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Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
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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.
What Kind of Combat Would You Like to See by Release?
As the title suggests, I'm interested in seeing what people's opinions are on how you would like to see the combat in this game be handled. Combat is such a key part of gameplay that it needs to appeal to a very large number of players, so I'd just like to see if there is some general consensus that can be reached.
There are many other MMO's out there with many different styles of combat. Using them as reference, we have the ability to pick apart what makes combat a fun and enriching experience. In some cases, well-made combat is able to make up for a lot of flaws in the game, and help retain a playerbase even if the game itself is lacking (looking at you, BDO). But, since AoC is obviously going to be perfect in every conceivable way (xd), we just want combat to be just as perfect as the rest of the game.
Anyway, personally, I am a fan of BDO combat in regards to the combo-based system. I don't think we need AoC to be quite as dynamic as BDO, as AoC isn't meant to be quite as stylized. But I feel like there should be a pretty high skillcap so that it's a bit more than just memorizing a rotation of spells or abilities. But, at the same time, we don't want to alienate non-Hardcore players who can't spend hours or days practicing and memorizing various combinations.
It would be fun if combos could trigger unique abilities or spells that could be unlocked or discovered. For example, if a mage casts a water-based AoE ability, then uses an ice spell on the enemy inside, the enemy is frozen/slowed for a period. Or for melee characters, the position/momentum of your weapon can affect how quickly your next ability takes place, as well as possibly some bonus/reduced damage from differing amounts of force. It's not exactly easy to implement, but it would be realistic and unique.
I guess I'm basically saying that combat should be easy to learn, hard to master. Not exactly the most original of ideas, but there are a lot of different ways to approach that from, and I'm interested in hearing what you guys have to say about it
tl;dr: Basically a longer version of the title
- Sikuba
There are many other MMO's out there with many different styles of combat. Using them as reference, we have the ability to pick apart what makes combat a fun and enriching experience. In some cases, well-made combat is able to make up for a lot of flaws in the game, and help retain a playerbase even if the game itself is lacking (looking at you, BDO). But, since AoC is obviously going to be perfect in every conceivable way (xd), we just want combat to be just as perfect as the rest of the game.
Anyway, personally, I am a fan of BDO combat in regards to the combo-based system. I don't think we need AoC to be quite as dynamic as BDO, as AoC isn't meant to be quite as stylized. But I feel like there should be a pretty high skillcap so that it's a bit more than just memorizing a rotation of spells or abilities. But, at the same time, we don't want to alienate non-Hardcore players who can't spend hours or days practicing and memorizing various combinations.
It would be fun if combos could trigger unique abilities or spells that could be unlocked or discovered. For example, if a mage casts a water-based AoE ability, then uses an ice spell on the enemy inside, the enemy is frozen/slowed for a period. Or for melee characters, the position/momentum of your weapon can affect how quickly your next ability takes place, as well as possibly some bonus/reduced damage from differing amounts of force. It's not exactly easy to implement, but it would be realistic and unique.
I guess I'm basically saying that combat should be easy to learn, hard to master. Not exactly the most original of ideas, but there are a lot of different ways to approach that from, and I'm interested in hearing what you guys have to say about it
tl;dr: Basically a longer version of the title
- Sikuba
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Comments
But perhaps you would be able to appreciate the ability to have better, more precise control of your undead minions as a Necromancer. Poorly designed controls and minion AI would weaken them, and could possibly force you to go so far as to defend yourself. I'd imagine that that would be unacceptable.
- Sikuba
On an unrelated note, I bet you're excite- no - satisfied that Overlord 3 is coming out this July. I definitely am.
Rather than a preemptive ambush & rotation spam where the opponent doesnt really matter & combat entails nothing more than which build has the fastest TTK.
https://www.youtube.com/watch?v=Xg2l6DJgHV0
- Specifically, at least more Action-Combat movement abilities
- Action-Combat moves that'll initiate in other directions of the Victim and/or the User ... but the core-theme/ overall abilities will be based on the Archetypes - both Primary & Secondary
- With the above bulletin in mind, introducing Hitboxes that'll ... " play with the physics " ( something i thought of for the Bard but ... ) In other words, having Action-Combat have some " technical " / (some) Hardcore skill too
- FreeForm-less Abilities i.e. not needing a Target, not needing to be a .certain range and/or parameter to ... " meet the requirements " of SOME abilities
- ( the above based on Archetypes )
Now, I'm not for full Action-combat, but i know that Tab-Targetting for Long-range will be a cake-wake ... will literally make it too easy to play as Ranger/ Mage or any Long-Range Class.I just want to see more Action-Combat and less Tab-Targetting atm
1. Tab/click selection for individual targets but also area / ground selection. A mix of both.
2. Rich set of abilities to chose from.
3. Medium pace - meaning not too hectic action combat, but not too slow either. The goal is reacting to other player's actions in time, but not too slowly. Counter attacks and defending is so much fun.
4. Then combos. If you have the above item then you can also mix effects. Its two sides of the same coin. You can enhance fire with fire - or turn it off with water - just as a silly example.
GW2 for instance promised most of the above, but turned out to be too slow in that regard. Not reactive enough. And didn't allow a real mixture of abilities. Or enough abilities.
Just my 2cp.