First impressions thread!



  • Played for few hours, here are my impressions.

    COMBAT:

    • Cooldowns on many abilities should be greatly reduced; it feels strange to wait for them that long.
    • Ripostes works fine.
    • Tried to do extreme drags, but they are nowhere close to Chivalry ones.
    • There should be kick mechanic, like in chivalry. Parry shouldn’t be the only option to take care of incoming strike, especially when the attacking enemy has some backup and you’re forced to run. Also this helps against facehugging.
    • No feints, really? I understand, that some people consider them dirty or whatever, but it works both ways. Tricks may save life, especially when fighting multiple foes.
    • ROHs aren’t the good option to play the game, since accel drags counters them easily.

    CLASSES:

    • Taurant:

    So far my favorite, because of his interesting abilities. Both aoe abilities (whirlwind / boulder) are pretty nice in terms of usefulness, depending on situations. Charge is pretty neat for gapclosing or even escaping.

    Also I belive its gonna be a very strong class if you’re gonna implement better drags or give weapons that have better draggability. The other thing I suggest about 2h weapon dude is increasing damage on ALL his weapons but also reducing speed on them. My point is, that everyone should be 2-shotable by his arsenal (except Vigilist, who would be 3-shotable).

    • Vypress:

    Seems to be the Man-at-Arms in Mirage, lots of mobility and fun abilities. I like the dual wield characters, so will definitively play her.



  • @Blarsch said in First impressions thread!:

    • No feints, really? I understand, that some people consider them dirty or whatever, but it works both ways. Tricks may save life, especially when fighting multiple foes.

    Press R to cancel your attack.



  • @Skindiacus said in First impressions thread!:

    @Blarsch said in First impressions thread!:

    • No feints, really? I understand, that some people consider them dirty or whatever, but it works both ways. Tricks may save life, especially when fighting multiple foes.

    Press R to cancel your attack.

    Or rebind it to something else, if you’re feeling saucy.



  • I played the alpha around 10 hours and this is what i think you need to improve:

    Entropist - the Entropist needs more abilities and maybe you could add a detonate button to the grenades?

    Blocking - the Taraunt cant ever block from a Vypress or a Tkinter but still all classes have this problem. not Achlemancer

    Plant the bomb gamemode - the bomb gamemode seemed a bit boring to me, not sure why but maybe you could add something to make it more fast paced?

    Team balancing and class limits - there is currently no team balancing which is a bit frustrating but its a alpha build so it doesn’t really matter but if there is a full team, maybe you could let 2 people play as the Achlemancer?

    I really like the Alpha and cant wait for the beta



  • ik its not much



  • @Reithur abilities on QFV feint on E, not sure what feeling saucy has to do with it, though it reminded me of Blackadder.



  • @Xylvion So you’re one of the few to realize that Hugh Laurie started somewhere other than House!

    I rebind Cancel to a thumb mousebutton.



  • I just played for an hour or so and absolutely love it. Great first impression. My only issue is the movement speed of the characters without pressing shift. Just seems so slow. Sometimes abilities seem to do nothing to enemies despite being dead on and I can’t even tell if team damage is on…if it is it’s definitely toned down from Chiv. Haven’t accidentally killed a teammate yet and that’s abnormal.

    Also, where are feints?


  • Developer

    @kaMMakaZZi9 feinting/cancelling attacks and abilities is bound to R by default



  • I have played about an hour so far and I don’t like the camera controls while dead. It just feels clunky to me. I might do something wrong tho. And besides general optimization I think that the game is great so far.



  • Magic carpet jukes are good stuff. Probably my favorite thing to do is ambush people with the more powerful long windup abilities when I go around corners being chased.

    I’ve had a game where I tricked 4 players into following me into a small corridor only to meet a giant boulder in their face.

    I’ve had lots of fun playing it so far unfortunately I can’t really play it further until it stops crashing my entire PC.



  • Looking at Chivalry (Which I have nearly 2000 hours in), it’s clear to me that you were considering people who didn’t play much of it when you were developing this game (Lack of dragging).

    Why did you remove dragging? This has causes 1v1 combat to be extremely boring between two good players because it’s literally just attack, parry repeat unless I use feints, but people just complain about that. I guess there is the “magical” element, but after a certain amount of time playing, that will also be easily countered with a simple parry. It’s even worse in 1v2 situations because unlike in Chivalry when you could outsmart two weaker opponents by using advanced dragging to hit one opponent first (perhaps with a reverse) and then drag your weapon to hit another enemy, you can’t, and will die 3/5 times. Furthermore, the max fov is too low to allow long time chivalry players to feel self aware, which makes 1v2 combat even harder.

