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The importance of hit weight animation

Hello devs and forum dwellers,

This guy made an extremely good video on what he likes about Tera (spoiler alert: it's the animation of the combat actions and reactions):

https://www.youtube.com/watch?v=shPMz-zGyRU

Consider that after several round of washing, Tera has practically nothing left but its combat, and it still makes money after 10 years on that alone.

Now, no matter what kind of combat mechanics you want to implement, I strongly suggest to pay attention at the comments of Digibro in this video about the "weight" of the hits, and how they seem to satisfyingly impact on the targets. 

Surely, "activating the skills with a consistent rhythm" (as if you were playing a melody), adds to the charm of Tera combat mechanics, but I don't want to advocate for a combat system over others here. I would simply want that, no matter what combat mechanics is implemented, it feels flowing and natural as that in terms of animations and effects. 

Animation might be top notch quality, yet lack this satisfactory "weight" effect: for example, BDO animations are way superior on themselves (i.e. the detail of the Tamer balancing herself on the tip of her feet while moving her sword behind her back and the sheath on her belly after certain combos is simply the best animation I have ever seen in any game), yet BDO moves seems having less impact... looks like the mobs are simply either blocked in time swept away like dead leaves rather than actually unbalanced and falling to the ground after a struggle.

Comments

  • Totally agree with that. It's important to see what happen during a fight : if you hit, when an ennemy is going to hit you, what skill he's casting and how react.
  • Hits, Strikes, Blows and spells should result in a satisfying, thump, whomp, crunch, scream etc. So the combat going both ways looks and feels visceral. Tera has done a better job than anyone ( and it why i will fall back and play it just for the combat) with this and i would hope we see that in game.  This applies to strikes, misses, interrupts, blocks, parry's and ripostes


  • Yep, totally agree, it's one of things I've hated about combat in very good MMOS. Feels like you're hitting thin air.
  • I totally agree with this! Games that cheap out of the reactions of combat to just a flinch just take away so much. I'd add that attack direction is also important.
  • I agree I always felt like a hammer should have the feeling to crush bone with every hit
  • nagash said:
    I agree I always felt like a hammer should have the feeling to crush bone with every hit
    hehe, it should at least get a appropriate "hit by an attack" reaction.
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