Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
<blockquote><div class="d4p-bbp-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/combat-terabdo-or-more-like-gw2/page/6/#post-23079">Adamjy12345 wrote:</a></div>I apologize if this has already been postwd. Check out this video. It will explain what the current plan for combat is:
<span class="embed-youtube" style="text-align:center; display: block;">[youtube https://www.youtube.com/watch?v=hIVnt8SDdrY?version=3&rel=1&fs=1&autohide=2&showsearch=0&showinfo=1&iv_load_policy=1&wmode=transparent]</span>
Starting at 4:14
</blockquote>
Because in the end if the team decides for one, they will loose a large portion of their potential customers, while making a second version of the game with other combat solution wouldnt cost close to as much as creating a whole new game but increase the income significantly and at the same time making everyone happy.
win - win
(one can dream)
<em>Apologies if this has already been asked/covered.</em>
When it comes to combat, I've seen a lot of back and forth regarding the targeting system. While I'm interested in the development of targeting mechanics, I'd really like to know more about other foundational aspects of combat as well. I don't recall hearing or seeing anything in the way of "auto" or "basic" attacks. During the gameplay sessions (that I've seen), enemy creatures are typically 1-shot or are being fought at a camera angle where I'm unable to tell if the player is "auto-attacking" or actively chaining abilities together.
To clarify, my definition of "auto-attacking" or "basic" attacks is where a player can engage in combat without using any active or clickable abilities on their spell bar (where active abilities usually consume resources like mana or energy and basic attacks do not).
Thanks in advance for any feedback here!
It actually takes a bit of effort to actually tank requires proper timing and reading an enemies actions. Simply because it might look shallow to you doesn't mean it is. Just how something looking complicated might actually be simply once you figure it out.
@Helzbelz As for your wife being a bad healer in the action combat area it sound like it's because of reaction time/ latency potentially too. I had no issues controlling the field as a lancer but I can see where distance targeting could become an issue if your not quick and good at judging the shot. So a mixed system makes more sense for this grey area for those who simply can't handle the quick snaps effectively.(allowing both tab style and action combat.)
I really don't want to see this games potential devolve into tab/click buttons/move on/repeat.
I'd rather see read situation/prepare(tab or action)/study enemy/engage/tactics/move on/repeat.
A little extra feel to it, you should suffer a bit for misjudging an enemy or misreading a situation. Not just run in a circle around your targeting clicking number keys.
1) Age of wushu: tab-target, no dodge, paper-stone-scissors type counters, limited heal, long fights (no 1-shot).
2) Skyforge: Tab target, limited (skill based) parry/dodge, no heal, no counters 4-5 hits fights.
3) Tera: reticle target, limited (skill based) parry/dodge, heals, no counters, 3-4 hits fights.
4) Black desert (pre-awakening): small AOE target (just hit in a general direction), full parry/dodge, limited counters, 1-hit fights.
Of all this Age of Wushu was initially what was the most near to a martial art experience: you had to empty your mind and understand the psychology of the opponent to win. Pay2win + unconsidered OP expansions made it much less so.
I think the most fun experience overall in fighting, all considered, was given by Skyforge. Despite being tab-target, everything else is extremely dynamic and situational-awareness focused, and it's a system that is fun and never boring in PvE as well as balanced in PvP. OTOH, it plaid a lot on the concept of the characters being ACTUAL immortal gods, so that the only "defeat" they could really face was an overwhelming situation that could simply not be beaten, no matter how many tries one put into that. As such, dying was "cheap", and a viable strategy for some PvE experiences: it plaid much on letting the players deciding the rate of acceptable damage versus the automatic healing they know how to achieve. In that sense, it was very "situational awareness", as, to win, it was necessary not to "dodge", but to keep the balance of damage/divine healing active. Sort of a completely different experience with respect to all the other games I have seen, and sort of refreshing as well, but don't know how well it would translate in a system where death is "hard" (i.e. failing of a dungeon), and so, your aim is that of minimizing or nullifying the incoming damage rather than managing it correctly.
Then Tera: if it wasn't completely destroyed as a MMO long time ago, it would be still one of the most pleasurable things to play, even if I see the abundance of skills a bit "old school" nowadays. Skyforge and Black Desert provide a much more streamlined experience with much less hotbuttons and cooldowns. Even Age of Wushu, with its 750+ skill was more "organized" thanks to the concept of "kung fu styles".