    Dragging is one of the major things which kept people playing and is what kept the skill gap so large between long time players and short time players and it’s clear that by removing it that you either aren’t in touch with the Chivalry community, or you would rather get higher sales to people who quit Chivalry after the first 30 hours because of dragging.

    Most of the people who I’ve talked to about the game (All Chivalry vets with at least 800 hours) have agreed, and unlike Chivalry, I can’t help but think the game will be dead within a year of release.

    Sorry for the criticism, but that’s just my own, and allot of other long time Chiv players opinions on the removal of drags.

    As a quote from someone who I won’t name because I haven’t asked him. “It feels like I’ve already reached the limit”



  • Yeah, that is definitely my #1 issue with Mirage, dragging isn’t really possible which keeps the skill ceiling of the melee combat pretty low. With the addition of abilities and the like we’ll see just how much dragging is needed or not.

    In most of my fights I resort to flash feinting people ( because late feints get double parried even easier than in chivalry) and using abilities to get around or behind people. If they’re competent and they don’t lag there is no reason why they should fall for any feints in a 1v1. It doesn’t feel very skillful when only looking at the melee.

    I’ll have a more fleshed out opinion once I get some more playtime and the network lag gets settled.



  • I absolutely LOVE the graphics and the overall look of the game. Even on my GTX 750ti, it runs great on all high settings. Game seems well optimized, but maybe it’s not very rigorous. Still looks amazing…



  • My frist impressions: I’d like there to be more TO maps, cause i pretty much only played TO maps in Chivalry. Another thing i noticed is that the reach of most of the weapons seem kinda low. Also didnt notice much friendly fire. Unless its 50% already, the friendly fire percentage could use an increase imo.

    About drags: why do you say its impossible to drag? It would be impossible to drag if you couldnt alter the direction of an attack in the middle of it, which is definetly not the case right now. Slowing down the animations a bit so that one could drag more might be a good idea though.



    • How did you find the pace of the game?

      • it feels clunky
        • may increase sprint speed 20% and make it a auto sprint. 99% of the time ppl will hold down shift if out of fight. Holding shilft to walk would make more sense to me.
        • the time it takes for a skill to show up on my screen, after I pressed the button on my keybord is by far to long … It feels rly unresponsive.
        • on top of that skills get Interruptet by normal atk’s that rly shouldend be a thing … Interupt happening anyway way to often, probably because every guy who is just spaming left click can do that.
      • ttk feels ok to me
      • ability cd should be reduzed to a maximum of 20 seconds (projektiles for example), and the majority of skills should have a 15 second cd, because it’s just boring to avoid a fight because your skill is still on cd. Let this two guys fight right now and not stare to death for 15 seconds^^
    • Crowd control, were you frustrated by interrupts or the amount of movement imposed on you?
      • in 6h of gameplay I got 3 times knocked down and 3 tomes charged and 3 times pulled and one time punched in the face. That is rly not that much of cc … not sure if that is a good or bad thing.
      • frustrated by interrupts … a lot … it takes just 0 effort to Interupt smb. Only skills should interupt skills and probably not all skills should be able to interupt something. Most of the time ppl interupt skills because they want to dmg the enemy and not becaus they thought “oh, let’s interupt this skill real quick”. It is happening randomly, a lot.
      • if two ppl hitting each other with 1 ms delay, one should take the dmg 1 ms later and not just one hit the other guy at all, because the hit from the second guy gets interuptet by a normal atk.

    Side note:

    • it’s rly hard to find a Server … looks like on EU are only 24 ppl at max. That leads to rly unbalanced matches.
    • the game would feel better in a 5v5 senario
    • Spawns: it happens way to often, that 3 ppl are still alife and the enemy team has still 6 ppl … now 3 ppl spawn in, but untill the come to the fight the other 3 are dead because they had to fight a 3v6 and now the same thing happens over and over again. #nofun
    • ppl with 90 ping could hit through my block (RMB) … it happened several times … is the hitdetection client based in this game?


  • My first impression on Alpha#2 compared to Alpha#1: Combat feels more weird now.

    I can’t really figure out what’s different. Maybe it’s the changes in game speed, but combat in Alpha#1 felt way more satisfying for me. (I’ve mostly played Taurant in both alphas)

    First, It seems that vypresses are faster and it’s hard to survive against multiple enemies if they are just charging around you like crazy.

    It’s also more frustrating to play against alchemancers for me.
    In the last alpha it was okay to fight someone while an alchemancer casts projectiles at you. Somehow I’ve managed to block both, the projectiles and the melee atatcks. In this alpha it seems that alchemancers cast a lot faster, which makes blocking everything almost impossible.

