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.
Seemingly Untapped Game Design Resource - Carbine's "Wildstar"
ArchivedUser
Guest
I've completed watching a few videos concerning this game, and I'm surprised that there's been no comparisons to Wildstar especially in regards to the apparent mechanics of the combat system (dodging, both directional damage and tab-targeting).
While Wildstar's story setting and aesthetics aren't similar, lessons can be learned from asking Carbine what has worked out and what hasn't as far as it comes to 40-player raids (Carbine eventually scaled them down to 20-player raids), housing (that has become a very popular aspect of the game), and combat both inside and outside of instances.
P.S. Many of Wildstar's original development team originally worked for Blizzard in creating the original ("vanilla") version of the World of Warcraft MMORPG.
P.S.S. A recommendation I might make separate from the above regarding raids is 10-player instances as a tier between 5-player instances and 20-player/40-player instances, considering how great of an increase in group organization is required by the larger instances.
While Wildstar's story setting and aesthetics aren't similar, lessons can be learned from asking Carbine what has worked out and what hasn't as far as it comes to 40-player raids (Carbine eventually scaled them down to 20-player raids), housing (that has become a very popular aspect of the game), and combat both inside and outside of instances.
P.S. Many of Wildstar's original development team originally worked for Blizzard in creating the original ("vanilla") version of the World of Warcraft MMORPG.
P.S.S. A recommendation I might make separate from the above regarding raids is 10-player instances as a tier between 5-player instances and 20-player/40-player instances, considering how great of an increase in group organization is required by the larger instances.
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Comments
I think speculating on combat at this point is kind of moot, considering that they even stated that it has barely even begun to be constructed. Once more core mechanics have been developed I am sure we will probably see more on combat.
However, I wouldn't want to see the beautiful aesthetic of Ashes being flooded with telegraphs on the floor, so I think they could have other ways to allow players to dodge or defend (maybe like in vanilla Tera where you could guess the type of attack coming after reading the number of stomps and tail movements but I agree with posters in other threads that there should also be random attacks from monsters that don't always fit with a timer / "signal" system because then combat gets stale after a while)
Personally, I'm not much one for unavoidable/random damage in MMOs, since it becomes more about how to absorb the hits than being skillful with dodging.
I'm pretty sure they said in one of the live streams that they weren't goint to have Wildstar style telegraphs on the ground.