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AoC Animations and Combat

With this new PAX footage I feel a sense of panic.  I know people are going to say well it's only Alpha but if you've played other MMOs over the last decade like I have, you know how a game looks in Alpha is more or less how it is going to look for launch with slight, subtle adjustments to visuals, optimization and game systems/interface.  Games don't typically make vast, significant changes to their animations/combat/movement this late into development.

Which gets me to my main point:  The game's animations looked a lot more clunky than I'd hoped.
Don't get me wrong, it looks beautiful - the environments, idle character renderings are very clean and detailed, the NPCs all look nice as well.  However once things start to move, especially in combat, that's where beads of sweat begin to roll down my forehead.  

I get flashbacks of Warhammer Online, Rift, Elder Scrolls Online and other NA developed MMOs where the game looked the same from Alpha to launch.  But compared to Ashes all of them seemed to have a more refined look to them (with the exception of maybe Warhammer). 

I really, really hope that Intrepid ignores all the starry eyed AoC fans who seem to praise every little thing that the company does or says, and start focusing in on the worries, concerns and potential suggestions the more veteran players are making in regards to how the game runs.  Because trust me, the vast majority of gamers are not AoC fanboys, kickstarter supporters or even non-cynics.  People who have no knowledge of this game look at the videos and write it off entirely within the first minute due to how difficult it is to spectate.  I know this because I've been avidly trying to promote and convince people that this game will succeed, that it HAS to succeed.  

I hope there are more like minded people like me who desperately want this game to succeed even if they are amidst the unpopular opinion crowd.

Comments

  • It's not alpha, it's pre-alpha. You have to look beyond the current state and be aware that we have so much development and testing to be done, this is nowhere near the final product. There are plenty of placeholder mechanics, UI and scenery, give it time.
  • I believe there have been other threads of this nature, and they've all been answered how @Xombie put it. 

    As Steven, and others have repeatedly stated, games that most gamers have seen in the past, that companies have touted as being alpha footage, are not truly alpha footage.  The game has been they advertise is already in a mostly finished/polished state, except for possibly localization.  Gaming companies usually don't let gamers in on the ugly/clunky part of early production, because of exactly what you stated.  They don't want to scare off potential buyers.  First impressions, and all that....

    Steven has said that, despite common industry practice, he would allow the world to view Ashes, from beginning to end, in all it's ugly glory.  If Ashes' graphics, and animations, look clunky and unfinished, it's because they ARE clunky, and unfinished.  This is true alpha.  And, the game will most likely launch in the fourth quarter of 2019, unless there's some sort of setback/delay.  Intrepid has said that they have a firm official launch date, of before 2020. 

    I've been told that the beta phase is when game mechanics, graphics, etc, are mostly locked in.  Like @Xombie said, give it some time. 
  • Be glad they choose to be this transparent and let us in so early.
  • Games don't typically make vast, significant changes to their animations/combat/movement this late into development.

    cough..LMAO...cough
    PRE-ALPHA!
  • Agreed. This is an important feedback.

     I am praised the designers style in a nearby topic - nature, environment, buildings, etc. Create all of this - it's ART! But to makes your char model,  monsters models, models of other characters will interacted with the elements of the world, this is also an ART! This is Physics! This is a big and important work.

    At this moment, the char models looks are detached from the game world. But compared to the last PAX is not so bad. Animation has become smooth.

    Question to the AoC team and to the engine...  Are there any tools in ue4 to work and improve game physics all the time? Or do you need to immediately lays this important game element? 

    For example, I have seen the game (will not call it here) on the ue4 engine.

    It looks some beautiful - water, mountains, trees, sky. But the objects interaction - bodies movement, fightings, ridings etc. looks are simply awful.

    So, I am totally agreed with foxes . This is a very important point! Behold and follow this.

    -Sry for terrible Eng-
    and have a nice day! ))
  • Said this many times does not matter what combat is like some will like it while others will hate it, there is no pleasing everyone. But feedback has to be provided the good the bad and the ugly, to develop a system that is fun.

    Yes there is a long way to go but constructive feedback should be taken on board from all perspectives.  
  • about what @WWalker said, i'd like to know how easy it is to manipulate in game physics for designers as physics is the ultimate immersion tool in my opinion.
  • I think Steven said in one of the streams that so far they have not even put a lot of work into combat (animations etc.) and will do so in the future.
  • Very early for such concerns. Patience.
  • Concern is fine but xombie is right. Normally you wouldn't see this stage of development and ashes is still very new. This is a very early testing stage and not really an "alpha". I didn't get a chance to catch the panel at pax but I'm seeing mumblings about alpha 1 going live towards the end of the year. Model animations are important yes but a much easier process from other systems they are designing and building. 
  • Concern is fine but xombie is right. Normally you wouldn't see this stage of development and ashes is still very new. This is a very early testing stage and not really an "alpha". I didn't get a chance to catch the panel at pax but I'm seeing mumblings about alpha 1 going live towards the end of the year. Model animations are important yes but a much easier process from other systems they are designing and building. 
    Regarding Alpha 1 Phase 1 Rollout:


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