Best Of
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
I think the combat is almost there, but it didnt hit the sweet spot there even tough its getting very close!
I will point substanticial examples of:
At 6:36 the character is out of combat, but still it is absolutely rigid and ready for a fight at all times, the character is never relaxed and his arms are always in a stance of being ready to fight, the character's supporting foot, which is the right foot, is positioned backwards, while the left side of the body is projected forward:
https://youtu.be/T1gJiGXStHA?t=399
This would never be the case in GW2
At 7:21, haracter's kneeling animation is another case of bad timing, making the animation look like a Powerpoint slideshow, the animatio progresses in a flat timeline when it should have different speeds, it should start slowly, then speed up and at the momment the knee his the floor then the animation should be slowed again.
https://youtu.be/T1gJiGXStHA?t=440
It's not important if we kneel slowly like that in real life, it doesn't look in a game animation, we have to do a few things differently than in real life so the animation becomes enticing.
At 10:06, Steven casts that spell which the character puts his arms up and do that gesture, this is not cool since the arms have a flat speed, this one is a bit painful to watch.
https://youtu.be/T1gJiGXStHA?t=606
Etc, this bad timing
At 1:35, this orchestra conductor shows it all, the video also has spell effects to make it easier:
https://youtu.be/cvbyoZJJYvo?t=95
The people in this video are not even in the gaming industry.
AoC:
I am being ruthless here about this, sorry.
The Dragon's animations and effects are amazing, the dragon is in another level and have no problems. Now someone has to go back and update every animation of every character
LOL
I will point substanticial examples of:
At 6:36 the character is out of combat, but still it is absolutely rigid and ready for a fight at all times, the character is never relaxed and his arms are always in a stance of being ready to fight, the character's supporting foot, which is the right foot, is positioned backwards, while the left side of the body is projected forward:
https://youtu.be/T1gJiGXStHA?t=399
This would never be the case in GW2
At 7:21, haracter's kneeling animation is another case of bad timing, making the animation look like a Powerpoint slideshow, the animatio progresses in a flat timeline when it should have different speeds, it should start slowly, then speed up and at the momment the knee his the floor then the animation should be slowed again.
https://youtu.be/T1gJiGXStHA?t=440
It's not important if we kneel slowly like that in real life, it doesn't look in a game animation, we have to do a few things differently than in real life so the animation becomes enticing.
At 10:06, Steven casts that spell which the character puts his arms up and do that gesture, this is not cool since the arms have a flat speed, this one is a bit painful to watch.
https://youtu.be/T1gJiGXStHA?t=606
Etc, this bad timing
At 1:35, this orchestra conductor shows it all, the video also has spell effects to make it easier:
https://youtu.be/cvbyoZJJYvo?t=95
The people in this video are not even in the gaming industry.
AoC:
- no antecipation: no weight and weight release
- no follow through: characters move like robots
- bad motion x time relation: the same problem the spell effects have, in the spells is just more annoying
I am being ruthless here about this, sorry.
The Dragon's animations and effects are amazing, the dragon is in another level and have no problems. Now someone has to go back and update every animation of every character
LOL
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
- Excessive lighting and fog
- Unlike FFXIV and Lost Ark (which ik are different type of mmo in terms of graphics and target audiences), this game’s fights are not as captivating. The dragon fight, in particular, felt repetitive
- Outdated animations like the dragon’s wings or that green lady or even the fire from those supports
- The dragon and the other monsters stand still until engaged, and the dragon's death animation is unimpressive
- The player's characters dont look very appealing to me idk why, also all of the characters looked kinda same
- When the dragon breathes fire, the terrain should be altered to reflect the damage. This change should be persistent throughout the entire battle with the affected area remaining scorched/burned. Also when the dragon steps on the water there are no animations and when the dragon lands or moves his tail it doesnt knock ppl off
- For the dungeon (idk what the other dungeons are like tho) we need some other challanges instead of just killing mobs, for the dragon as well bcs just hitting the dragon and run from the fire is boring imo and it is like any other mmo out there
- There should be some impact to the fight when players die, not just reviving them in no time like nothing happened
- When the dragon (or other bosses) appears maybe a cinematic should start or smthing, if u dont look up in the sky u dont even see that a dragon is coming
- Separate from this, the "64 classes" doesn't seem like a good idea for me alltho i understand the concept behind it and ik the second class will just influecne a few spells.