BDO provided a quite fun experience prior to the recent expansions; it was already the most hack-and-slash system of the four, but at least it had the most stylish hack-and-slash around. With the addition of the "awakenings", it has mostly become a 1-button fest.
I didn't cite two great games for very specific reasons: Vindicuts and Blade and Soul. Vindictus has probably the best PvE combat, but I really think the complexity of the system wouldn't fare well in an open world PvP MMO. A simple arena PvP would already seem problematic. As for Blade and Soul, I would say that it was nearly as good as AOW for PvP, but it lacked really a lot of luster in PvE, especially big-content raid PvE. I also don't think it would fare as well in massive PvP (e.g. sieges), while the systems I cited are all flexible and balanced enough to be pretty satisfactory in every context.
1) Age of wushu: tab-target, no dodge, paper-stone-scissors type counters, limited heal, long fights (no 1-shot).
2) Skyforge: Tab target, limited (skill based) parry/dodge, no heal, no counters 4-5 hits fights.
3) Tera: reticle target, limited (skill based) parry/dodge, heals, no counters, 3-4 hits fights.
4) Black desert (pre-awakening): small AOE target (just hit in a general direction), full parry/dodge, limited counters, 1-hit fights.
Of all this Age of Wushu was initially what was the most near to a martial art experience: you had to empty your mind and understand the psychology of the opponent to win. Pay2win + unconsidered OP expansions made it much less so.
I think the most fun experience overall in fighting, all considered, was given by Skyforge. Despite being tab-target, everything else is extremely dynamic and situational-awareness focused, and it's a system that is fun and never boring in PvE as well as balanced in PvP. OTOH, it plaid a lot on the concept of the characters being ACTUAL immortal gods, so that the only "defeat" they could really face was an overwhelming situation that could simply not be beaten, no matter how many tries one put into that. As such, dying was "cheap", and a viable strategy for some PvE experiences: it plaid much on letting the players deciding the rate of acceptable damage versus the automatic healing they know how to achieve. In that sense, it was very "situational awareness", as, to win, it was necessary not to "dodge", but to keep the balance of damage/divine healing active. Sort of a completely different experience with respect to all the other games I have seen, and sort of refreshing as well, but don't know how well it would translate in a system where death is "hard" (i.e. failing of a dungeon), and so, your aim is that of minimizing or nullifying the incoming damage rather than managing it correctly.
Then Tera: if it wasn't completely destroyed as a MMO long time ago, it would be still one of the most pleasurable things to play, even if I see the abundance of skills a bit "old school" nowadays. Skyforge and Black Desert provide a much more streamlined experience with much less hotbuttons and cooldowns. Even Age of Wushu, with its 750+ skill was more "organized" thanks to the concept of "kung fu styles".
BDO provided a quite fun experience prior to the recent expansions; it was already the most hack-and-slash system of the four, but at least it had the most stylish hack-and-slash around. With the addition of the "awakenings", it has mostly become a 1-button fest.
I didn't cite two great games for very specific reasons: Vindicuts and Blade and Soul. Vindictus has probably the best PvE combat, but I really think the complexity of the system wouldn't fare well in an open world PvP MMO. A simple arena PvP would already seem problematic. As for Blade and Soul, I would say that it was nearly as good as AOW for PvP, but it lacked really a lot of luster in PvE, especially big-content raid PvE. I also don't think it would fare as well in massive PvP (e.g. sieges), while the systems I cited
1) Age of wushu: tab-target, no dodge, paper-stone-scissors type counters, limited heal, long fights (no 1-shot).
2) Skyforge: Tab target, limited (skill based) parry/dodge, no heal, no counters 4-5 hits fights.
3) Tera: reticle target, limited (skill based) parry/dodge, heals, no counters, 3-4 hits fights.
4) Black desert (pre-awakening): small AOE target (just hit in a general direction), full parry/dodge, limited counters, 1-hit fights.
Of all this Age of Wushu was initially what was the most near to a martial art experience: you had to empty your mind and understand the psychology of the opponent to win. Pay2win + unconsidered OP expansions made it much less so.
