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
All I can say of what we have seen is that it looks incomplete.
Not that I could as its under NDA at this point, but what we were shown on Friday combat is slowly becoming more evolved.
Action to me is a skill based, risk/reward, tactical with some twitch. Pure twitch is not a western style and while I loved them in my past (Gunz online?) I prefer my thought process, mixed with execution to be higher reward. If I do go flashy, I go more shadows of mordor/shadows of war. You feel powerful, without just spamming dash, fast, slow attack, etc.
TL:DR
Action is nice, but huge, flashy, AOE spam is not.
https://forums.ashesofcreation.com/discussion/37476/movement-speed-in-combat#latest
Dark Souls and Dragons Dogma are in the same "category" of action as BDO but vastly different.
I think the main driving forces are the decision for multiple mobs vs single hard ones (requiring more AOE skills, typically followed by flashy animations) and the movement speed of the character in combat.
Action/Skill/Twitch are all terms used interchangeably that really shouldn't be.
If you are specifically referring to Skill based vs tab target. They are planning on allowing people to choose talents that will alter their combat accordingly.
Game is not due out till the end of 2019 if there are no delays so yeah it is way to early to judge it and say it is good or bad. We are in developing stage not to much into the testing stage.
In fact I'm pretty satisfied with the current combat, with small adjustments it'll be great, but well that's just my opinion.
how AoC could do a similar action combat. Arrow strength would be on a charge, longer you hold it [RMB] the stronger it will be and the farther it will go. [LMB] will zoom in similar to warframe for better accuracy. When firing the arrow There will be a percentage of player acquisition to a reasonable degree but not to much, and so when firing the bow the arrow will have a maybe 75% chance of hitting when fired and the target with a long enough charge or ability and the other 25% is encase they dodge when fired. In this way it makes it easier on servers to relay the information reducing possible lag. combos for a bow archetype seems out of place instead switch it with critical hits hitting heads, joints, and heart cause critical hits like combos. Special abilities that amplify the bow would only change the ammo type and not necessarily the bow mechanics. To infuse "magic" into the bow the caster will need time and once fired the arrow could have a lock on or it could be based on player skill. Ulitity abilities could work the same.
It is just soooo much satisfying f.e. to land manually targetet fireball, arrow or any other skillshot from distance. Non-targeting will also give dodge, movement and positioning more meaning when you are not automatically targeted.
I expect once the environments etc are done, they will start to focus on the actual gameplay mechanics. Probably during the alpha stages. Only then, can I make a decision.
Appearance:
- mobs doing different animations according to what they get hit with;
- every ability used having a visual cue;
- using skeletons and joints in the design of the bodies so that they don't look like moving cubes with a fixed tail;
Core:
- the larger the weapon, the more damage and/or better/more interesting effects it has;
- the larger the weapon, the harder it is for you to carry it, with everything that entails; using better materials/special effects/etc can increase or decrease this effect;
- animation duration should depend on weapon types, sizes, components, etc.
- mobs attacking you can damage your weapon, certain pieces of armor, certain parts of your body if the armor is not thick enough or unfit to protect against that type of attack, everything leading to post-battle trauma (e.g. your leg got bit by a mob => you walk slower and swing slower with certain weapons that rely on having a good balance on your feet);
- each mob can have different affixes and/or suffixes that can make it trigger special abilities or simply give it more stats/etc; the affixes/suffixes can even be hidden from players unless they have certain skills, thus every "duskwood boar" mob has a good chance of being special/unique in terms of how it fights;
- animation canceling should not be a thing.
I think at this stage it's just better to be patient and wait and see how things work out. You will never know how something truly is until you actually experience it first. Sometimes things that sound good end up being bad and yet sometimes things that sound bad end up being good. Like I said it's way too soon to speculate as this is in very early stages.
I could go with a non-targeting system IF it included "friendly fire" ie. go ahead and cast that fireball, just be sure non of your allies are in the blast zone.
CAST Fireball...….oops