confrontations. What are the advantages of matching guard to guard? what are the frame/speed attacks (similar to fighting games) of individual attacks? There seesm to be a lack of corporate knowledge as to dmg, speed, frame count, etc. Maybe in a full release people will find this but most of the time for the average person this leads to random attack spam in the hopes of hitting and doing damage.
-the power of running knockdowns. The fact that the worst player in the world can run around and TKO people through pushes into environmental hazards such as the japanese level A site is interesting. Perhaps a gradient of defense, or a equipment category that leads to resistance to "charge attacks" should be added to resist the aberant "toss them over the cliff for great success" syndrome could be reduced.
-money gain is too low, exp gain is appropriate. Orders/contracts give a bit but overall money gain is too low, especially if new heroes are going to be 500 a piece. Instead of limiting money gain which limits characters, which makes players feel disadvantaged if they dont' have access to a particular "flavor of the month" character, consider increased but choices between character buying and improving exisiting characters.
Good luck and thanks for the oppurtunity to test the alpha!.
overall, i only had a day and a half in the alpha due to competing requirements but I think it has great potential and the key focus of developers should be maximizing the "control" of the chracters in relations to others. Why are fighting cames popular? How can we make the fighting game style of 1 on 1 skill based combat applicable to a multiplayer 3d environment? How do we avoid the idea of "that character is OP" vs "I messed up and have to get better"