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.
Do you like the slide bar based combo and gathering design?
ArchivedUser
Guest
Everyone, lets discuss the slide bar based combo and gathering system, but more importantly slide bar in PvP.
Some people like it, some people hate it. I am personally on the hating side and let me try to explain why.
- Fighting who? The player or the UI? From what has been shown, all classes got this sliding bar based skills. Which means I as a player will spend a lot of my time watching this bar to press the button at the right time. But if this system wasnt in place, I would instead watch my character animations, what my enemy is doing and what is happening around me. Which would make the game a lot more interesting and the combat action based. So, slider in PvP is a no go for me. The less crowded UI is the smoother game I will experience.
- Hacks. Someone will write a code for a really simple software which will press the button automatically on the perfect time of the sliding bar. No game is guarded perfectly and I am worried that slider based combo and gathering system will be the main thing that will get exploited.
Some people like it, some people hate it. I am personally on the hating side and let me try to explain why.
- Fighting who? The player or the UI? From what has been shown, all classes got this sliding bar based skills. Which means I as a player will spend a lot of my time watching this bar to press the button at the right time. But if this system wasnt in place, I would instead watch my character animations, what my enemy is doing and what is happening around me. Which would make the game a lot more interesting and the combat action based. So, slider in PvP is a no go for me. The less crowded UI is the smoother game I will experience.
- Hacks. Someone will write a code for a really simple software which will press the button automatically on the perfect time of the sliding bar. No game is guarded perfectly and I am worried that slider based combo and gathering system will be the main thing that will get exploited.
0
Comments
I want to look at my enemy and my surroundings during the fight and I wouldn't enjoy much having to look at slide bars instead. It would take away both from immersion and from combat enjoyment.
To make it more precise, I am against having to watch at any UI elements to get combat boost. I'd love to fight while watching at actual game world, and my enemies. So tweaking slide bars and UI more doesn't improve anything for me, only removing slide bars all together does.
The best UI is the one you "don't even notice" while playing, the one you can almost forget about, while you are immersed in game world instead.
I´m just afraid these combos will make that worse.
(I don't mind the gathering, so I only talk about the fighting context)
Other than that I agree tho, it would help to be able to customize the UI so you can drag the bar farther up, but even then I find it too distracting. I am one of those who just learn the timing by heart, I know when my 10sec cd on that charge is over. I know when my escape is ready again, I learned it by heart over many hours and I barely glance at my skills at all. (and I'm talking wow/tera style with more than 10 buttons to press)
I prefer it that way and hope that timing bars for fighting disappear along the way to more natural indicators, like animation, sound queue or whatnot.
I can get behind the idea of having them early on to give people an understanding of "here is a combo and here is a crutch to learn it but will/can be disabled later on."
Overall i don't like it.
But it has a nice Classic Final Fantasy-feel.. But if this bar is utilized better ... i might like it. But i can confidently say that the Bar-Combo(s) can be better expressed via adding more Abilities - hopefully more " Monolithic Abilities "
( not necessarily causing Frame-Rate Drops nor filling-up the screen, but rather big enough to where there's diversity. )
However, depicting Magic is interestingly difficult. Its even harder in trying to convey the idea to a Dev's Mindset - it'll literally be like comparing one's own imagination to another's imaginative mind. best way to express it ... is drawing and/or painting it.
( Something I might actually do ... wouldn't be surprised if its too late though ~.~ )
Back to the point, rather staring at a Bar ... why not Press-&-Hold Keystroke ? Then a ... " small circular bar " would appear on Character's Portrait ?
OR ( and/or ? )
How about no Bars ? Rather ... " depending on which ability being used ...
" an Aura would be present " ; either engulfing the Player and/or engulfing the particular object that's about to be used
( i.e. Mage's SpellBook/ Grimoire, Fighter's Sword, Tank's Shield, Ranger's Bow/ Arrow, Hands, Feet, Arms, Leg, Torso-Area, etc ... )
The longer the ability charges ... the longer the .. " Ability's Aura " grows until the Ability ( or Spell ) is used/ released.
#noToSlidersOfCreation
I'd rather see it shown as a visual cue during the attack animation, e.g. your attack animation gets a slow motion effect for a short moment, during which you can combo an attack - or maybe there's a flash on the screen or something to indicate you can combo.
I personally feel that this is a much better alternative to button mashing or auto attack styles present in nearly every MMO to date. The fact that ashes combat will be slower paced yet intense needs some form of mechanic to keep players invested in the fight rather than waiting for cool downs. Referencing Decimus above me, I would also like to see an animation cue in addition to the slider. If it's done right it can be a very minimal part of the UI and I have been liking this approach recently in the fighting game Absolver. Yes, that system was made for a multitude of combos and this is for potentially one, but it adds to the difficulty of combat which is something I personally would like to see in Ashes.
Also a final note, please read someone's opinion and realize they are just as entitled to it as you are before you immediately slam them for their vote.
I'm personally in favour of it as it adds a bit more engagement in the battle rather than just watching - even though it may seem a bit tedious. I would however, prefer if there were no sliders and instead they opted for better choreographed animation that you would rely on to chain. So instead of watching a bar, you'd be watching how far along your attack animation is.
Also, I don't really care if it "crowds" the UI because, like virtually all MMORPG's, the UI will be customizable to what each person wants. Its not going to be set in stone.
Now, for the slider, I want more information on how it is actually going to work and if it will actually cause more time between action and reaction. (i.e. When you attack once, the program reads the data, causes a delay, then your hit registers). When it comes down to it, I don't care what it is, I just want it to work and work well.
All of this is coming from someone who is extremely hyped for this game! I can't wait to finally play it, but that slide bar was very unappealing. I have faith in you Intrepid and Ashes community!
Hue hue hue~
oops, forgot to add...i DO like it for things like fishing, gathering, crafting....