First of all, I would like to tell you how much I appreciate finally being able to play the game. I look forward to one day bumping into the character I named. Starbound is without a doubt going to be tons of fun. That said, I can see that there are some mechanical choices that need to be addressed. -Changing directions depending on position of cursor: In theory, this seems like a good idea, and perhaps in practice it is. I think I understand; it makes the mechanics of aiming projectile weapons potentially more convenient and so too with backing up with a shield. However, I think there are different solutions to that problem (If it be considered one). For instance, highlighting a [L|R] sword/shield setup, the respective left or right mouse button could correspond to the use of the shield. Holding it down, players could put up the shield and then back up that way as opposed to relying on the cursor for direction. In the case of projectile weapons (please pardon the following--inevitable--comparison), I think Terraria did well. The player aims the cursor and then once holding down the attack button, the player's character then auto-faces that direction. On the other hand, should a player like to have his or her character facing the direction of his or her relative cursor position, as is presently the case, you could provide an option lock aiming to a vertical 180 degree motion (As in, players would get 180 degrees of motion from fully upward to fully downward in the direction they are facing without over-rotating in the other direction). I'm certainly not saying that the game's cursor-dependent direction-facing can't or shouldn't be a thing, but I do think it should definitely be optional (IE Aiming: 'Classic' or 'Dynamic'). --- -Placing and destroying blocks: I'm unsure if the choice to be able to destroy and place multiple blocks at once was a choice made by dissatisfaction with other block-based games' single-block-at-a-time style, the desire to be able to place or destroy blocks in clusters, simply as early experimentation, or a combination of any or all of those. It's actually cool and much-needed, but... If this is going to be a thing, I think parameters should not only be customizable from one block up to a small maximum (I think you guys have the stone pickaxe's destruction range maxed at 4 X 3 presently?), but when a destruction tool or block is equipped, there should definitely be a grid highlight that shows us exactly what we're going to be doing before we either start wailing away or place something down. Having to play with mouse positioning when trying to hit only certain blocks has been a little disconcerting. Vice versa, when I was trying to place some dirt on top of other dirt, it wouldn't always be placed as predicted. Certain 'rules' as yet unknown seemed to tell the clusters that under certain circumstances, they should only lay down block when I was trying to place two down at the same time. Some times, though not always, it's much more convenient (and practical) for players to take things one block at a time --- I think these two things alone would go a far way, at least for me. I'll update this thread with suggestions as I see fit to (Which likely won't be often). As a little side suggestion, I think that music being muffled while underwater should be optional as well.
To add to the suggestion of projectile aiming, bow mechanics could be tweaked a bit. The hold-and-release of bows is just painful. It should be set as- One click- automatically draw to full power and fire. Hold click- draw to full power and hold. Click, then click before full draw- fire early Click, then click+hold- keep drawn at weaker power Also I know you're trying to encourage ranged to be used as ranged but it's downright annoying getting the bow draw cancelled from being hit. People use guns in melee, so why punish bow users? Edit: Completely off topic: pixels make me, everyone, and my mother's dog cry.
Why would you ever use a low power bow shot? And if you want to get your hand held through games thats fine, but I like that this game isnt easy. And to be fair, you have to draw a bow to fire it, it just doesnt shoot when you touch it.
So I can fire in an arc. Full power just go straight, which is no good if I'm trying to hit something on the other side of an obstacle. There's a difference between challenge and difficulty. I like a game that makes you use some skill, I don't like games where poor functionality makes it hard to play. I'm ok with the time it takes to draw, I just don't like having to hold down the mouse that entire time. Having to hold the mouse takes too much attention away from the fight because you spend half the time looking at the hands and not the enemies that are charging at you.
Thanks for pointing that out. I had no idea. Sadly, I don't think the game specifies that (Unless it's in the 'controls' menu).
It seems to me like no one ever reads the Codex, or whatever it's called if you're not a Glitch. If you press L it opens up your Codex. In the Codex there is an entry that, for the Glitch at least, is called "Control Yourself". It tells you all of the controls.
As did I, coincidentally, because I like digging right into the controls, but I must have skimmed right over it.
Ok, those are some good points. However, your original solution is still poor. Would you think a faster draw time would be acceptable?