Just bought Dark Alliance and it is clearly not ready for release
Fix the bugs and atrocious game mechanics, or start offering refunds. Taking my money for a game with this many obvious problems damages the brand of every company involved.
Feedback for devs…
Enemy AI Problem
Enemy AI does not aggro or take initiative in attacking the player.They stand there staring at the player.
Enemy aggro radius of AI is very small and ranged attacks does not make the AI aggressive as AI does not have a code to handle range attacks.
Enemy AI can be killed from out of aggro range using ranged attacks.
All Enemy AI can be ignored and they don't chase the players after aggroing.
Enemy AI can still detect the Invisibility of Drizzt.
Enemy AI pathfinding is broken, they reset their position if they can't reach the player.
Enemy AI attack cycles are long, they don't attack often.
Enemy Registers player's presence after 10-20 seconds and is very bad.
Enemy AI does not have any form of Crowd control (CC) resistance
Bosses can be cornered and killed mindlessly
Bosses are slow and don't attack often or just stand staring.
Bosses do not have CC resistance.
All enemies can be ignored and players can reach the boss by sprinting and ignoring enemies.
If the Enemy reaches a ledge they teleport behind the player.
Bosses and enemies can be stun locked till the second coming of christ.
Enemy AI Suggested Solution
Make Enemy AI aggressive, let them run towards players and start attacking as soon as they spot the players.
AI should chase the players once they detect players, throughout the dungeons, unless they are killed.
If the player is at a Distance, Enemies should come running towards the players after detecting the player. This way players can sprint and reach enemies or charge at them before they close in on the players.
Enemies Should attack often and should have a sense of self preservation.
AI needs to find alternative paths or do attacks like jump or force players to leave their inaccessible position.
Enemy AI should detect all types of attacks and attack the player.
Enemy AI should register Player's presence instantly and get aggroed and begins attacking
Enemy AI should not Detect Invisible Drizzt.
Enemies should have a CC (stuns, dizzied, Immobilize) resistance that has cooldown, after the cooldown they can be CCd again.
Enemies who get CC (stuns, dizzied, Immobilize) should be immune to CC (stuns, dizzied, Immobilize) from the same player for some period of time like 40 seconds. Others should be able to CC, if they didn't do any CC recently. The cooldown should be 40 seconds.
Bosses should have CC (stuns, dizzied, Immobilize) resistance.
Bosses should prevent players from Corner stacking, if the boss is surrounded or cornered, then it should do an AOE that throws the players away damaging them.
The Enemy should not teleport behind the player and it should push the player away if it reaches the ledge, so it can move out of the ledge area. It can be an AOE attack, if its an AOE attack the player will dodge to avoid it and this gap can be used by enemy to escape by sprinting away from the ledge.
Damage happens before animation Completes.
Players cannot see the animation of enemies because enemies can register hits before animation is completed. Thus dodge being useless.
Camera should have adjustable FOV
Camera should not zoom in further if the player targets an enemy.
Camera turn rate speed is very bad and needs a fix, both vertical and horizontal.
The last combo misses the majority of time, unless it's an AOE as the character moves forward, it can't track. Solution is to use Lock on feature, but the zoom that comes with lock on makes it unusable.
Allow users to rebind all keys
Remove Mouse acceleration on PC
Support Native mouse cursor on PC menu
Remove input delays in combat from mouse and keyboard
Remove input delays from menu
Support native MKB for PC users.
Hitboxes and Terrain
Hitboxes are random or bugged, they can even hit players who are far away from the hitbox.
Traps have wrong hitboxes.
Puddles have wrong hit boxes.
Elevation prevents attacks from registering or hitting
Point blank range attacks don't do anything or register
Characters can't climb slopes.
Wulfar should consume more stamina for his attacks.
Cattie Brie should consume a bit less stamina for her attacks.
Improve the Combat impact sounds, especially when the weapon touches the enemy body.
Parry needs weapon parrying sounds.
Enemy AI, Controls, combat and hitboxes need the Fix first and foremost and it should be fast.
I'm pretty sure you can adjust the camera's FOV in the settings, but I would like to be able to zoom in and out with the mouse wheel.
Do you even play the game? AI is poor? Parry needs a sound? Wtf? Wulfgar more stamina consumed? You're clearly delusional and don't play the game. "Bosses should have a cornered AOE that damages"? What game are YOU playing? 🤣
I agree with Drizaxl#4473 there is no way this game was play tested. Just the menu alone before launching it once ****** me off with how bad it was. The game could be fun it if wasn't a laggy, buggy mess with poor controls. Sure, allowing keybinds for mouse/keyboard is nice, but your controller layouts are horrible and can't be changed at all. I despise lock on targeting in action games and was not pleased to see it here, even more so when someone thought it should also zoom in an already pretty close in view. THEN when playing Wulfgar on controller, the ult activation is pushing in on both sticks, which ofter turns on the hated lock on!
Basically everything needs polish. The whole game is undercooked. It feels rushed and completely untested. While I agree with everything posted above, I would say the priority for me would be the overall combat experience. While the AI is undeniably atrocious and some tweaks can be made to character resource management, it's the combat that hurts the game the most. The camera zoom nonsense is inexcusable. We absolutely need to target enemies and be aware of incoming attacks in order for this to work on any level. Most deaths feel cheap and undeserved. I can overlook many flaws if the basic gameplay mechanic is fun. This is not fun.
Excellent list mate.
I would add that when attacking with Drizzt and not locked on how clumsily he moves forward so much while attacking. I don't want to lock on as it zooms in far too much. When not locked on I'd like the freedom to change my attack direction quicker and more fluid, at the moment it feels like wading through treacle.
Please improve the combat sounds too - check out Sekiro sword noises.
This game can be great, just needs a bit more polishing. I love Drizzt and the companions of the hall and have followed the books for over 20 years, lets give them the polished game they and we deserve, I know you can do it!