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PvP Suggestions

MackaBOPOHA

New member
I use a translator. I'm sorry if the text looks weird.

The main problem with PvP, in my opinion, is the animation of attacks. Characters are unable to attack while moving. Almost all attacks are conducted from a standing position, and therefore, starting an attack while in motion, the character first stops and only then conducts an attack. At this moment, the opponent continues to move and leaves the area of defeat.
If the enemy is moving, it is extremely difficult to stop him. There was a case in the arena in the capture the flag mode, when for 7 minutes the four of us ran in a circle after one player who had captured the flag and could not catch it, even sometimes hitting it with control techniques. And he was deliberately stalling for time to run into his circle with the flag when there were already a few seconds left before the end of the match.

Suggestion: in my opinion, it should be possible to attack in motion for the main attack. After catching up with the opponent and clicking the left mouse button when attacking, apply the effect of slowing down on the opponent for 1 second. (only in PvP) This will give you enough time to apply the skill and allow you to fix the biggest and most annoying drawback of fighting in the arena with minimal changes.

Another problem is the unequal balance of power. It rarely happens that an equal number of participants enter the arena for each of the teams. Usually one or two teams have one more player.

Offer:
The first option is to load players into the arena in the waiting room in a neutral status, after which they can purchase and prepare for battle. After the countdown, the system divides the players into three teams if their number is a multiple of three. Otherwise, only two teams are formed if the number of participants is even. If the number of players does not meet both conditions (5,7,11...), then the last remaining player is given a choice: To be in reserve, in case one of the players leaves the battle, or to receive a small compensation and leave the arena.
In another variant, the system does not transfer all players at once when the button is pressed to participate in the battle. The player will be placed in the queue of applicants. As soon as 3 players are recruited, they are transferred to the arena. The next ones get in only after 3 more players are recruited. If a player who enters the arena leaves the match before the start, he is replaced by the next player from the waiting queue.

I also think that the arena map is unnecessarily large. You can safely reduce the size of the map by half and it will only get better and more dynamic.

It is very difficult to monitor the cooldown of healing potions and mana. We need a function to automatically apply them when they are ready. It would be great to create two slots in the inventory for automatic use of potions and a slider for setting the % depletion of the health and mana scale, when they are used.

At the end of the match, it is worth showing a table of individual results.
We need the opportunity to see the result of the battle after its completion, both to evaluate our results and to be able to demonstrate the result to other people.