Best Of
Re: Pre-Order game time on release?
I'm not in your situation, but I can see the utility of your suggestion and it would be a good thing to have indeed.
Re: Looking back on Rangers. (Rangers being weapon locked)
I just hope we can throw arrows with my greatsword.
Re: Current Combat in Ashes: Updated
I love that this topic is finally getting more attention. I've brought it up in many livestreams and streams from Ashes content creators, but it often felt like I was in the minority for caring about combat. It’s surprising to me that more people haven’t upvoted questions about this or provided feedback on the issue.
For over a year, I’ve been saying that combat is definitely the weakest part of Ashes of Creation, and it worries me the most as someone who has been following and supporting the game since Kickstarter. While I’m not concerned about the environment, assets, or overall scope of the game—they’re clearly heading in the right direction there—the combat feels so lackluster that it could potentially ruin the whole experience for me if it’s not drastically improved.
It’s not just about the combat, but also the general animations like running, which lack a sense of weight. In the forum thread for the last livestream, I mentioned that the animations and combat look stiff, and here are my main concerns:
- Stiff Animations: The transitions and fluidity of movements are lacking, making combat feel rigid and unnatural.
- Missing Weight: Characters don't feel like they have any physical presence or impact in the world, which detracts from the immersion.
- Limited Body Animations: It seems like not enough body parts are animated, leading to a lack of dynamism and realism in movements.
I’d love to see the developers focus on improving these aspects, perhaps by looking at how other successful games achieve more fluid and weighty combat systems. It’s important for the community to come together and voice these concerns, as improving combat could significantly enhance the overall experience of the game.
For over a year, I’ve been saying that combat is definitely the weakest part of Ashes of Creation, and it worries me the most as someone who has been following and supporting the game since Kickstarter. While I’m not concerned about the environment, assets, or overall scope of the game—they’re clearly heading in the right direction there—the combat feels so lackluster that it could potentially ruin the whole experience for me if it’s not drastically improved.
It’s not just about the combat, but also the general animations like running, which lack a sense of weight. In the forum thread for the last livestream, I mentioned that the animations and combat look stiff, and here are my main concerns:
- Stiff Animations: The transitions and fluidity of movements are lacking, making combat feel rigid and unnatural.
- Missing Weight: Characters don't feel like they have any physical presence or impact in the world, which detracts from the immersion.
- Limited Body Animations: It seems like not enough body parts are animated, leading to a lack of dynamism and realism in movements.
I’d love to see the developers focus on improving these aspects, perhaps by looking at how other successful games achieve more fluid and weighty combat systems. It’s important for the community to come together and voice these concerns, as improving combat could significantly enhance the overall experience of the game.
Soluna
1
Re: Current Combat in Ashes: Updated
Let's benchmark some mmos for combat.
Here is my list
L2
Tera
Ff14
Gw2
Eso
Bdo
AA
And here are some games I hope one day an mmo can manage to achieve which woupd be a 10/10 in responsiveness, animation and aesthetics (but needing more appropriate mechanisms due to an mmos nature)
Dark souls games
Nioh
Witcher
Elden ring
Lords of the fallen.
I would like to hear your list and then we can compare AoC combat.
Here is my list
L2
Tera
Ff14
Gw2
Eso
Bdo
AA
And here are some games I hope one day an mmo can manage to achieve which woupd be a 10/10 in responsiveness, animation and aesthetics (but needing more appropriate mechanisms due to an mmos nature)
Dark souls games
Nioh
Witcher
Elden ring
Lords of the fallen.
I would like to hear your list and then we can compare AoC combat.
Action Bar Keybinds are Triggering me
Hi Team,
This is triggering me beyond beliefs, had to post this;
Before:
After:
Takes literally one second to look a lot better
Have a nice day
This is triggering me beyond beliefs, had to post this;
Before:
After:
Takes literally one second to look a lot better
Have a nice day
anarcx
8
Re: Open World Bosses and You - The Importance of Furniture Drops
I’m gonna be real, this suggest reads a lot like a joke. Inventory slots are restrictive, and I don’t think most players actually care about a big dramatic Wyvern Chair to put in their little in-node apartments.
