While in the latest Play Drop (5/14/2022) I noticed a random but nice feature to the movement of my Gotchi.
This wasn’t a bug, but when the server was lagging due to the load, the character would “drift” into a turn. This was probably cause by the “cool off” slow down mechanism getting out of the stack order with the latest player commands. The effect was “drift” instead of the usual sharp 90 degree able movement. As I kept doing the one screen squares patterns and catching the motion occasionally, I found the movement more satisfying than the rigid 90 degree angle movements.
While we discuss improving the virtual skills (Gotchi traits), I would like to see similar discussion around the IRL play skills that could be improved with play.
If players were all scrambling for an alchemica “explosion” during channeling, Gotchi PVP defeat, or a Liquidator defeat, a secondary game ensues to collect the random drop of alchemica.
My proposal is to add layers to the skills needed for player movement in the game.
I feel this would deepen the IRL skill challenges to the player.
Note, I feel that “slippery ice” is too much (unless there is ICE in the world), a small amount of tester approved drift would add to the competition in the game.
Further to this point, it may be applicable to trade speed for dexterity with turning in the Gotchiverse.
Inertia where a character, as they continue on a highway at full speed could slightly increase speed if no turns are introduced, leading to a reduction in agility for the extra speed.
This could lead to enjoyable experiences of Gotchi’s piling up in a Alchemica bog from acquiring too much inertial during a race to a point on the map and not minding the built up speed.
The drift does not need to be excessive but I did notice the introduction of a “cool down” to the speed when the direction controller is release and not an immediate stop. The above proposals for discussion would just deepen the IRL skill game mechanic that Pixel Craft has already begun developing.