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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.
Should we have more weapon abilities in use than just one?
ArchivedUser
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Currently we have only one weapon ability in use which is in slot 1. So should we have more weapon abilities in use than just one? I suggest consider to raise this to two, so two-handed weapons would give two abilities to use and one-handed/off-hands one each. That would make weapon choises little bit more meaningful and give more variations to use those. Also this would make off-hand weapons/items/shields more useful and not just give some bonus stats. And if wanted (optional) this could also make QTE/combo system more interesting with different combinations if it does not complex the system too much.
I see this would make character builds and combat more interesting. As downside it would need more balancing, but would it still doable especially when we are in so early state of development?
I see this would make character builds and combat more interesting. As downside it would need more balancing, but would it still doable especially when we are in so early state of development?
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https://www.youtube.com/watch?v=lpVqXrvyBYM
Maybe the solution to balance issue would be the same i wrote to one post earlier.. seperated main and secondary abilities, where these secondary abilities are less powerfull and balanced in mind to work with all main abilities. That would make off hand items so much more interesting and meaningful.
I think they already confirmed this in a stream anyway ?!?!
Anyway, two weapon buttons ?
This being a tactical game will require many movement and cc buttons.
Adding even more 'weapon' buttons starts to put us back in the finger gymnastic scenario with skills buttons all over the place.
We need a way to streamline CC, movement and Combat buttons down to a minimum if we want to start adding others. Not that I hate the idea. TBH...thats probably why we only have 1 weapon/combo button in the first place.
For example, to use the demo as an example- the Tank had a shield bash to end their combo. That same shield bash won't be an option should you have a second dagger, or something. This adds much of that element of variation you were talking about. This also makes choosing your weapons meaningful, and to an extent adding a second skill would reduce how meaningful it is, because although it would add more variation it would give you more options, making each option less meaningful.
get a mouse with ~2 extra buttons and a wheel, get used to push shift with your pinkie finger and enjoy ~44 keybinds without any further finger gymnastic.
Depending on hand size and keyboard you could also push ctrl with your pinkie to increase possible keybinds to ~66 without any gymnastic.
The game aims for 12 keys atm but 1 or 2 additional keys wouldn't hurt at all.
Hands are too big and clumsy
Never tried the pinkie shift idea for combo sets.
Thanks. Will give it a bash at some point.
I personaly keep buying the logitech m500. It has 2 big buttons on the side and mouse wheel clicks to the left and right side. Software is easy to use and you can assign any key you want to any button on the mouse.
I actualy thought about buying the naga too at some point, but there are no games that support that many keys anyway, instead that many small unbound keys would just distract me.
At the time i was looking at the m500 and got put off loads of reviews of them breaking. I nearly always buy logitech, but the reviews put me off. So I ended up with the Naga.
And yes....your observations are accurate. lol.
I am pretty sure I will imminently step on it by accident
How often do the m500s break ?
Melee fighters could simply have slow powerful shots.
Range fighters could produce fast weak shots.
Those range players could focus on hitting many players with less damage rather than a few players with more damage.
Then it becomes more agility vs stability rather than melee vs ranged kind of thing.
Imo the world within a mmorpg is very brutal and in the end its all about killing enemys. It would be strange if the characters who live there wouldnt have a huge variety of moves to compete with eachother in as many situations as possible to ensure survival.
With that in mind, there shouldn't be totaly seperated range/melee classes but instead classes that might have 3-4 more range/melee skills than others but all range and melee skills should be effective regardless. If a swordfighter happens to shoot you with a gun, it would hurt just as much, but maybe he would have less bullets in his bag.
(i know that there wont be guns in the game, just an example)
If you play games like wow where you have to constantly push the right mouse button,
prepare to buy a new one every 8-12 months... At least if you play 24/7 However the mouse isnt too expensive compared to other 'gaming' mouses.