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.
? Difficulty for the Long-Range ?
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The main reason why (some) Players don't like Tab-Targeting is because Long-range Classes (or Archetype ) ... becomes relatively easy to play with. Thus minimal to no effort.
Now, Intrepid Devs did mention that they plan to incorporate a Hybrid Combat-Style of Tab-Targeting & Action Combat. What would be some ways to actually make the Long-range Class more intricate ; how would it be possible to add some level difficulty , without making the Class too ... " Generically Simple/ Easy " ... while still maintaining a " sense " of realism ?
Even if* FPS-Combat were to be considered for the Long-range Class (Archetype) ... then any " Aimbots " would have to be* repelled in the coding.
The bright side is, in-game Footage have already been shown in one of the LiveStreams. So far, it seems as though the Pacing is not too fast & not too slow.
( Yes I'm aware that it's still Pre-Alpha )
And although more information is needed, i still think its worth thinking about.
EDIT: in-game Pre-Alpha Footage have already been shown in *Multiple* LiveStreams
Now, Intrepid Devs did mention that they plan to incorporate a Hybrid Combat-Style of Tab-Targeting & Action Combat. What would be some ways to actually make the Long-range Class more intricate ; how would it be possible to add some level difficulty , without making the Class too ... " Generically Simple/ Easy " ... while still maintaining a " sense " of realism ?
Even if* FPS-Combat were to be considered for the Long-range Class (Archetype) ... then any " Aimbots " would have to be* repelled in the coding.
The bright side is, in-game Footage have already been shown in one of the LiveStreams. So far, it seems as though the Pacing is not too fast & not too slow.
( Yes I'm aware that it's still Pre-Alpha )
And although more information is needed, i still think its worth thinking about.
EDIT: in-game Pre-Alpha Footage have already been shown in *Multiple* LiveStreams
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Anyway, enough jokes. From what Steven said, "The actual combat system which will be available at PAX will only be at 30% of what we wish for."
I think it was said during the last stream and I won't bother finding the timestamp and I might be wrong on few things. (I'm sure he about the 30% thing, I'm just a bit uncertain if it was about PAX or at that moment on their servers).
So, I think the game will be a bit more fast paced since I think Steven might have been exaggerating with "only 30%". I'm sure that there are many things missing but not 70% of the mechanics. Then I'll need 2 keyboards.
Firstly PAX characters will only be the primary archetypes - no secondary archetypes present
Secondly - no skill trees so PAX have a set skill build so that won't reflect the choices we will have at launch
Also other factors like race and weapon type choices are not available at PAX so much of what we see is just a taster of what is to come
( referring to Hack-n-Slash )
But I do admit that some Abilities are better expressed & conveyed by Action-Combat
So some abilities are necessary for Action Combat. However, usually action-combat abilities are believed to be Area Damage abilities ... which seems to favor Hack-n-Slash Gameplay
( I never did like Hack-n-Slash Style for MMOs )
"-You've said that you didn't want to show or go in depth into combat. Reason being that the combat still needed a bit of work and showing it now would give the wrong idea of what combat would actually be like. So my question is, since you're going and showing a duengon and pvp expierence at PAX, does that mean that what we see there is going to be, at it's core, indicitave of combat overall? Or will there still be more key parts to combat we'll be seeing later?
Rather, a list of proposed-suggestions
( Re-read the underlined sentence in my initial comment )
I just want another's POV on " that " sentence
『how would it be possible to add some level difficulty , without making the Class too ... " Generically Simple/ Easy " 』
Is there a class that uses Bows ?