Just give everyone that meets a merit threshold loot, whether it’s material to be used for crafting or upgrading, or some kind of recipe/plan/quest lead etc. The more reliable the loot acquisition is for the victors, the more people will want to fight over it.
Just give everyone that meets a merit threshold loot, whether it’s material to be used for crafting or upgrading, or some kind of recipe/plan/quest lead etc. The more reliable the loot acquisition is for the victors, the more people will want to fight over it.
Caeryl
2
Pre-Order game time on release?
So if you bought the "Voyager Plus Pre-Order Pack" it included 9 months worth or game time. Now my question is how does this get applied on release. Does the account automatically charge the 9 months or do I get to individually activate it when the right time arise for me to play. I am asking this since I am working alot from time to time and wont always be able to dedicate my life to this game and it would be quite the bummer to lose out on 4-5 months worth of time because I can't manually activate the play time.
My recommended way of handling this would be to give ultimately one code per month to be activated. (9 codes in total). This way I can activate the play time when I feel like I have enough time to actually make use of the subscription instead of losing out.
My recommended way of handling this would be to give ultimately one code per month to be activated. (9 codes in total). This way I can activate the play time when I feel like I have enough time to actually make use of the subscription instead of losing out.
Yepod
2
Re: Looking back on Rangers. (Rangers being weapon locked)
I highly agree with all of this, and this is coming from someone that wants to play a ranger and most likely use bows, however! I agree locking rangers into bows and from what I've seen, we are missing a huge part of the ranger fantasy, for example having a connection with beasts, tracking, etc, a great example I could give for anyone that has read the lotr books ( doesn't really go into detail in the movies ) but the type of ranger Aragon is in the books sums it up pretty perfectly, and he mostly uses a great sword
I'd argue that it was just a case of historical name misappropriateion, the 'Ranger' of D&D was always a direct evolution from earlier generic 'Elf warrior' classes which were directly ripping off Legolas (who was capable in melee and ranged combat). While Aragon is far closer to a Paladin (rightious leader, healing ability, battling and turning the undead),
That said I agree with the OP that Ranger being locked into bow for all effective purposes is very inconsistent with the huge weapon flexibility which is the norm for every other archetype. I suspect that Intrepid faced a similar dilema when deciding if ranged weapons would suffer a penalty in melee and seem to have decided against it so that the Ranger can just fire pointblank with no downside and then don't 'need' melee attacks in its kit.
George_Black wrote: »They should add more skills to the ranger for melee combat, they should add a necromancer, since let's not forget... we turn to ashes when we die. No skeleton logic, no zombie logic. They should add a druid or shapeshifter.
They should create more detailed animations for better variety of the archetypes. Not go with generic animations and magical projectiles.
And take it from there.
I am very much in favor of Ranger skill set getting some actual melee skills. Two or three more could do a lot, I could see a melee delivered hamstring attack, a knockback, maybe a finisher etc etc.
Also you need to stop diverting every thread with class discussions we have just come off a bunch of threads dealing with exactly that, use them if you want to keep that discussion going. And even if you DO think they need to add new archetypes that clearly will not come untill expansions. THAT is when MMO's of any stripe add new root class/archetypes and when we might reasonably expect to see a Druid which as a hybrid class that basically shape shifts to take on aspects of other classes are not essential to balance.
Lodrig
1
Re: Tank - The role of threat/Hate in PvP
Every single hate/threat skill should have an useful ability in pvp.
Tanks as a total afterthought out in the world as a solo character is an awful design.
One nearly every mmos ignores.
If the Tank is the worst pvp class out in the open world, everytime, than its a total fail by the designers.
Tanks as a total afterthought out in the world as a solo character is an awful design.
One nearly every mmos ignores.
If the Tank is the worst pvp class out in the open world, everytime, than its a total fail by the designers.
Endowed
1