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My Ideas for Making Walter's Combat FUN :DD (Explained with Fun Animated Sketches)


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(WARNING: English is my second language, so forgive me if you don't understand some of what I say)

This comes as a result of a video I saw that said that Walter's Skill Tree didn't make sense because the F-press combat is not exactly fun, so I came up with a couple of ideas to make it more entertaining, starting with redesigning the mechanics of the ranged slingshot a bit:


1- The Slingshot no longer aims automatically: when you press the F key instead of automatically shooting at the nearest enemy you will enter a kind of "aiming mode" where you will now have to aim as if it were the special attack, with the difference that you shoot just as fast as before, and to get out of this "aiming mode" you could click on some of the clicks or some other escape key. This I think makes combat more dynamic than just walking away, hold f, walking away, hold f
walter-ideas.gif.f957dbdd45a34f6d1089515fb382d766.gif
2- Move while aiming mode: In this kind of "aiming mode" you could move while shooting, with a much slower movement speed, (like when you do Willow's moonfire spell and he can aim with the mouse)
walter-ideas-2.gif.c930299961ecf58b62c45b44959cd452.gif
3- Rounds are blocked: when you shoot at a tree, rock or a large structure, it will block the round and not let it pass the target (even with this we could give an interesting use to the gunpowder round, making it can quickly destroy structures and farm wood with them or something). Although I think it can be very annoying in a forest so it also have the idea to me that if you're riding Woby or a Beefalo, the trees and structures won't block the rounds and will keep going, because they pass over the top.
walter-ideas-3.gif.5082a0274b1984da5dc162b8eb2d219e.gif
4-  Change some bosses or creatures slightly: they could slightly change some bosses so that they look so easy and at least have ranged attacks to dodge so as not to make the combat boring, I don't know, for example, the Klaus could throw its spells at you from far away if you shoot it with your slingshot, or the Beequeen could throw honey projectiles at you if it can't hit you or you don't get close,  Obviously it's not necessary and I'm not saying that they change all the bosses just for one character, I'm just asking for slight changes that make the battle not semi-automatic xD, and it wouldn't only apply to Walter, anyone who tries to go with a ranged weapon will face these attacks 
walter-ideas-4.gif.14e599430805d9bfdaeb7948ea285a02.gif

This is not so focused on the skill tree but, it is a couple of ideas to solve the problem that Walter and ranged combat in general has had for a long time in this game, I think it is a lot of work, probably these skills are crap and I am talking too much but I hope you like it... Afternoon like 3 hours doing the animated concepts :D

20 minutes ago, woxd said:

(ВНИМАНИЕ: английский — мой второй язык, поэтому простите меня, если вы не понимаете что-то из того, что я говорю)

Это произошло из-за увиденного мной видео, в котором говорилось, что древо навыков Уолтера не имеет смысла, поскольку бой с нажатием клавиши F не очень-то интересен, поэтому я придумал пару идей, как сделать его более интересным, начав с небольшой переработки механики стрельбы из рогатки:


1- Slingshot больше не прицеливается автоматически: когда вы нажимаете клавишу F вместо того, чтобы автоматически стрелять в ближайшего врага, вы войдете в своего рода «режим прицеливания», где вам теперь придется целиться, как если бы это была специальная атака, с той разницей, что вы стреляете так же быстро, как и раньше, и чтобы выйти из этого «режима прицеливания», вы можете нажать на некоторые щелчки или какую-то другую клавишу выхода. Я думаю, это делает бой более динамичным, чем просто уход, удерживая f, уход, удерживая f
walter-ideas.gif.f957dbdd45a34f6d1089515fb382d766.gif
2- Режим движения во время прицеливания: в этом виде «режима прицеливания» вы можете двигаться во время стрельбы, с гораздо более медленной скоростью передвижения (например, когда вы используете заклинание лунного огня Уиллоу, и он может целиться с помощью мыши)
walter-ideas-2.gif.c930299961ecf58b62c45b44959cd452.gif

The animations are cute and convey the essence well. The first 2 points are very well thought out

The most fun & the most engaging experience as ranger I can think of that closer to DST but not quite is when using crossbow/long bow/pistols from V Rising. In PC, you use left mouse button to shoot & the aiming just follows where your cursor is. So if there are five spiders from different sides surrounding you, you need to actively move your cursor to aim each spider and use LMB to hit them (calculating the delay between the attack & the animation while the foes keep getting closer).

Aiming mode, rounds shot blocked by object, & bosses rework are cool.

38 minutes ago, Well-met said:

awesome drawings

but making the slingshot even less effective is not going to help, even if it is a little bit more fun. People only care about DPS.

It doesn't make the Slingshot less efficient, it still has the same attack speed, just with the particularity that you can aim

1 minute ago, woxd said:

It doesn't make the Slingshot less efficient, it still has the same attack speed, just with the particularity that you can aim

nobody is perfect therefore there will be alot of misses, which means overall less hits and dps than what we currently have.

1 minute ago, Well-met said:

nobody is perfect therefore there will be alot of misses, which means overall less hits and dps than what we currently have.

