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.
Stuff about Combat
ArchivedUser
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I know it hasn't gotten into "that" stage of development yet,
but here's My 2 cents on Combat:
How much Emphasis should Tab-Target / Action-Combat / FPS-Style on Combat ? I'm not sure how Intrepid would incorporate there Hybrid Combat System. but really hoping every ability will NOT* be restricted by having a Target. At the same time, not letting it get out of hand to where it loses the " Feel " of Fast-paced combat.
And honestly ...the only Game i can think that convey something similar to this are some Mechanics that KingdomHearts (series) Console game in Organization 13 boss Fights. But only certain nit-picks of Mechanics.
(yeah i can't think of anything. Hello Ashes Community. I miss you guys & gals, can't think of a topic right now Xp )
but here's My 2 cents on Combat:
- Action Combat-Movement abilities shouldn't be spammed x10 over like the KingdomHearts Ability " Dodge Roll ". Nor like the BDO constant Dashes in PvP-Confrontations. The Fundamentals of regularly Running/ Jogging/ Swing-the-Weapon should be present at every given moment. As such, those same Fundamentals of Sword-Clashing during Combat should too be present (same goes for " Sword-clashing-against Magic " ). Afterwards, the " intricate-stuff " will elevate things. Then things can be further elevated . Like doing the Feint-Backroll the Ranger did ... but extending that ability by given the option of ricocheting off an Object. Ya know ... trying to convey a sense of Physics.
How much Emphasis should Tab-Target / Action-Combat / FPS-Style on Combat ? I'm not sure how Intrepid would incorporate there Hybrid Combat System. but really hoping every ability will NOT* be restricted by having a Target. At the same time, not letting it get out of hand to where it loses the " Feel " of Fast-paced combat.
And honestly ...the only Game i can think that convey something similar to this are some Mechanics that KingdomHearts (series) Console game in Organization 13 boss Fights. But only certain nit-picks of Mechanics.
(yeah i can't think of anything. Hello Ashes Community. I miss you guys & gals, can't think of a topic right now Xp )
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Comments
- More specifically, it was mentioned that more information about Summoner, Fighter, Bard and Rogue will be introduced.
With that said, i do believe that additionally information about Combat in general will be finally brought-to-light..In other words, i have tons of questions to ask, but everytime I think of them, it seems as though that the best thing to do is wait and see how things transpire. Because i trust the Devs for this MMO will do it right due to how much experience is sitting in that office
Again. This will be up to AoC to think outside the box on what to do here. The majority do not want to have to move back and forth trying to line up an arrow shot which is why tab games hold the most subs. At the same time people do not want another FF14/wow. So if the devs can come up with a decent middle ground that would be awesome.
If one makes more sense than the other in a specific context then so be it.