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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.
Regarding the "Combo System"
ArchivedUser
Guest
Hello,
In the latest stream*, we saw a glimpse of the keystroke based "combo system" that will be present in Ashes. Let me start off by saying that I really like the idea and believe it can add a lot to the combat.
However, I'm not sure how I feel about it being represented by this small bar with a line moving from one end to another and a small window for when you're supposed to hit a key.
I realize this is all pre-alpha footage and things are subject to change, but wouldn't it be better to have a visual cue on screen instead when you can combo something? Like a slow-motion effect for the skill animation when something can be comboed, or a small flash on screen.
This allows players to keep their eyes on the combat itself, rather than the UI elements.
Just some thoughts
*Link to the stream:
Around 18:45
In the latest stream*, we saw a glimpse of the keystroke based "combo system" that will be present in Ashes. Let me start off by saying that I really like the idea and believe it can add a lot to the combat.
However, I'm not sure how I feel about it being represented by this small bar with a line moving from one end to another and a small window for when you're supposed to hit a key.
I realize this is all pre-alpha footage and things are subject to change, but wouldn't it be better to have a visual cue on screen instead when you can combo something? Like a slow-motion effect for the skill animation when something can be comboed, or a small flash on screen.
This allows players to keep their eyes on the combat itself, rather than the UI elements.
Just some thoughts
*Link to the stream:
Around 18:45
0
Comments
I am so happy someone did say this already.
Let me add:
Pls, pls, pls devs let us watch the fight (in this beautiful game to be) and NOT a bar.
I want combat to be reactionary and skillful but I really hope you can do this in a way we will need to focus to combat itself (or characters) and not focus on a bar.
A first (counter/) idea would be something like that:
Instead of a bar, it would be really nice if (lets say for a spell caster) the energy ball created to avatar's hand while casting grew bigger and smaller and player-caster was supposed to hit the button the right time (while the ball is at its peak). It seems like harder than the simple bar, but it would incentivize players to watch their favorite characters (their avatars) and not a bar.
For non caster classes where energy balls are not so immersive, you maybe can use a "targeting system" like a cross moving around a ball seen above enemy head (it would be so great if this "ball" was the enemy body) and the player should hit the button when the cross is at the most center to get the best bonus.
Those mechanics would increase character learning curve by a lot. If this proves hard to master, you can decrease the bonus gained from success, so hard core players don't get a crazy advantage over casuals. I imagine those skills (casting/not moving) wont be the "go to" skills of pvp combat and will be one or two every some seconds.
At first, you will be looking at the skill bar until you learn which skills unlock which combo, after that you can enjoy the fight and do combos without much thinking.
People in my guild also mentioned that it will be very easy to make injections to the slider combo system, create an addon who presses the button on the perfect time of the slider.
We will have to see if they loosen their restrictions on the API and allowing addons, but as it stands right now anyone who was using it probably would get picked up by Panopticon and banned. Will just have to wait and see as we get closer to launch. But I don't see them going the WOW route and allowing a slew of third-party addons, or the ESO route and allowing animation cancelling or automated process addons.
My comments about feedback were in no way meant to discourage it, but temper it with actual facts that have been given out by the devs as to where they are going with their vision. Granted, the combat system information given out has been minimal. I watched a thread on flying the other day devolve into pure hyperbole after one person who obviously hadn't read anything or decided to cherry pick what he wanted about the system state that within a year everyone would have flying mounts due to people swapping node mayor/pvp castles and egg drops. And then three other people go full outrage over it. When it was pointed out that nobody gets permanent flying it calmed down.
The problem that currently exists is that the damm macros are built into the driver ( Razor / Logitec etc ) where its almost impossible to detect a macro input from a skilled player input . I think the advantage of this system is that the "static" time between click or button presses doesn't exist so they will have to find some way to parse either incoming traffic or log or something. That is more easily detected and not built right into the keyboard.
I am sure they will try and find a way around it and most likely will, pvper will obviously be the most effected group. Once one of them gets a successful hack the rest must have it to stay competitive.
Yeah i know its just pre-alpha footage, but i still think its good to point these things out before its too late.
I guess making the combo timing base on character animations, sayings, sound effects, personal signs and thimgs like that sounds good suggestion. Also the fight should be more smooth and even you miss one compo part it continues less effective and not just stop like to the wall.