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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.
The combat system as it is
ArchivedUser
Guest
Right, I see a whole lot of, I don't like this, and this does not work. So, please, if you vote here, and think the combat system needs work. Comment below what your ideas are. And how you would make it better. Not just negativity, but constructive.
Keep in mind, this is pre-alpha. So UI things, as well as animations should not really be mentioned. As those will be fleshed out. I'm talking about the core gameplay, the direction in which they are going. Let's begin.
Suppose I'll go first.
I think the combat system as is, is quite bare-bones. It has potential, but based on what I've seen, they aren't going in that direction. What I see is a pretty standard battle system. The boss fight was just like any other I've seen, whilst it looked cool, and somewhat cinematic, the actual mechanics are nothing new. Avoid the frontal cone attack.
Now as I mentioned in a previous post, the combat system has potential. The spells already interact with players, and I don't mean damage, or debuff/buff. But a wall can be used to deny access through a narrow path, for example. Or force them to run around. However, spells and effects, still go through. Why? Why doesn't the erected wall block off the frontal cone? Why do spells only have to be directed at a target? I realise this might be difficult with ping, and what not. But if say two mages duel, and one uses <frost based skill> and the other <fire based skill> Why not have them interact? Cancel eachother out, or create a whirlwind where they meet? I think that's what happens with such extreme temperature differences?
In my opinion, things like this would work wonders for the combat system, it makes it so much more engaging. As a Summoner, I could order my summon to take the hit, killing it, but saving me from damage. Rogues could leave a shadowclone behind, or whatever.
In short, it just looked like a standard tank and spank, with a combo system and ultimate meter filler that has been done before.
I don't think this is an overhaul on the combat system, I think it's basically the same as summoner summons, i.e. making the spells an actual entity in-game, rather than an effect.
Keep in mind, this is pre-alpha. So UI things, as well as animations should not really be mentioned. As those will be fleshed out. I'm talking about the core gameplay, the direction in which they are going. Let's begin.
Suppose I'll go first.
I think the combat system as is, is quite bare-bones. It has potential, but based on what I've seen, they aren't going in that direction. What I see is a pretty standard battle system. The boss fight was just like any other I've seen, whilst it looked cool, and somewhat cinematic, the actual mechanics are nothing new. Avoid the frontal cone attack.
Now as I mentioned in a previous post, the combat system has potential. The spells already interact with players, and I don't mean damage, or debuff/buff. But a wall can be used to deny access through a narrow path, for example. Or force them to run around. However, spells and effects, still go through. Why? Why doesn't the erected wall block off the frontal cone? Why do spells only have to be directed at a target? I realise this might be difficult with ping, and what not. But if say two mages duel, and one uses <frost based skill> and the other <fire based skill> Why not have them interact? Cancel eachother out, or create a whirlwind where they meet? I think that's what happens with such extreme temperature differences?
In my opinion, things like this would work wonders for the combat system, it makes it so much more engaging. As a Summoner, I could order my summon to take the hit, killing it, but saving me from damage. Rogues could leave a shadowclone behind, or whatever.
In short, it just looked like a standard tank and spank, with a combo system and ultimate meter filler that has been done before.
I don't think this is an overhaul on the combat system, I think it's basically the same as summoner summons, i.e. making the spells an actual entity in-game, rather than an effect.
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Comments
The system needs polish and more hands on experience, but what they are going after sounds different and "innovative" to use the devs terms. If it builds immersion in a positive way, doesn't distract from actively enjoying the game and is can be customized to the players style, I can't wait for it!
Keep in mind, this is pre-alpha. So UI things, as well as animations should not really be mentioned. As those will be fleshed out. I'm talking about the core gameplay, the direction in which they are going. Let's begin.
Suppose I'll go first.
I think the combat system as is, is quite bare-bones. It has potential, but based on what I've seen, they aren't going in that direction. What I see is a pretty standard battle system. The boss fight was just like any other I've seen, whilst it looked cool, and somewhat cinematic, the actual mechanics are nothing new. Avoid the frontal cone attack.