I think the most fun experience overall in fighting, all considered, was given by Skyforge. Despite being tab-target, everything else is extremely dynamic and situational-awareness focused, and it's a system that is fun and never boring in PvE as well as balanced in PvP. OTOH, it plaid a lot on the concept of the characters being ACTUAL immortal gods, so that the only "defeat" they could really face was an overwhelming situation that could simply not be beaten, no matter how many tries one put into that. As such, dying was "cheap", and a viable strategy for some PvE experiences: it plaid much on letting the players deciding the rate of acceptable damage versus the automatic healing they know how to achieve. In that sense, it was very "situational awareness", as, to win, it was necessary not to "dodge", but to keep the balance of damage/divine healing active. Sort of a completely different experience with respect to all the other games I have seen, and sort of refreshing as well, but don't know how well it would translate in a system where death is "hard" (i.e. failing of a dungeon), and so, your aim is that of minimizing or nullifying the incoming damage rather than managing it correctly.
Then Tera: if it wasn't completely destroyed as a MMO long time ago, it would be still one of the most pleasurable things to play, even if I see the abundance of skills a bit "old school" nowadays. Skyforge and Black Desert provide a much more streamlined experience with much less hotbuttons and cooldowns. Even Age of Wushu, with its 750+ skill was more "organized" thanks to the concept of "kung fu styles".
BDO provided a quite fun experience prior to the recent expansions; it was already the most hack-and-slash system of the four, but at least it had the most stylish hack-and-slash around. With the addition of the "awakenings", it has mostly become a 1-button fest.
I didn't cite two great games for very specific reasons: Vindicuts and Blade and Soul. Vindictus has probably the best PvE combat, but I really think the complexity of the system wouldn't fare well in an open world PvP MMO. A simple arena PvP would already seem problematic. As for Blade and Soul, I would say that it was nearly as good as AOW for PvP, but it lacked really a lot of luster in PvE, especially big-content raid PvE. I also don't think it would fare as well in massive PvP (e.g. sieges), while the systems I cited
1) Age of wushu: tab-target, no dodge, paper-stone-scissors type counters, limited heal, long fights (no 1-shot).
2) Skyforge: Tab target, limited (skill based) parry/dodge, no heal, no counters 4-5 hits fights.
3) Tera: reticle target, limited (skill based) parry/dodge, heals, no counters, 3-4 hits fights.
4) Black desert (pre-awakening): small AOE target (just hit in a general direction), full parry/dodge, limited counters, 1-hit fights.
Of all this Age of Wushu was initially what was the most near to a martial art experience: you had to empty your mind and understand the psychology of the opponent to win. Pay2win + unconsidered OP expansions made it much less so.
I think the most fun experience overall in fighting, all considered, was given by Skyforge. Despite being tab-target, everything else is extremely dynamic and situational-awareness focused, and it's a system that is fun and never boring in PvE as well as balanced in PvP. OTOH, it plaid a lot on the concept of the characters being ACTUAL immortal gods, so that the only "defeat" they could really face was an overwhelming situation that could simply not be beaten, no matter how many tries one put into that. As such, dying was "cheap", and a viable strategy for some PvE experiences: it plaid much on letting the players deciding the rate of acceptable damage versus the automatic healing they know how to achieve. In that sense, it was very "situational awareness", as, to win, it was necessary not to "dodge", but to keep the balance of damage/divine healing active. Sort of a completely different experience with respect to all the other games I have seen, and sort of refreshing as well, but don't know how well it would translate in a system where death is "hard" (i.e. failing of a dungeon), and so, your aim is that of minimizing or nullifying the incoming damage rather than managing it correctly.
Then Tera: if it wasn't completely destroyed as a MMO long time ago, it would be still one of the most pleasurable things to play, even if I see the abundance of skills a bit "old school" nowadays. Skyforge and Black Desert provide a much more streamlined experience with much less hotbuttons and cooldowns. Even Age of Wushu, with its 750+ skill was more "organized" thanks to the concept of "kung fu styles".
BDO provided a quite fun experience prior to the recent expansions; it was already the most hack-and-slash system of the four, but at least it had the most stylish hack-and-slash around. With the addition of the "awakenings", it has mostly become a 1-button fest.
I didn't cite two great games for very specific reasons: Vindicuts and Blade and Soul. Vindictus has probably the best PvE combat, but I really think the complexity of the system wouldn't fare well in an open world PvP MMO. A simple arena PvP would already seem problematic. As for Blade and Soul, I would say that it was nearly as good as AOW for PvP, but it lacked really a lot of luster in PvE, especially big-content raid PvE. I also don't think it would fare as well in massive PvP (e.g. sieges), while the systems I cited are all flexible and balanced enough to be pretty satisfactory in every context.