Well, to compensate for it they could put a little more damage on it, so it would require some skill issue and without losing damage :P

These drawings have meme potential

33 minutes ago, Well-met said:

nobody is perfect therefore there will be alot of misses, which means overall less hits and dps than what we currently have.

You have a good chance of missing a moving target as is

37 minutes ago, Well-met said:

nobody is perfect therefore there will be alot of misses, which means overall less hits and dps than what we currently have.

Which is where the slowing ammos could come in, easier to hit a slowed target.

2 minutes ago, Radicaljoe said:

Which is where the slowing ammos could come in, easier to hit a slowed target.

it's really not that difficult to understand human input will never be better or as good as auto-aim especially in a game like this.

Predicting a drive-by hound running sideways of your screen is still not worth giving up reliable autoaim for.

Big ups for the effort alone! I just wish that there would be enough time to consider/implement these features. As it currently is, after the next and final, Walter seems to be finalized. When I fight for a Walter skill tree refresh, I will remember to bump your post!

Also I think the range attack with Walter's Slingshot can work the same way as shooting tear in the Binding of Issac. Targeting & hitbox will be a coding issue, but it's neat to dream.

 

21 minutes ago, _mylilsunshine_ said:

Big ups for the effort alone! I just wish that there would be enough time to consider/implement these features. As it currently is, after the next and final, Walter seems to be finalized. When I fight for a Walter skill tree refresh, I will remember to bump your post!

Also I think the range attack with Walter's Slingshot can work the same way as shooting tear in the Binding of Issac. Targeting & hitbox will be a coding issue, but it's neat to dream.

OMG YOU GOT ME, I WAS INSPIRED BY ISAAC TO MAKE THE CONCEPT

 

4 hours ago, woxd said:

walter-ideas.gif.f957dbdd45a34f6d1089515fb382d766.gif
 

Honestly, I really wouldn't mind this as an idea for Walter, I think It'd especially be fun if you could have a sniper like playstyle for Walter maybe even a round or Slingshot Modification for it.(dealing more damage depending on how far it travels, maybe additional flat damage if the enemy is not aggroed onto you. Just to encourage players to not shoot slowdowns and then outrange it.)

Though it'd be a bit bad if Don't starve together ever starts adding more "mobile" enemies that can easily Dodge your shots like Hounds or Batilisks. The game is laggy enough as I  cant imagine the poor 195 ms Walter trying his best to hit the bee queen that just keeps kiting him.

 

Heck, even if we don't get this during this skill tree what's stopping Klei from just adding the aim mode as an Optional setting? Auto aim for the newer players, and self aim for more advanced players looking for a challenge.

Im a huge fan of the first 2 points, i wouldnt completely replace just pressing F for more quick encounters but having an aiming mode outside the unique upgrades that makes you move slower while shooting/aiming would make this so insanely fun (and useful!) also as a side note your little animatics are so cute i love them so much, its lovely

22 minutes ago, Mysterious box said:

I don't know feels like this has the potential to get really frustrating really fast outside of more niche combat situations.

not to mention button mashing quickly loses its appeal and only seems fresh and new because we're used to the automated F.

19 minutes ago, Tarnishedmax said:

Im a huge fan of the first 2 points, i wouldnt completely replace just pressing F for more quick encounters but having an aiming mode outside the unique upgrades that makes you move slower while shooting/aiming would make this so insanely fun (and useful!) also as a side note your little animatics are so cute i love them so much, its lovely

thanksss :DDD
And yes, I feel like the last 2 points of the topic are a little bit stupid, although I'd really like to see more fights like the Crystal Deerclops (which really is fun from a distance :P)

This is a lot more nuanced and technical than its current simple implementation, and I like it.

I suppose my only qualm is with the F key being chosen as I'm not sure how you can replicate simply holding F to attack rapidly as you do now. This effectively removes auto attack for the slingshot, and I think forcing players to mash for every individual attack is a bit undesirable. But this might be by design.

I would say that it should be bound to right click instead, but that became occupied by the secondary ammunition slot in this beta. This could be harder to implement for controllers. I'd have to think a little bit more about how to solve these problems.

2 hours ago, woxd said:

 

3 hours ago, _mylilsunshine_ said:

Big ups for the effort alone! I just wish that there would be enough time to consider/implement these features. As it currently is, after the next and final, Walter seems to be finalized. When I fight for a Walter skill tree refresh, I will remember to bump your post!

Also I think the range attack with Walter's Slingshot can work the same way as shooting tear in the Binding of Issac. Targeting & hitbox will be a coding issue, but it's neat to dream.

Expand  

OMG YOU GOT ME, I WAS INSPIRED BY ISAAC TO MAKE THE CONCEPT

It's just like Core Keeper when you use a ranged weapon)

59 minutes ago, Superwolfkid said:

Heck, even if we don't get this during this skill tree what's stopping Klei from just adding the aim mode as an Optional setting? Auto aim for the newer players, and self aim for more advanced players looking for a challenge.

Even if they add a modifier to the slingshot that allows you to play in this way, it will already be the highest praise

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