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.
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.
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.
0
Comments