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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Ashes of Creation - COMBAT GAMEPLAY!!! Pax Details, Class Skill Icons, New UI & More
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CLICK HERE: https://youtu.be/NW_jCr-4WuM
Stay Up To Date With Ashes of Creation Development.
We got a FIRST LOOK AT COMBAT IN ACTION with the combo system!!! All the PAX details, stream Q&A highlights, new elemental skins, snapchats and a ton more.
We got a FIRST LOOK AT COMBAT IN ACTION with the combo system!!! All the PAX details, stream Q&A highlights, new elemental skins, snapchats and a ton more.
Twitter Updates - https://twitter.com/itsZizgaming
- - - SHOW LINKS - - -
- Combat First Look -
- Stream Q&A -
Castle Nodes - https://www.twitch.tv/videos/169280836?t=23m00s
Water Raids - https://www.twitch.tv/videos/169280836?t=28m21s
Gear Power - https://www.twitch.tv/videos/169280836?t=45m08s
- Stream Reveals -
- PAX Details -
- - - More Information - - -
- Community Sites -
Official WIk - http://aocwiki.net
Ashen Foundry - https://ashenfoundry.com/
Thanks for watching,
Don't Forget to Share, Subscribe & Like,
I'll see you next time.
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Comments
I have merged the 2 posts so that the comments are retained ~ Belewyn
Combat system looks great, timing/combo based, that kind of thing can only be good if they put enough thought into it. The commands seem very responsive. The environment in which this demo took place looks really good already, I can only imagine it getting better as they polish it.
On the other hand class skill icons look kinda bland, and I hope they will improve the combat animations further, because the mage's left me pretty unimpressed. Still in (pre)alpha, there's work to be done !
I like the skill icons just because they see easy to see and undrstand what they are for. Some games have really abstract or hard to see icons that dont help
I agree the mages physical movements werent impressive but maybe thats because spells have fany spell effects, and physical skills like melee attacks will have impressive looking movements maybe?
I love the look of the combo bar as long as it doesnt get repetitive whcih wome of the suggestions i made in the video would help with that
Spells can have fancy effect, but it looks flat if the mage's body doesn't move accordingly. There's a world of difference between HURLING a fireball at someone and, huh creating particles that go towards the guy you have tab targeted. Even for spellcasters, animations are important. That earthquake move in the demo looks kinda cool, but it would be a hundred times better if they animated the mage stomping the ground, or throwing their fist downwards, or just whatever else than waving their arms around and keeping the torso/legs stiff to cast it.
I do think this will be fixed sooner or later tbh. I have yet to see a MMO that gets this kind of thing wrong.
Keep up the good videos.
I know in WoW most addons that have cast bars also have a small bit at the end that accounts for latency. I dont know if this is actually based on real time latency or just some make belive amount but I would assume AoC could see what the ping is and shift the bar or add that amount.
It could also just be calculated on the client and send a message to the server saying "yes they timed it right". Usually they want server side stuff to avoid hacks but thats more about movement and positioning. Tho I guess some one could make a program on their PC to 100% always get the combos some what..
who knows, im not a developer! lol
Another issue with the combo/lag issue is how the client is set up to calculate when a "hit" is sent. Basically they have to decide is it sent at the beginning of the animation, or at the end of the animation. This allows for what is called animation interrupts or "weaving" as it is so famously called in ESO. People realize that they can maximize dps by not allowing the intended animation to fully process, yet still get the damage tick. Leads to all sorts of toxic behaviour by the community right from the get when people don't use the correct style the Parselords determine.
Ultimately it comes down to how much they stick to their original vision. Combat that is being released so far has been stated to be only around 20 percent finished to what it will end up being. So the combo indicators may be visual cues, and not UI linked once all is sorted.
For example if your base keystroke window is 200ms and your average latency is 100ms, then your keystroke window becomes 300ms. But even this approach can be gamed using so-called "lag switches" which simulate high latency, yet allow the player to respond with lower latency in critical points of combat. There are countermeasures to this, but they have to be fairly sophisticated to prevent hard core cheaters.