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New Gameplay and Impressions from IGN

I thought this would be posted already but can't find it anywhere on the forums.
Anyway, IGN posted a hands-on impressions article as well as 15 minutes of new gameplay.

http://www.ign.com/articles/2018/01/30/ashes-of-creation-hands-on-a-dynamic-world-that-allows-cities-to-rise-and-fall
https://www.youtube.com/watch?v=SdKW8EtLn_E

It looks good for a Pre-Alpha, though I'd like combat to be more active and dynamic as well as enemy AI for NPCs. What do you think?

Comments

  • They threw it up on Discord right after it came out. Most information is released there, then trickles onto the forums. As for combat, all that can be said is that it is a work in progress and hopefully will get to whatever you find acceptable over the next two years of development.
  • ArchivedUserArchivedUser Guest
    edited January 2018
    Alexious said:
    I thought this would be posted already but can't find it anywhere on the forums.
    Anyway, IGN posted a hands-on impressions article as well as 15 minutes of new gameplay.

    http://www.ign.com/articles/2018/01/30/ashes-of-creation-hands-on-a-dynamic-world-that-allows-cities-to-rise-and-fall
    https://www.youtube.com/watch?v=SdKW8EtLn_E

    It looks good for a Pre-Alpha, though I'd like combat to be more active and dynamic as well as enemy AI for NPCs. What do you think?
    Combat that was shown is just low level solo stuff only requiring the player to mash his generic attack key while backing away from the mob. Everything shown in combat so far comes directly from the Unreal engine, and requires almost zero innovation. 

    The "Metropolis Infiltration Gameplay" video shows a character casting invis, walking through an open gate, then walking around aimlessly in the city. So...yeah.

    I wouldn't expect to see super in depth combat in a media demo, and honestly, I don't think the point of AoC is to create some new and exciting MMO combat mechanic. The real meat of AoC is the node progression/siege mechanic as it relates to open world PvP, and that's going to be hard to show (maybe impossible) in a 15 minute game play video.

    At least the scroll/clicky/combo bar is gone. Good thing the players decided to voice their opinions about that, eh? If the resident know-it-all had his way we would have just remained silent and continued to click away like a 1990s golf video game.
  • "At least the scroll/clicky/combo bar is gone. Good thing the players decided to voice their opinions about that, eh? If the resident know-it-all had his way we would have just remained silent and continued to click away like a 1990s golf video game."
    Image result for dont stop believing gif



  • It sounds like they haven't given up on the combo bar yet. I'm still against it and think that they could get a better result if they incorporate this challenge into the ability's mechanics but guess we will see where it goes.  
  • Yea I think they won't outright give up on the combo bar, it was a pretty good idea but wrongly implemented, good in the way that it was unique (to a certain extent) and bad because it took away the attention from the game to a single bar on the screen.

    I hope they come up with a good alternative for that :3
  • Stealing Argentdawns hard work after he put in the time to make sure we weren't breaking NDA.
    Argentdawn Member alpha-0-rank
    Sorry for the delay. Wanted to make sure I wasn't doing something stupid... For the sake of not looking like an ass for my previous lecture here is the sause. 

    http://massivelyop.com/2018/01/19/ashes-of-creation-team-answers-tons-of-fan-questions-gives-a-preview-of-the-underrealm/

    January 18 Livestream at 22:48

    Basically they chose to widen the active point and hide the bar for alpha 0. It may not appear in the game as a bar but ATM the mechanic is intended to stay in game. 
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