Thank you for this, I look forward to not running through beasties to get behind them for combos only to notice I ran to the front lol.
"c-c-c-combo Breaker "<----I c wut u did there :P
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Yeah... I had an instance where I knew which direction the enemy was facing but failed a combo. It was facing me, stopped and did a ranged attack, and I ran up to it to attack from the front with Pummel, but apparently it was right next to me and I believe I hit it from behind. Attacking froze its position in the wrong place.
Add a Halo ring around each action, and then create a color system when it's "optimal" to use from a particular side.
- Green Halo with TP required would be optimal with action highlighted.
- Red Halo with TP required would be useable, but not optimal use.
-2 cents
Updating an indicator or a model position is all the same to your network or the game, so while there might be cases where it will be easier to tell where the mob is facing, it will do absolutely nothing in terms of improving the speed of the update.
edit: unless they can somehow implement it in a more reliable way than usual position synchs, which is kinda unlikely seeing them struggling with stuff that should be easy on a decent engine. If that's a temporary solution for 1.x, then it good to have. But for 2.0, they better fix their positioning code instead of overloading the UI even more.
This.
Throwing more things onto the UI to make up for mechanics that simply do not work well is a mistake... and a big one. I hope this is nothing more than temporary.
What this can help with is tell the player the actual facing of the mob, as the models usually do not update in sync very well.
Could be nice to have like an arrow or a line along the ground indicating the front of the mob. Make it easily visible and just integrate it with the target cursor.