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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
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.
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