    I can’t really figure out whats the big difference. Maybe it’s because of the maps and game modes, which force you in different combat situations…
    Maybe I’m just wrong and remember things wrong because the last alpha test was 3 weeks ago…



  • First Impression after 6 hours of play.

    Pace

    • Run speed is too low. Even the tinker, which is labelled as “high speed” feels like a knight in chivalry.
      • The time it takes to get to the objective is ok, but in a battle I cannot run away from an enemy even though they appear to be just barely in range. I think the fast classes should be faster.
    • Attack speeds are all too similar. Dragging does not seem to exist. I tried taking what I imagine was the slowest weapon, Taurant’s mace, and hitting a wall with an overhead. I tried looking down and crouching vs. looking up just enough that my weapon would still connect. The difference was marginal, definitely not enough to get past a parry unless my opponent parried extremely early. This makes all the weapons feel the same, save for animations on where they hit.

    Timers

    • Spawn times are too long. Disregarding the bug where it the game adds an additional two minutes, it can take up to 20 seconds to respawn, even in short objects like the lighthouse objective push.
      • Especially in TDM where there is no reason for the spawn timer to be long, I specifically remember having to wait 17 seconds one time, and I can guarantee I did not deal any team damage (if that system is in place) because I ran out by myself and died.
    • Ability cooldowns seem fine.

    Gameplay

    • Feints are not very effective because attacks are pretty slow and dragging is almost non-existent. Many times you can simply double parry, making the battle mindless (early parry everything, if they feint just spam parry and try to move and create space.)
    • Attacks went through my parry tons of times, however I think the main reason for that is the latency (closest populated servers gave me 100ms) and also
      • attack animations are bad. For example the taurant’s overhead: when the windup ends he suddenly spasms into the release animation and it does not look at all smooth. Characters barely look up or down when you angle your camera, so it is difficult to tell if the incoming attack is supposed to be fast or delayed. Not that it matters much, but in the scenario where attacks can be dragged, this is important.
        • I don’t know why the animations look bad. I understand it’s a new game using UE4 instead of UE3 and currently in alpha, but if you take a comparison to Chivalry, the difference is night and day. Chivalry’s animations are smooth, flow together, and the damage dealt is predictable (if you grasp the idea that the weapon damages anything in release state). Having no reverse overheads is understandable, but when your weapon phases through someone because they were behind you, even though you SEE if happen (if third person), breaks the combat.
    • FOV cap is too low. In chivalry I’m used to 140 degrees at 16:9 aspect ratio. This allows me to see a good amount of my surroundings and also my weapons animations. Mirage caps it to 120, which feels like tunnel vision. I feel the need to switch to third person just to be able to properly switch between targets or see incoming threats. I don’t understand the reason for this cap. If you give players third person, why limit FOV?
    • It’s interesting that the Vigilist, the only shield bearer, can riposte. The downside is that she cannot hold up the shield a la chivalry, but I like this change. Mechanic wise, she doesn’t actually have a shield. I don’t think the shield can passively block attacks or projectiles, so really it’s there for aesthetic purposes (she doesn’t even have a shield based ability, as far as I’m aware).
    • Crouching is pointless. In Chivalry, you can duck slashes (and sometimes stabs) by holding Ctrl and looking down. I had someone slash at my head while I tried to duck, and I still got hit.
    • I see there is a weapon tab next to the abilities tab when selecting a class. I assume this means each class will have more than 1 weapon in the future, which would definitely allow for diversity in the weapon timings.
    • It’s hard to tell if someone is sprinting or walking mid-battle. This is important because some players like to run in circles and spam attacks instead of blocking. If you look at the knight wielding a longsword from chivalry, his walking animation has the weapon down at his hips, while sprinting it immediately is raised tight to his chest.

    Voice acting

    • Is great as expected. Randy savage taunts and the tinker’s battlecry are by favourites. The lists for the options are pretty straight forward and didn’t take too much time for me to remember the hotkeys for my favourites.

    Art

    • The art is great. Some maps have a strange black border around the objects (can’t recall the map name, but it’s outdoors, has pink pastel brick walls, a square structure in the center, and is designed for TDM.) Compare this to TO_Academy which looks amazing and doesn’t feature this Borderlands-esque outline.
    • Music is good as well. Really the overall theme of the game is nice.


  • Hi, I played Chivalry for 1k hours on pubs and in a clan, this is my first feedback of Mirage:

    After 13hrs, I can say it was enjoyable, it has real potential to be played for an other 1k hours. So thank you to give me the pleasure to test it.