1) Age of wushu: tab-target, no dodge, paper-stone-scissors type counters, limited heal, long fights (no 1-shot).
2) Skyforge: Tab target, limited (skill based) parry/dodge, no heal, no counters 4-5 hits fights.
3) Tera: reticle target, limited (skill based) parry/dodge, heals, no counters, 3-4 hits fights.
4) Black desert (pre-awakening): small AOE target (just hit in a general direction), full parry/dodge, limited counters, 1-hit fights.
Of all this Age of Wushu was initially what was the most near to a martial art experience: you had to empty your mind and understand the psychology of the opponent to win. Pay2win + unconsidered OP expansions made it much less so.
I think the most fun experience overall in fighting, all considered, was given by Skyforge. Despite being tab-target, everything else is extremely dynamic and situational-awareness focused, and it's a system that is fun and never boring in PvE as well as balanced in PvP. OTOH, it plaid a lot on the concept of the characters being ACTUAL immortal gods, so that the only "defeat" they could really face was an overwhelming situation that could simply not be beaten, no matter how many tries one put into that. As such, dying was "cheap", and a viable strategy for some PvE experiences: it plaid much on letting the players deciding the rate of acceptable damage versus the automatic healing they know how to achieve. In that sense, it was very "situational awareness", as, to win, it was necessary not to "dodge", but to keep the balance of damage/divine healing active. Sort of a completely different experience with respect to all the other games I have seen, and sort of refreshing as well, but don't know how well it would translate in a system where death is "hard" (i.e. failing of a dungeon), and so, your aim is that of minimizing or nullifying the incoming damage rather than managing it correctly.
Then Tera: if it wasn't completely destroyed as a MMO long time ago, it would be still one of the most pleasurable things to play, even if I see the abundance of skills a bit "old school" nowadays. Skyforge and Black Desert provide a much more streamlined experience with much less hotbuttons and cooldowns. Even Age of Wushu, with its 750+ skill was more "organized" thanks to the concept of "kung fu styles".
BDO provided a quite fun experience prior to the recent expansions; it was already the most hack-and-slash system of the four, but at least it had the most stylish hack-and-slash around. With the addition of the "awakenings", it has mostly become a 1-button fest.
I didn't cite two great games for very specific reasons: Vindicuts and Blade and Soul. Vindictus has probably the best PvE combat, but I really think the complexity of the system wouldn't fare well in an open world PvP MMO. A simple arena PvP would already seem problematic. As for Blade and Soul, I would say that it was nearly as good as AOW for PvP, but it lacked really a lot of luster in PvE, especially big-content raid PvE. I also don't think it would fare as well in massive PvP (e.g. sieges), while the systems I cited
1) Age of wushu: tab-target, no dodge, paper-stone-scissors type counters, limited heal, long fights (no 1-shot).
2) Skyforge: Tab target, limited (skill based) parry/dodge, no heal, no counters 4-5 hits fights.
3) Tera: reticle target, limited (skill based) parry/dodge, heals, no counters, 3-4 hits fights.
4) Black desert (pre-awakening): small AOE target (just hit in a general direction), full parry/dodge, limited counters, 1-hit fights.
Of all this Age of Wushu was initially what was the most near to a martial art experience: you had to empty your mind and understand the psychology of the opponent to win. Pay2win + unconsidered OP expansions made it much less so.
I think the most fun experience overall in fighting, all considered, was given by Skyforge. Despite being tab-target, everything else is extremely dynamic and situational-awareness focused, and it's a system that is fun and never boring in PvE as well as balanced in PvP. OTOH, it plaid a lot on the concept of the characters being ACTUAL immortal gods, so that the only "defeat" they could really face was an overwhelming situation that could simply not be beaten, no matter how many tries one put into that. As such, dying was "cheap", and a viable strategy for some PvE experiences: it plaid much on letting the players deciding the rate of acceptable damage versus the automatic healing they know how to achieve. In that sense, it was very "situational awareness", as, to win, it was necessary not to "dodge", but to keep the balance of damage/divine healing active. Sort of a completely different experience with respect to all the other games I have seen, and sort of refreshing as well, but don't know how well it would translate in a system where death is "hard" (i.e. failing of a dungeon), and so, your aim is that of minimizing or nullifying the incoming damage rather than managing it correctly.
