Glorious Alpha Two Testers!
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.
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.
PAX Pre-Alpha Gameplay From The Official AOC YouTube Account
https://www.youtube.com/watch?v=cMEuS892UlE
Just thought some people would like to see this and may not have known they put this on youtube
Just thought some people would like to see this and may not have known they put this on youtube
0
Comments
So if you like me is not able to be at PAX east, you will be able to find a video with some gamplay right here: https://www.youtube.com/watch?v=cMEuS892UlE
It is great to see the improvement on the graphics and the environment and see examples of how parties can compliment each other (especially interesting with the cleric disspelling the poison). Also it is nice to see that the combo meter have not made a return.
I have some points that I would like to point out from what I have seen.
Music: Excellent music that helps with enthralling you in a world like yours, it is very befitting to the setting when out an exploring. I can't wait to hear more variation in form of battle music, tavern music or more specific music for when you are in and out of the villages. It helps to set the mood and is a powerful tool in your game.
Graphics and Design: Little hard to see in the video, it looks a little too saturated which can make it difficult to make out things. We have seen in your previous videos that things have looked better, so it is probably youtube that is having a bad day. Other than that it is a beautiful setting, right from coming out the village and seeing the giant statue and the spikey pillars of corruption to the misty poison fox lying in wait at the cave. It gives an uneasy feeling walking out the safe boundaries of the village because the diversity between inside and outside the village is so vast, which is great.
I hope that the choices you make in design of the dwarven kingdom resemble that of Dragon Age: Origin, with the many deep roads and the city itself. I do not personally experience the suspense of disbelief with the current design of dwarven architecture. This dungeon that you present does not appear to be fitting into a living (or once living) world. When you walk in to a dwarven fortress you would perhaps expect to find clues as to how the dwarven races lived or find old mining facilities. I cannot imagine this world having been alive and that someone built it. When what separates you from the rest of the MMO's is - and i quote "A living and dynamic world" - it would be befitting that your setting is also matching those claims.
Combat: The combat itself have seen improvement since the removal of the combo meter, but it appears there is still remnants of the combo system. It appears that you have to have some sort of timing to execute the third hit in your auto attack chain? I am not certain if this is the case, but I would suggest to just make a system like Guild Wars 2 where you have to hit an enemy within a relatively short time limit to continue your auto attack chain of three different attacks.
The combat feels a lot more fluent when the complete auto attack chain hits rather than hitting twice and then having to wait for a longer duration to restart the auto attack chain. The auto attack chain should always complete if the players wants to, and not let it be decided by combo timing.
Still I would hope that the combat developes to be of the Action Combat type. I feel that Tab Targetting is an older combat system that a new subscription based MMO should not offer.
Other: I am overall pleased with the communication that the Intrepid team offer. They are quite active given the games early stage and appear to also be using Discord actively.
It is great to see a company so open about their development and being able to make fun of their own mistakes and bugs. Intrepid could have chosen to cut the segment clearly showing a player bugging into a horse, but chose to keep it and even gave an explanation as to why you would not see horses this time around.
Looking forward to be seeing more!
So if you like me is not able to be at PAX east, you will be able to find a video with some gamplay right here: https://www.youtube.com/watch?v=cMEuS892UlE
It is great to see the improvement on the graphics and the environment and see examples of how parties can compliment each other (especially interesting with the cleric disspelling the poison). Also it is nice to see that the combo meter have not made a return.
I have some points that I would like to point out from what I have seen.
Music: Excellent music that helps with enthralling you in a world like yours, it is very befitting to the setting when out an exploring. I can't wait to hear more variation in form of battle music, tavern music or more specific music for when you are in and out of the villages. It helps to set the mood and is a powerful tool in your game.
Graphics and Design: Little hard to see in the video, it looks a little too saturated which can make it difficult to make out things. We have seen in your previous videos that things have looked better, so it is probably youtube that is having a bad day. Other than that it is a beautiful setting, right from coming out the village and seeing the giant statue and the spikey pillars of corruption to the misty poison fox lying in wait at the cave. It gives an uneasy feeling walking out the safe boundaries of the village because the diversity between inside and outside the village is so vast, which is great.
I hope that the choices you make in design of the dwarven kingdom resemble that of Dragon Age: Origin, with the many deep roads and the city itself. I do not personally experience the suspense of disbelief with the current design of dwarven architecture. This dungeon that you present does not appear to be fitting into a living (or once living) world. When you walk in to a dwarven fortress you would perhaps expect to find clues as to how the dwarven races lived or find old mining facilities. I cannot imagine this world having been alive and that someone built it. When what separates you from the rest of the MMO's is - and i quote "A living and dynamic world" - it would be befitting that your setting is also matching those claims.
Combat: The combat itself have seen improvement since the removal of the combo meter, but it appears there is still remnants of the combo system. It appears that you have to have some sort of timing to execute the third hit in your auto attack chain? I am not certain if this is the case, but I would suggest to just make a system like Guild Wars 2 where you have to hit an enemy within a relatively short time limit to continue your auto attack chain of three different attacks.
The combat feels a lot more fluent when the complete auto attack chain hits rather than hitting twice and then having to wait for a longer duration to restart the auto attack chain. The auto attack chain should always complete if the players wants to, and not let it be decided by combo timing.
Still I would hope that the combat developes to be of the Action Combat type. I feel that Tab Targetting is an older combat system that a new subscription based MMO should not offer.
Other: I am overall pleased with the communication that the Intrepid team offer. They are quite active given the games early stage and appear to also be using Discord actively.
It is great to see a company so open about their development and being able to make fun of their own mistakes and bugs. Intrepid could have chosen to cut the segment clearly showing a player bugging into a horse, but chose to keep it and even gave an explanation as to why you would not see horses this time around.
Looking forward to be seeing more!