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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.
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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.
PVE COMBAT SYSTEM - what should AOC avoid
AoC should avoid a combat system like BDO that really annoyed me, resulting in my decision to left the game as described bellow:
Black Desert’s enemies are puppy kicking levels of easy. They’re only threatening if you’re severely underleveled/undergeared or you take them on in a massive swarm. Otherwise, most PvE content consists of bashing the same helpless mobs with the same AoE clearing skills over and over.
Black Desert’s enemies are puppy kicking levels of easy. They’re only threatening if you’re severely underleveled/undergeared or you take them on in a massive swarm. Otherwise, most PvE content consists of bashing the same helpless mobs with the same AoE clearing skills over and over.
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- Either program the NPCs' A.I. to be just as smart & fast as the Player - via better Tactics, allow NPC's to maintain the Pace-of-combat. no " flinching ", some healing abilities that NPCs have, etc ... . Giving the NPCs something that could be contested with Players
- Or slow-down the pace of combat - to equalize things. but still have those moments where " bursts-of-speed " can happen at any moment
So far i think they should utilize HitBoxes that begin in the Air, but not Hack-&-Slash nor AoE Spam. And these 2 image is the only way how i can convey the idea of it- EDIT: I mentioned this " Sphere " in this Thread ( https://forums.ashesofcreation.com/discussion/35644/ashes-of-creation-dear-intrepid-lets-talk-about-your-combat-system/p11 )
(The image above would intertwine with the Image below
The forest is to represent how high-up a Player can Explore in some Areas - jsut the same as how far below a Player can venture out ( via Underground )
The result of the 2 images could be ... " Spherical Combat-Style " as opposed to a very Linear-Combat Style - it'll instead be more versed.
I try
I just only Hope Intrepid have a Broad-perception of Combat , think in-depthly about it, and come-up with something better
Don't mix these two terms if you don't know what they actually stand for. I agree, the mobs in BDO are boring and easy (except the new Kamasylvia expansion in which mobs are a bit harder, so combat is a bit more interesting) but the combat system is one of the best there has ever been.
1: Make the mobs in levelling areas too easy.
2: Include too many hard CC skills.
3: Cap AoE skills.
That said don't make the world so dense with mobs that traversing it is an exercise in frustration.
I also hope we don't have too many different difficulty modes as it cheapens the whole experience. If we're fighting your bad ass boss character he better feel like a bad ass, not oh yea I beat him on the first 3 difficulties 5 times, but man on the 6th time on the 4th difficulty he was kinda cool, too bad I was board by him by then.
Mobs and encounters being too easy, I want to face some sort of challenge even when I level, would be great to come across mobs that may require another player or 2 to take down.
Combat effects that don't look over the top, you get too many people in one place firing off abilities and things can get lost in all of the effects.
Example if you aggro one it has basic attacks and defense.
If two are aggro'ed on you they gain a power attack
If you have 4 aggroed on you they add maybe a CC that could really make the numbers rougher.
If you get 8 on you they pick up a special attack that can one shot you if it hits lol.
Something along those lines.
Everquest tried to balance this by making mobs worth exp always be at a level where they could easily kill you if you played wrong. As much as I loved the accessibility of WoW/Rifts/GW2/etc., the only real challenges were dungeons. Archeage and EVE artificially create this challenge via other players which is a good stop gap measure, but when I want to just PvE the E should be a challenge. Whether they do this via monster spawn nodes leveling, random elite mobs, better adds pathing through the area, or monster AI calling in their swarm or some other method I am very hopeful for actually challenging gameplay.
My personal hope is that there is a true procedural mob spawn. Kill all the deer? Deer spawn stops, undead start harvesting the souls released on the battlefield, kill all the undead? Liches start being called forth, keeps escalating until it's abandoned, then monster node starts downgrading over time until nature comes back to normal or a high level cleric comes in for an epic battle to cleanse the area.
edited grammar
Because then "single target focused" classes (that kill mobs 1 by 1 but fast, like ie. rogue) would have advantage over "AoE focused" classes (that have less single target dps, but work good with AoEs).
And if you just balance all classes to have equal single target and AoE then you are basically just ruining the game since you lose class uniqueness by a fair amount.
The problem with letting AoE's hit everything is that mobs become super easy to grind when AoE's can burn multiple foes down at once. ESO had AoE caps and it was still a trivial thing to slay 20 or more enemies in a few seconds with a few AoE skills.
Personally, I'd rather see AoE skills be rare and more useful for position management than outright killing enemies and softening targets, more utility than anything. Let the single target skills be our bread and butter and adjust mob packs accordingly to keep the combat fun and timely.