Now as I mentioned in a previous post, the combat system has potential. The spells already interact with players, and I don't mean damage, or debuff/buff. But a wall can be used to deny access through a narrow path, for example. Or force them to run around. However, spells and effects, still go through. Why? Why doesn't the erected wall block off the frontal cone? Why do spells only have to be directed at a target? I realise this might be difficult with ping, and what not. But if say two mages duel, and one uses <frost based skill> and the other <fire based skill> Why not have them interact? Cancel eachother out, or create a whirlwind where they meet? I think that's what happens with such extreme temperature differences?
In my opinion, things like this would work wonders for the combat system, it makes it so much more engaging. As a Summoner, I could order my summon to take the hit, killing it, but saving me from damage. Rogues could leave a shadowclone behind, or whatever.
In short, it just looked like a standard tank and spank, with a combo system and ultimate meter filler that has been done before.
I don't think this is an overhaul on the combat system, I think it's basically the same as summoner summons, i.e. making the spells an actual entity in-game, rather than an effect.
For me personally I don't want an over-haul - I want Ashes to find the combat system that is right for them. I don't want Ashes to try and be any other game but I wish to see it be it's own
1. If you listen to the Bard interview of the depth of the weapon system variety and customisability to come, you will begin to get a glimpse of how far off PAX is from that vision.
2. Only 1 button is really allocated to direct combat as such....well semi ignoring the ultimate. All the other buttons are for situational counter play...including the ultimate.
So my understanding is there will be many skills to unlock and place into those counterplay slots...as well as a whole host of direct attack modifications. It really does look like we are barely seeing the tip of the iceberg at the moment.
We also know the skill window differs with weapons. So some will be slow paced and some fast paced. There is much we do not know. And far too much missing to make a judgement upon.
I love the Bard..he is a reliable source of leaky information He reminds of that scene in lethal weapon where two children are interviewed and one covers the others mouth and says...'dont tell him that so and so happened'.
oops!
https://www.youtube.com/watch?v=09-iq5AhDDo
I wish that our Senior Artist Mat Broome can comment on his past experience on DC Universe Online, which is still the game that has my favorite combat system, very action packed and stretegic at the same time with an easy to grasp counter system based on blocks, block breakers, lounges and weapon combos besides the casted abilities of each powerset. It would be great if some of those ideas could be implemented here to get a more fast paced combat, well at least that is my opinion.
The reason I put this on now, is simply because it is so early. They have time to add features and ideas.
The time it takes to stand in front of your target, play the slider minigame and the time it takes to execute the attack is too long in my opinion.
I might be spoiled with Black Deserts fast paced action combat, but I don't like what I have seen so far, combat wise.
Indeed he did say that.
For me, a bit clunkier than both at the moment.
But, the team was really just trying to get some playable combat ready in time for PAX, so we shouldn't be expecting to see anything revolutionary here... yet.
With that said, the combo bar needs the most changes in its current form. Having to stare down a bar to activate a combo takes away from the game. I want to be able to see what an enemy is casting or where they are moving in an attempt to predict their next move. I like the idea of visual queues/animations to activate combos. Your eyes are focused on your character and the enemy you are fighting at that point.
One of the concerns that I have seen is about pacing of combat but that seems to be mostly from people watching combat. The people who played the demo seemed to be more satisfied with the pace. Also, the ability to focus your build with action oriented skills may quicken the pace for those that are still unsatisfied when they have a chance to play.
The UI customization will be key for me. The ability to move features around to make it comfortable for me to view them without taking my attention away from the game environment will make any of the less likeable mechanics at least manageable. I am really hoping that remapping the inputs is possible, which I think is quite likely.
TL:DR The combat seems to have neutral to favourable reviews from people who played it and acknowledged the state of development that it is in so I think tweaking it will be enough.
While I would still play the game, as it was presented, at least 3 of my 6 friends would probably not play or quit soon after launch. It just wasn't captivating and undermines all the other aspects of the game.
So if you added 8 more abilities the combat system would basically need an overhaul.
But I would like to say that for the pre-alpha content it was acceptable, since it was so early in the game. I mean it is so early in developement that it would be completely unfair to campare it with a game that is already released. From what I hear the combat system in BDO was really bad before it got released now some say it is pretty good. Think I will do a post called the Legendary Combat system.