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
Now i think that there are a lot of things that can be improved, like the general feeling of the combat be too slow (when the character is knocked down it takes an eternity to get back up) some character animations are really wooden an can be better IMHO, but overall i think that they put a great show in a very short time, we have to remember that this is the earliest build of the game, and it can get only better
Keep doing an awesome job intrepid, i´m really looking forward to play your game ASAP!
Now someone pointed out that the melee chatacters will easily suffer more of this combo system, because its easier to move away from their melee range than from ranged dps'. How this will be in balance?
These points concerns me. I dont say there wont be any solution, but i hope these possible problems are well noticed by devs.
I'm more of a fan of reactive events and I think those should come from visual feedback at the focal point of combat or on the target itself. Something that doesn't detract from mobility and managing contacts on the battle grid.
The one single player game I love and remember where the QTEs were not only done well, but were fun was "Legend of the Dragoon" which was a PS1 title. The entire combat system was built on that. The timed events led to more powerful skill tiers and effects.
LotRO had a form of them with a group based skill event called a "conjunction". Each player had to perform a timed color and pattern based timed contribution. Players loved the idea of it, but the system didn't scale or age well. Dragon's Prophet had some that were almost well done but it just ended up clunky.
I mention those examples because I've only seen this sort of system work well in a handful of single player games and never smoothly in an mmo. But it's an early drat of the system. There is a lot of time to figure out better ways of interacting in that way if Intrepid wants to keep the intent of the system. It's just that videos I've seen of that so far have me thinking, yeah I don't think so.
Everyone is acting like the QTE is the be-all-end-all of the combat system when it really is only a small part of it. I am actually getting tired of hearing about it. Intrepid has already come out and said they are working on making it more visually pleasing/manageable and if they continuing getting massive amounts of negative feedback about the mechanic (from people who are actually testing it) then they might scrap it (the scrapping part I read in another thread from a guy who talked to Steven at Pax).
If they want combo attacks they can do something like Aion's Chain Skills or TERA's combo system (first few years these games were out - I don't know what they're like now). Aion had a system where the first few skills in a combo happened automatically with just additional button presses and the skill on your bar would continually update to the next skill in the chain. Eventually they would branch and you'd have a couple seconds of both choices showing up on screen (or on your bar if you put the second, not default choice on your bar) to hit the skill before it would reset back to the first one. TERA had combos that also had that visual icon on screen with a couple of seconds to hit it before the combo chance went away. Both games I believe had different cooldowns for the various skills so it wasn't like you could spam the same combos over and over.
Point being, allowing a couple of seconds to hit a combo is a much better way to do a timed combo than perfectly hitting a moving bar - and as a side benefit, it also allows players to move a bit if need be before hitting the next combo. The current iteration reminds me of some of the unfun BDO mini games and I can't imagine how irritating it would get long term every time you were in combat. The Aion/TERA systems are much more friendly to various player skill levels, lag, and doesn't force people to watch the UI because you can easily remember the timing of it. It feels dynamic, fun, and fast as well. Both also allowed for some choice either in combat or before on which combo branches to go with based on the situation so there's skill there as well. Just food for though on better ways to do the combo thing.
I understand those who want the combat to include skills and attention.
But I don't want the main focus of the combat to be on a little slider I have to time right. Especially in PVP, the Focus should be more on the other players, tactics, reading the moves and positioning in the battle. I also kind of want to enjoy the graphics, animations and combat. That timing of the slider seem like a very bad idea, that take focus away from enjoying the combat.
I agree, it should not be a button mashing system - but there must be a better way.
Watch the youtube video of the teams full panel at PAX.
Jump to 47:30 and you'll have your answer CIRCLE AND ALL
What does worry me, however, is that, from the demos I have seen. The skills used by players, and the mechanics of the boss they fought, they look rather standard. And I am not talking about the animation, which actually looks a lot better than what I'd expect from an early alpha.
What worries me is the direction they are going in. Tab target+ skillshot combat is fine, so is the quick time.
The interactions between skills is what I'd be looking for. As they mentioned way before pax. The mage, retreating back, and leaving a magical wall. Forced mobs, and players alike. To walk around it. What I did not see, was this interacting with other spells.
Example, let's take the giant xenomorph-esque (I adore the boss design btw) boss. At some points during the encounter, it started doing a breath attack. The wall that was used, from what I saw, merely provided a damage reduction. Why not have it shatter the wall, but the wall absorbed impact. This seems static in PvE. Unless the boss has multiple of these attacks, and you'd have to choose when to use it, when you're healer can't heal enough for example, you can choose to help him. But in PvP. You see the hunter charge up his shot. And from the other side. You see a mage flinging a spell. You then have to decide which of the attacks you'll try and block.