Overall im kinda dissapointed, it doesn't look bad, but it doesn’t look very good either. Those saying the dragon fight was 10/10 might be biased due to their investment in the game, whether through early access payments or involvement as testers. Right now i dont see why someone would leave their current playing mmo to come on AoC, but this is only based on what ive seen in that preview, i know its still in Alpha and there are a lot of things that will be improved or changed and also a lot of stuff that we havent seen yet.
- Unlike FFXIV and Lost Ark (which ik are different type of mmo in terms of graphics and target audiences), this game’s fights are not as captivating. The dragon fight, in particular, felt repetitive
- Outdated animations like the dragon’s wings or that green lady or even the fire from those supports
- The dragon and the other monsters stand still until engaged, and the dragon's death animation is unimpressive
- The player's characters dont look very appealing to me idk why, also all of the characters looked kinda same
- When the dragon breathes fire, the terrain should be altered to reflect the damage. This change should be persistent throughout the entire battle with the affected area remaining scorched/burned. Also when the dragon steps on the water there are no animations and when the dragon lands or moves his tail it doesnt knock ppl off
- For the dungeon (idk what the other dungeons are like tho) we need some other challanges instead of just killing mobs, for the dragon as well bcs just hitting the dragon and run from the fire is boring imo and it is like any other mmo out there
- There should be some impact to the fight when players die, not just reviving them in no time like nothing happened
- When the dragon (or other bosses) appears maybe a cinematic should start or smthing, if u dont look up in the sky u dont even see that a dragon is coming
- Separate from this, the "64 classes" doesn't seem like a good idea for me alltho i understand the concept behind it and ik the second class will just influecne a few spells.
Overall im kinda dissapointed, it doesn't look bad, but it doesn’t look very good either. Those saying the dragon fight was 10/10 might be biased due to their investment in the game, whether through early access payments or involvement as testers. Right now i dont see why someone would leave their current playing mmo to come on AoC, but this is only based on what ive seen in that preview, i know its still in Alpha and there are a lot of things that will be improved or changed and also a lot of stuff that we havent seen yet.
Re: Looking back on Rangers. (Rangers being weapon locked)
George_Black wrote: »How do you imagine the animations of the current ranger skills when you equip a staff a spellbook, a wand or a greatsword?
I don't think they need to re do the skills, I think they need to add more skills, furthermore I think ranger should have been a final class and the archetype should have been archer, and ranger could have been archer/fighter or something, I think intrepid are seeing ranger to much as a marksman or archer instead of a ranger
Chicago
2
Re: Looking back on Rangers. (Rangers being weapon locked)
I know we're well past the ranger showcase but as more and more classes have come out, it's become more and more apparent to me that rangers as they currently exist really feel counterintuitive to Ashes of Creation's design and I think they miss out on the class fantasy.
To Clarify, currently rangers feel like "bow-the class" as opposed to a more hunter/nature aesthetic. Which is fine if Ashes of Creation had classes locked to a weapon... but they don't. I've been on a trend of looking for unique combinations in Ashes of creation recently to see how they might work, 2h sword wielding mage (which they even showcased in a livestream!), bow mage, PI members have gone to talk about battle clerics with maces and heavy armor instead of wands, and all of the different weapon varieties each class can carry. there are only 3 examples I can really think of that fly in the face of this incredible diversity. Everything else besides these 3 examples is truly diverse and unique and allows the user to do whatever kind of stuff they want to do.
1st, the fighter as a whole feels pretty locked into melee weapons. There are several skills that i simply cannot picture working with ranged weapons. Like how would a spellbook work with Whirlwind? for example. But in this example, fighters still have a large range available to them. If we look at the planned weapons we can see that "melee" weapons would incorporate:
- Axes - 1h/2h
- Clubs
- Daggers
- Hammers
- Lances
- Maces - 1h/2h
- Polearms/Halberds
- Spears - 1h/2h
- Swords - 1h/2h
Fighters will still have plenty of options to them to really customize and diversify their class to make fighters feel unique, and none of the fighter skills feel required to have any specific of these. Plus I'm not sure that whirlwind wouldn't work with a wand or a scepter.
2nd, the tank has 1 skill that is weapon locked and that is shield assault. that's it.
