Glorious Alpha Two Testers!
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.
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.
Comments
Armor switching(also like aion), just adds a ridiculous level of metaing, and the feeling like you need to build and keep too many armor sets on you. It also just doesn’t make sense that you are able to switch gear so quickly in combat from an rp/immersion stand point. If they do end up including armor switching, I hope that they limit it; one additional armor set, with its own additional slots.
Also not this:
A couple or maybe a few equipped weapons tops.
If a Ranger's primary weapon is a Sword and secondary weapon is a Bow, clicking on Hail of Arrows will automatically cause the Ranger to swap from Sword to Bow.
This doesn't answer the question of the possibility of equipping something else from inventory mid-battle.
To handle it it in most situations would have to allow for 3 spots as 2 weapon fighting styles is a thing.
1) Back
2) Left Belt
3) Right Belt
3 Should cover most situations any more than 3 would start getting a bit ridiculous.
I agree only the 3 possible slots should be allowed for change without penalty going through a back pack is a bit ridiculous.
*****
Tho it's unrealistic to go through a bag during battle in dire situations it could happen. Not saying this should be allowed it would make things a bit more complicated but could add a bit of realism if the action lock the person in a real time time lock and massive AC decrease making the target much easier to hit and prone to more damage. In order to successfully switch something out in the middle of battle you would have to commit to swapping items from back back for a set amount of time to do it successfully (Time Bar)
So like I said this would be complicated and not saying it should be allowed but if they decided to allow for it maybe down the road after the game comes out it could actually add some interesting situations.
Imagine being in a huge PVP battle realising there is something that might be more helpful than the 2 or 3 items you have slotted and want to swap something out from the back pack. You would probably have to try and duck out from battle temporarily to try to swap out safely and then return as swapping would take a real time action in order to complete the action lowering AC and a increased damage modifier if they get hit while performing this action as well as a decreased skill check when checking against abilities used against them during this time.
Now unrealistic as to why someone would want to take such a risk in the middle of battle but if someone wanted to it would be a good way to handle it which makes the situation realistic.
Now I'm not for it or against it but if it was to be considered I think this would be a realistic fair way to incorporate it into the game.
And can you imagine all of these animations? It's not as simple as "Sheath: Dagger; Draw Tome." New animations would need to be added to display each of the weapons. Magical bags of holding aren't the one stop fix. The UI has to completely switch and it throws off immersion which (I believe) is what Ashes is trying to maximize while maintaining a solid control scheme.
Give it a cooldown and a hot swap recast skill timer and you have created a way to enhance combat. Giving people more options is never a negative. Some of the best Pvp MMO systems ever made gave you the ability to do just that. Create a game where Pvp has options and worth and you can have a game running for years on a subscription model.
Good pvp keeps pvpers happy, a great system for dungeons and overworld city v city keep both pve minded individuals happy and everyone can meet in the middle.