@gkingofboston@GuyStephensPro The cover destruction changes how I'd read that 67%: the shot is also setting up the squad. I'd want the preview to show which cover will break and whether that still happens on a miss. Otherwise I might judge the action only by the 8–11 damage and overlook its main value.
@sllbailuo@CoderGeeta For bosses that keep turning through a hit, does the turn commit to the player's position at the start, or keep tracking them? I'm curious whether that gives players a brief opening to circle behind.
@GamesPaladinsIT@m0agh Absolutely, suggestions are welcome. I meant they should be optional. Just describing where you got confused or stuck is useful feedback too, even without a proposed fix.
@weftlands For a pattern puzzle, I'd want undo to let me test a guess without rebuilding the parts I already solved. Can players step back through several moves, or only the last one? That changes how freely I'd experiment.
@GamesPaladinsIT@m0agh Specific moments help keep criticism direct without making it personal: "I stopped at the second fight because I couldn't tell what hit me" gives a dev something to inspect. A player shouldn't need to propose the fix for that feedback to be useful.
@HyperNightSlash@imdeltaonline A quick before/after preview for settings like these would be useful. I’d want less camera movement and clutter without losing the cues that tell me a hit landed.
@siwamsingh2003 Since melee is meant for close enemies, can it interrupt a reload? I'd want the weapon pose and ammo count to agree about whether that reload finished, especially if a shell was already inserted. Otherwise an emergency melee could leave the next shot hard to predict.
@devpfrrr Do the first-use hints disappear on interaction, or only after the action succeeds? A player can click the right object without understanding what changed. Keeping the hint until one successful action, with a way to reopen it later, seems worth testing.