This is something that I honestly hoped, and even thought they'd do. As they mentioned the importance of positioning and positional awareness. From what I've seen, which, granted, was only a demo. Was really only about don't stand in front of the boss when he does his breath. And the boss's equivalent of don't stand in lava.
Good game development should (imo) strive to design a game in such way so that it minimizes an importance of ping (I realize it's not possible to completely eliminate effect of ping, but one can at least try not to add an extra mechanics that depend on ping).
To summarize, from what I've seen, the weapon attack is the primary source of single target damage, and its QTE events are necessary to maximize your damage and unlock your ultimate, plus whatever proc effects you've specced into. Yet somehow it is only a small part of combat.
Thanks friend. I made that comment before PAX started. I've updated my original comment with the edit.
2: We need other ways to accrue Focus, in addition to that one key, I think.
3: Different weapons/weapon abilities will have a longer hit bar... the Tank/Great Sword hit bar is about 2.5x the Ranger/Bow hit bar, so the Tank's reflexes don't have to be as fast as the Ranger's.
Or, to be more accurate, using a Great Sword is more forgiving reflex-wise than the bow. Players can choose the weapons that best accommodate their reflexes.
4: I spoke quite a while with Berros about the feel of the controls - especially with regard to combo ability. Berros has some nerve damage in his hand(s). He said it was pretty comfortable for him to trigger the combo for the Cleric's Staff.
That being said, I did notice Jeff B frequently working the kinks out his left hand while GMing the demo, Monday.
Current UI, may cause undo hand fatigue with extended play. (For us old fogeys)
I thought their response during the panel q&a had a different tone, that if they couldn't find a way to present the QTEs that people liked then they would redo the system entirely.
That being said, with how they are emphasizing the positive feedback, I doubt they'd concede that point regardless of how the majority actually feel.
At this point i'm just tired of this discussion till the alpha is going for a while... people are totally set on one side from the looks of a quickly put together system, without having played it. At this point 99% of people (who haven't played it) can only state if they like the idea of a qte in general or not.
Want the opinion of somewhat who played the game? Sure.
http://mithicalentertainment.com/pax-west-exclusive-interview-jeffrey-bard/
The question here ill ask you is, is it worth them investing into a system that it half baked. What happens if they spend months of time building ontop of the QTE system, just fleshing out the UI, speeding up the pace and making it more fluid..... but thats all wasted time if the concept still isnt like or enjoyed. Its up to them to take this risk, or listen to the feedback. While you might be tired of the discussion the answer seems pretty clear. Just step away from it. People will discuss and talk about it with or without you, and I think its important for people to discuss it. I already think theres been alot of great feedback and idea's shared so far, and im pretty sure some of what has been talked or discussed about is useful for Intrepid in many ways. And i disagree that only people who played it can state their opinion, especially when we talk about visual elements. People can discuss what they want, and ultimately its not going to affect sales, because there wont be much to buy till the games much further in developement, so let people talk, atleast they will be talking about the game, negative or positive doesnt matter, as long as their talking about it.
*honestly don't know, just asking as I couldn't really tell from the gameplay*
As for the auto-attack my question is simply "Why?"
There was an argument that some prefer PvE and this allows them to go about their business without having to engage in combat. At first I agreed but then thought that doesn't fit in well with the risk/reward system. I only mention this POV because, out of all of them, this was the only one that made me consider being pro auto-attack.
I think the GUI will change and combat will look smoother and feel a bit faster in the end.
I like what I have seen so far and my only suggestion to IS would be "keep it going, I like the way this MMO is breaking away from dogma."
Also mainstream console games a literally flooded with QTE events. Once again, not sure if thats "breaking away from the dogma".
Again, I am all for the QTE during combat/gathering/etc. and the current "focus" and "ultimate" relationship. As for any suggestions for the combat system, I have none.
At PAX, our weapons only had one ability - so our combo was just chaining one ability.
The game design calls for our weapons to have several abilities... so hitting the 1 key at the right time will trigger different weapon abilities as the combo continues.
I only played the Ranger, but my weapon was only on cool-down for a handful of seconds. You can't just spam your weapon if you miss your combo timing.
The second combo felt buggy. Seemed to almost always delay...
The first combo always felt accurate... to early, on the mark, too late... I always agreed with where the marker landed.
The second combo, I almost always disagreed with where the marker landed.
And even when I landed the second combo, it didn't seem to affect anything.
I could never land a 3 hit-combo even when the marker indicated I was on the mark.
So, my experience as a Ranger was usually a two hit combo with a 3-4 second rest before I could trigger my weapon again. Or just one hit with a missed combo and then a 3-4 second rest.