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.
Height Advantage?
I did a quick search and didn't notice anything on the subject. But, what do you all think? Would this be a good idea? Specifically, for increasing the range of ranged skills.
I was thinking that this would make a lot of sense in sieges and town defense and to give some weight to what would be an obvious advantage in any real world scenario. Even if it only applied in certain areas, like guard towers for instance.
You could have the bonus set as a curve as well, so the bonus increases as your elevation increases. But it drops off if you get "too high". This kind of comes back to another discussion about town defense that I had posted a while ago on collision.
https://forums.ashesofcreation.com/discussion/726/player-weapon-collision/p1
Just thinking of ways to give the defenders a bit more of an edge. Thoughts?
I was thinking that this would make a lot of sense in sieges and town defense and to give some weight to what would be an obvious advantage in any real world scenario. Even if it only applied in certain areas, like guard towers for instance.
You could have the bonus set as a curve as well, so the bonus increases as your elevation increases. But it drops off if you get "too high". This kind of comes back to another discussion about town defense that I had posted a while ago on collision.
https://forums.ashesofcreation.com/discussion/726/player-weapon-collision/p1
Just thinking of ways to give the defenders a bit more of an edge. Thoughts?
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Comments
not only do you get more realistic, you also don't put melee classes at a disadvantage
also, there is dodging iirc.
Defenders aren't supposed to have a great advantage, the time, effort and resources to attempt a siege is equal to the amount it took to construct the city.
Remember this game has tab targeting, being able to lock on to enemies automatically at that great of a distance is too much of an advantage for defenders to have.
Even outside of sieging it would be broken. Imagine you're fighting someone, even another ranged class, all you would have to do is run up a hill while firing at him and he couldn't touch you. The decider of who wins a fight shouldn't be who's higher up a hill.
But something like that would most definitely be awesome.
This would take a lot of work but adding some real world physics into the game for modifiers could add a whole aspect of skill and strategy into the game.
@Elder Sorry bud but I think Defenders should have advantage it adds realism . Taking down a large node could lead to strategic political maneuvers. Requiring people to make alliances and surmount a huge overwhelming siege to take down the top dog. This should not be something that is easy to do and take some coordination. Typically defenders always have the advantage.
Starving out a city and cutting off trade routes in would be an interesting concept.
Also TAB targeting would work for both sides.
Melee would have things such as chains to pull people and charge to people who are using range so height advantage should work for anyone who has the skill to utilize the advantages that physics would allow such as higher grounds.
So a melee could be at the top of a hill creating a disadvantage for ranged shooting up at him. He could use chains ability to pull a range character up to him. So the advantage would work both ways for melee or range.
So with physics a ranged attack would have advantage of distance lets say. But if he loses that distance his ranged attack could lose some damage at close range.
They are stuck on walls so staying out of there range is easy. All this allows defenders to do is start shooting earlier then the attackers. In direct conflict between 2 big groups, it would give the defenders an advantage because they could start to do damage earlier. Hopefully, because of this advantage, attackers would be forced to implore tactics besides zerg the gates.
In a world pvp scenario, you would handle this the same way we deal with range now, LOS. Just hide behind a tree or rock. If they are abusing this advantage then they are farther away so it would be hard for them to do anything about you hiding. As i said before, the terrain is (most likely) not mobile so they can't pursue you with the range advantage. While you are LOSing can probably eat up and/or get on a mount to either charge them or run away.
What about mounts? do they give an unfair advantage to melee classes because they make you faster?
What about high heels? Or what if, I have the high ground Ani?