    Here is a list of many things I have noted while playing the game, they are only my point of view and I’m not sure if they are relevant :

    • Movement key binding -> I’m french, Azerty keyboard, lost 30min to figure out how to fix that (answer: use US keyboard in Windows Languages Preferences)
    • fov 140 at least (150 would be good)
    • I’d like to kill the other ennemies when they lost the match, it’s a good reward !
    • Spam voice command, weird to stop a previous voice command, but ok, it can help to fix a bad order
    • Good to have taunt annimation when moving, but better if we can stop it to fight (same when not moving)
    • like the heart sound when low life
    • need kick to help fighting
    • need fist to fool the enemy
    • do like combos with abilities and strikes
    • what’s about 12v12 on big map ?
    • need fire pot, because people on fire is fun (and it’s good in term of tactic)
    • voices : they are ok, but maybe need to be more ironic, stupidly natural (and may be more clear (because english is not my mother tong…))
    • automatic free cam after death (or body stop moving), boring to have to click to free it.
    • Like chiv it’s unplayable with high ping adversary (>80)
    • Longer nick name pls, mine is cut (stupid long nick name is fun)
    • like in chiv a big voice to announced the new objectives
    • autobalance, and below 5v5, one member missing in a team and it’s just rape, so match making needed ?
    • add a voice “KILL THOSE WIZARDS !!”
    • add passive spell (+2 attack, slow the ennemies…) ?
    • alchimist could be a healer, or spell some skeletons
    • For the carpet guy, can’t see much difference between grenade and heal purple bubble.
    • Duck: the upper body part cannot lean much, that kill the duck, that’s sad, (and we cannot avoid projectiles this way), and that kill the matrix movements too :’(
    • no reverse over head, that sads me too, don’t tell me its not natural, magic it not natural either. (just give a lower damage for early touch)
    • fun suicide annimation (chiv’s dismemberment is simple and fun)
    • like to see faster movement, for better footwork skill, and to be able to avoid projectiles
    • would like to jump higher
    • a fun pushable, a cart full of dead body is fun, a lamp is not. (though it is a very beautifull lamp)
    • is there Team Damage ? I guess yes, but not enough
    • I wonder if projectile collision sphere is not to wide, parry them some time doesn’t give me the impression to have touch it.

    My point of adding combat techniques: movement, weapons (duck, ROH, fire pot, kick), is that more a game have possible combinations more it is a skilled based game.

    Actually, the bigger issue with the game is that the first 2hours I was kind of lost. Hard to parry and attack, the weapon can be very slow or very fast, it’s weird. And the team fight can be frustrating, hard to many see thing coming, cannot handle everything and get killed very quickly. So it can be hard for new comer.
    The other problem is the world in which the game take place, when I was a kid I dreamed of being a knight, not much being an oriental fighter with magic spell, but you can’t do much about it (or may be very beautifull and exotic map, that gives us the feeling to travel).
    But it has a very team combat tactic potential, need some friends to test that !

    General Feedback for Environments, Maps, Levels:
    We want to know about all of the following;
    Anything you can get on top of that could be considered an exploit

    • In academy map, at the last part of the last objective, the defense team can go through a window, by the way what the point of blocking the way ?

    Is objective progress or indicators displayed in a way that makes sense?

    • Ok, but in academy map, first objective, having a notification on 90% objective realisation is to late, 80% would be better.

    Other map observation:

    • more map world diversity : africa, south-middle america (maya, aztek), eastern asia, and with some more nature
    • better, more fine texture quality, and diverse map architechture, I mean they remember me quake 3 arena, block, cubes, I’d like to see a real town, a real castle, where every room, open space are different.
    • Like a lot the “jump over wall” feature, that make levels fluid
    • but would like to see wider flat battle ground, teams fight can be more clear this way may be.
    • Lighthouse : good map, too short map, can be very quick to win
    • Objective map is short in time, I like long Chivalry objective map

    Team Deatmatch Mode:
    Does the on-screen respawn counter make sense?

    • Well, the top counter, I didn’t get it, is the respawn counter or the number of kill made ? I think showing the number of kill made is better, just because it is a positive objective “KILL MORE!” not a negative objectives “Don’t get killed pls”.

    Is the match timer long enough? Too long?
    Yes.

    Bugs:

    • I have seen color problem : orange team have its top score indicator in blue WTF ?!

    Thanks for the game, looking forward to see improvements and test it again. :)

    Edit: I don’t know if it is possible right now, but it will be great to be able to choose the direction of the parrying projectile in order to realy fight back the launcher or to target someone else (or to play Pong :)


  • Developer

    @Hutin said in First impressions thread!:

    Longer nick name pls, mine is cut (stupid long nick name is fun)

    What name did you have that was getting cut off? Would help to have a reference point.

    Really good feedback post as well!


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