Then Tera: if it wasn't completely destroyed as a MMO long time ago, it would be still one of the most pleasurable things to play, even if I see the abundance of skills a bit "old school" nowadays. Skyforge and Black Desert provide a much more streamlined experience with much less hotbuttons and cooldowns. Even Age of Wushu, with its 750+ skill was more "organized" thanks to the concept of "kung fu styles".
BDO provided a quite fun experience prior to the recent expansions; it was already the most hack-and-slash system of the four, but at least it had the most stylish hack-and-slash around. With the addition of the "awakenings", it has mostly become a 1-button fest.
I didn't cite two great games for very specific reasons: Vindicuts and Blade and Soul. Vindictus has probably the best PvE combat, but I really think the complexity of the system wouldn't fare well in an open world PvP MMO. A simple arena PvP would already seem problematic. As for Blade and Soul, I would say that it was nearly as good as AOW for PvP, but it lacked really a lot of luster in PvE, especially big-content raid PvE. I also don't think it would fare as well in massive PvP (e.g. sieges), while the systems I cited
I see alot of people talking about BDO the combat is fun for me in there but there are a few things they need to fix. 1 of them is the 1 shotting finaly afther 4 years there changing the system and also finaly buffing underpowered classes.
Hopefully this game wont have this class is good at a and this class is good at b in PVP because around 4 classes in BDO are on cannon duty or wont even get invited to PVP guilds that are mainly into node wars. because there main focus is 1 on 1 and not group pvp.
1) Age of wushu: tab-target, no dodge, paper-stone-scissors type counters, limited heal, long fights (no 1-shot).
2) Skyforge: Tab target, limited (skill based) parry/dodge, no heal, no counters 4-5 hits fights.
3) Tera: reticle target, limited (skill based) parry/dodge, heals, no counters, 3-4 hits fights.
4) Black desert (pre-awakening): small AOE target (just hit in a general direction), full parry/dodge, limited counters, 1-hit fights.
Of all this Age of Wushu was initially what was the most near to a martial art experience: you had to empty your mind and understand the psychology of the opponent to win. Pay2win + unconsidered OP expansions made it much less so.
I think the most fun experience overall in fighting, all considered, was given by Skyforge. Despite being tab-target, everything else is extremely dynamic and situational-awareness focused, and it's a system that is fun and never boring in PvE as well as balanced in PvP. OTOH, it plaid a lot on the concept of the characters being ACTUAL immortal gods, so that the only "defeat" they could really face was an overwhelming situation that could simply not be beaten, no matter how many tries one put into that. As such, dying was "cheap", and a viable strategy for some PvE experiences: it plaid much on letting the players deciding the rate of acceptable damage versus the automatic healing they know how to achieve. In that sense, it was very "situational awareness", as, to win, it was necessary not to "dodge", but to keep the balance of damage/divine healing active. Sort of a completely different experience with respect to all the other games I have seen, and sort of refreshing as well, but don't know how well it would translate in a system where death is "hard" (i.e. failing of a dungeon), and so, your aim is that of minimizing or nullifying the incoming damage rather than managing it correctly.
Then Tera: if it wasn't completely destroyed as a MMO long time ago, it would be still one of the most pleasurable things to play, even if I see the abundance of skills a bit "old school" nowadays. Skyforge and Black Desert provide a much more streamlined experience with much less hotbuttons and cooldowns. Even Age of Wushu, with its 750+ skill was more "organized" thanks to the concept of "kung fu styles".
BDO provided a quite fun experience prior to the recent expansions; it was already the most hack-and-slash system of the four, but at least it had the most stylish hack-and-slash around. With the addition of the "awakenings", it has mostly become a 1-button fest.
I didn't cite two great games for very specific reasons: Vindicuts and Blade and Soul. Vindictus has probably the best PvE combat, but I really think the complexity of the system wouldn't fare well in an open world PvP MMO. A simple arena PvP would already seem problematic. As for Blade and Soul, I would say that it was nearly as good as AOW for PvP, but it lacked really a lot of luster in PvE, especially big-content raid PvE. I also don't think it would fare as well in massive PvP (e.g. sieges), while the systems I cited have been all tested in relatively wide PvP/siege arenas, and worked quite well.
Thanks in Advance,
Welphgryn
Representative of the Apparent Senior Citizens Gaming Club