Rangers in comparison to these two have 7 skill specifically locked to bow(Weapon bow mastery, Snipe shot+upgrades, the 3 Imbued Ammo techniques, Call of the wind (no idea why this requires the bow, but it does per the wiki), Air strike) (The imbued ammo techniques don't actually specify bow as a requirement but do say "When the target is hit by your bow" in the description.)
And then have 4 more skills that are clearly bow and arrow themed, use arrows in the animations, and/or list bows and arrows in the description of the skill. (Thundering shot, Scatter shot and it's variants, Barrage, Raining Death, and you count the 3 imbued ammo techniques here if you didn't count them above),
For a total of 11! of the rangers techniques being clearly themed for 1 weapon type and that alone. In fact it would have been easier to tell you all the things the rangers can do that aren't bow and arrow themed! which is the hunts and marks (which i love and feel very thematic), the bear trap, disengage, camouflage, and the vine field. 11 skills feels crazy in comparison to all of the other classes for weapon locking.
Despite this I think some skills can be reflavored/reworked slightly to work with any weapon, Barrage, call of the wind, airstrike, thundering shot, the imbued ammo, headshot and honestly Snipe as a targeted charge up dash for melee weapons would be awesome. All of these could easily work with melee weapons let alone other ranged weapon options. A ranger with a staff cosplaying as a druid sounds awesome! and hunting with a spear is an incredibly common depiction.
I think one of Ashes of Creations biggest draws is the customization of build crafting and building something that feels unique and fits your own playstyle/personal vision for a class. One of the biggest components of that is the ability to use any weapon you want with any class, and in it's current iteration Ranger does not allow for that freedom, and currently feels more like a class dedicated to a specific weapon than anything else. This feels like a miss from intrepid given how well they've crafted everything else and how cool the hunter/nature fantasy of the ranger class feels.
TL:DR - I think the ranger class is more of the "bow and arrow" class, and having a class so rigidly attached to one specific weapon feels counter to the general design stance that they have taken of "Any class can use any weapon"
Disclaimer - I know ashes of creation is still in alpha! the game isn't even close to release yet and several things are still a work in progress! Ranger isn't done yet, I get it! I'm more hoping that this post and subsequent discussion can help guide intrepid to getting the ranger into a better overall place and get the same sort of customization that all of the other classes get to love and enjoy. This isn't coming out of hatred or anything like that for the ranger, actually quite the opposite as someone who loves the ranger in d&d and just want it to be as free as everything else.
Edit: forgot to include camouflage under the things Rangers can do without a bow, now fixed, and is a very hunter/naturey thing i like about ranger. Originally forgot to include it cause it's not directly on the skill tree on the wiki.
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
Chicago
2
Re: UI things I would like to have
When you target someone and right click their name plate I would like the following things.
1. Follow the person (only if teamed)
2. See equipment
3. Invite to team
4. Invite to raid
4. Merge teams
5. Merge raids
6. Bio (RP thing)
7. Wisper
8. Kick from team and raid
9. Emotes
Great choice, specially "merge to raid". This way you don't need to drop groups to add new people like in Wow for example, everyone needs to drop and it's impossible.
It would also be great to have a list of "recent groups", so you can easily contact people you've grouped with. Sometimes in games you log out, they kick you and you cannot rejoin because you don't remember names.
I also expect that plates should be able to target enemies from ally target, specially for healers.
Re: Looking back on Rangers. (Rangers being weapon locked)
Rangers with magic wands.
Fighters with spellbook. The possibilities are endless!!
Fighters with spellbook. The possibilities are endless!!
Clouds and lighting
After watching the latest live stream introducing the raid on firebrand. Steven started the stream looking up at the sun. BRIGHT. I did however notice a cloud that slowly moved in front of the sun, but the lighting did not seem to change. I was hoping to start a discussion on a minor thing that doesn't NEED to be in the game, but would have a cool atmospheric approach. I would love to see clouds completely block light from the sun and provide shade. Thinking of Mordor from lord of the rings.
Re: What are people's node & biome preferences?
Node : Dunir
Biome : Born underground, suckled from a teat of stone, raised in the dark, the safety of our mountain home, skin made of iron, steel in our bones, to dig and dig makes us free, come on brothers sing with me.
Biome : Born underground, suckled from a teat of stone, raised in the dark, the safety of our mountain home, skin made of iron, steel in our bones, to dig and dig makes us free, come on brothers sing with me.
Lodrig
2