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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.
Movement in AoC
ArchivedUser
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So, I’m starting this because I don’t know if ashes is going to adopt any of this at all in the development of the game but, if you’re going to make a world 30X the size of Skyrim, then likely implement horses as a way of fixing how boring it’d be to travel across the map, why not implement gameplay mechanics that resolve the issue, and still make it fun or immersive.
First off, I’m going to speak assuming you’re not going to do anything super innovative with the workdbuilding and design of the map since it’s going to be so large, but games are soorly lacking in vertical map designs.
Why run forward when you can run through a cave that leads up into a plateau, which can reach new heights. Or travel across certain like mountain climbing mini games or using picks and climbing glaciers. That’s how you explore, swinging from vine to vine or doing parkour challenges to reach new locations.
What will players be doing 90% of the time? Tuning, getting around. So why not make it fun. Everquest Next had a great idea to implement movement. Basically as you ran around the map you’d do things like slide down steeper terrain, maybe jump over a log, leap across a ledge. Monster Hunter Workd did the same. Tearing a way open through branches, crawling under narrow spaces, there’s other stuff you can do like brushing web away, cutting down thick brush, exc.
Even implement something hardcore, thought provoking gameplay like, only being able to get certain terrain with the right equipment on. Equip picks to even initiate climbing the wall, a slashing weapon to cut away thick brush, a torch to burn away webs, an axe to chop away thick branches. Discover an area by implementing a grappling hook and having a player say “hmm, why happens if I grapple onto that ledge there? And wallah, a player may have discovered something unique. A path that leads to a secret dungeon, a small area, maybe something that could start a regional event.
instead of running in one direction, fast traveling, or getting in a horse. Those are lazy fixes the industry have used to address lack of design. If anything, add interesting ways to get around the map quicker that feel natural. Grab a canoe and paddle down some rapids on your way to another location.
Those are just things that have bothered me some time with games, running is boring. Make it fun. Exploring is boring, make that fun too.If just personally want to see other animations besides “running and jumping” in the game.
First off, I’m going to speak assuming you’re not going to do anything super innovative with the workdbuilding and design of the map since it’s going to be so large, but games are soorly lacking in vertical map designs.
Why run forward when you can run through a cave that leads up into a plateau, which can reach new heights. Or travel across certain like mountain climbing mini games or using picks and climbing glaciers. That’s how you explore, swinging from vine to vine or doing parkour challenges to reach new locations.
What will players be doing 90% of the time? Tuning, getting around. So why not make it fun. Everquest Next had a great idea to implement movement. Basically as you ran around the map you’d do things like slide down steeper terrain, maybe jump over a log, leap across a ledge. Monster Hunter Workd did the same. Tearing a way open through branches, crawling under narrow spaces, there’s other stuff you can do like brushing web away, cutting down thick brush, exc.
Even implement something hardcore, thought provoking gameplay like, only being able to get certain terrain with the right equipment on. Equip picks to even initiate climbing the wall, a slashing weapon to cut away thick brush, a torch to burn away webs, an axe to chop away thick branches. Discover an area by implementing a grappling hook and having a player say “hmm, why happens if I grapple onto that ledge there? And wallah, a player may have discovered something unique. A path that leads to a secret dungeon, a small area, maybe something that could start a regional event.
instead of running in one direction, fast traveling, or getting in a horse. Those are lazy fixes the industry have used to address lack of design. If anything, add interesting ways to get around the map quicker that feel natural. Grab a canoe and paddle down some rapids on your way to another location.
Those are just things that have bothered me some time with games, running is boring. Make it fun. Exploring is boring, make that fun too.If just personally want to see other animations besides “running and jumping” in the game.
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Comments
From Livestream 2018-1-8
What kind of things would we be able to climb in the game since the days of EverQuest I've always wanted to climb the trees and just wait. Either to wait to escape a predator, or wait for something to come to us?
- 34:56
- Basically he wants to be a drop bear. Climbing is problematic in a lot of different ways. Especially when it’s open like that. It's something we would love to do. It would add a lot of variety to your gameplay, but the difficulty in implementing a system that is so broad that it's something we really have to take a look at. There is definitely going to be scenarios in which climbing is present. Whether or not it will be as freeform as, I just choose any tree I want, or any cliff I want, and I can just climb it probably not.
https://www.youtube.com/watch?v=evmT25JzY1kyoud just have to make it so youd aproach a wall, get your animator to work on animations and climb those walls. After you’ve created it it’s the same for every wall you could climb in the game.
Also, I personally don’t like the idea that you can click an ability and the ability will do the work for you. “Oh, there might be a trap. Leme click my EZ button to do the work of finding it for me.”
And that’s how it seems to look at least to me. I’d prefer a more creative aproach to passing through obstacles.
The map in ashes is supposedly huge and to not make use of open world dungeons or the like to traverse certain areas would be disappointing.
EDIT: Any form of object: Tree, Boulder, mountain, etc....
You got to remember that the Devs making Ashes of Creation have experience Making EverQuest Next and many others
- https://www.ashesofcreation.com/the-team/
Think it's safe to assume that everything will be fine.So far, it seems as though Intrepid is " Setting the Stage " before they go into detail ; before they elaborate on their fundmental designs, they got to establish other systems/ other " things " first - before they add other Mechanics such as ClimbingMore or less, definitely share your Enthusiasm & Concerns - one of my first posts in fact
The utility and manuverability abilities from certain classes is that of, using magic to raise earth from the ground to use as a jumping platform to get across a narrow body of water. Or whatever abilities the developers have thought of for other classes, abilities that will solve certain issues, blowing a gust of air to disperse poison gas exc.
What I was talking about, was if my character is running through a forest. There’s a log on the floor, my character does a little hop over it, or if there’s a steep slope, my character would slide down it. Movement that isn’t activated but simple happens as you travel across terrain. Instead of just having a running animation for the entirety of the games life. I think the new Monster Hunter World displays a lot of what I’m talking about.
One moment you could be running, sliding, climbing, crawling, tearing your way through overgrown branches, exc.
They just have to animate doing hops, climbing, crawling, then make specific assets that will trigger those movements and do the animation. Then it's literally not that much work for the environmental design artists to slap those assets in and copy/pasta some code in. they use note pads with code saved on there to copy and paste lol.
If they didn't add this it'd be because "Heh, we can work on something else I guess...: and not do it. If runescape can do it so can other games.
But that’s just dumb 😕