Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Action Combat Hopes/Opinions
I know it is just the first stage, but these are general concerns enough that they can apply generally to most stages of development.
Grounded Movement -
Not sure how else to describe this one exactly, but please try to keep the movement of characters more restrained and realistic feeling. In the video you can notice that the dodge roll and melee attack lunging is pretty significant. It really makes it look and feel bad to me.
Hopefully basic movement and dodging will be less dramatic and zoomy, and separate from what abilities can do. Those should be able to do more by comparison of course. It even makes movement based spells and abilities like that cool blink ability and charges seem more noticeable/empowering/class prideful feeling if that makes sense. It just distinguishes it more. You can see it happen.
Essentially, please try to make it feel more restrained to reality to some degree, but still useful.
Vanilla WoW for example feels slower/grounded and smooth, but the abilities really distinguish what you can do and that feeling is what I am hoping this game achieves in this new action based way. I despise how all these new/failing mmo's like to make the character zoom around... Just feels goofy to me... Pretty important thing to nail even just this feeling considering how often you would use it.
Limited Weapon/Skill Bar Switching-
Please do not let this be too big of a thing. If you do have it. Please make the switching limited. Kinda like how a warrior in WoW would have his main weapon and be able to switch to a limited ranged weapon option for dealing with runners or initiating from afar. Maybe having the secondary option being limited to just 1-3 abilities at most if it even has any, but having the main part of your class fully achievable.
I hate how WoW has nearly eliminated the class identity in its game. You can do nearly anything other classes can do for the most part. All classes have access to at least some form of what other classes were known for which just sucks...
Hit Effects -
They probably will, but just in case. I hope they add in hit effects so you can see, hear and feel if your effects hit rather than just seeing numbers show up. Make us know there was a impact.
Classic Camera Perspective -
Is it possible to still get the classic camera perspective from a distance away rather than from right up close? I like the classic WoW camera for example. Maybe a middle ground between them? As a MMO I would hate to be zoomed in too much like that. I understand and like this, but if there is a way to achieve a middle ground that would be awesome (7+months to find out) xD...
Some Stationary Spells -
Please add in some stationary spells too, ones that make you feel like you are summoning something big. I get and like the movement, but having some that do require more concentration and channeling in place or at a slower pace would be a good idea and potentially help balance some too. High end skills for example like summoning a flame tornado for example, but smaller skills you move just fine, and maybe some medium ranged you have to slow down movement a bit as you cast.
It makes the thing your casting stand out from the other abilities a tad, and makes them feel more special and even intimidating if its against you. The oh shit moment comes out and you have to stop that guy fast, or prepare to avoid it unless you want to take a major blow.
Jumping Less Repeatable (no bunny hopping) -
Please make it so that you cannot spam jumping like that... Just a small delay or something to make it feel more grounded to reality/gravity and weight. If you can just keep bunny hoping so much it would really ruin some of the immersion for me. Have a badass and fun fight and see some dude just bouncing around kills the fun mood for me. (Personal thing against bunny hopping in general...)
Grounded Movement -
Not sure how else to describe this one exactly, but please try to keep the movement of characters more restrained and realistic feeling. In the video you can notice that the dodge roll and melee attack lunging is pretty significant. It really makes it look and feel bad to me.
Hopefully basic movement and dodging will be less dramatic and zoomy, and separate from what abilities can do. Those should be able to do more by comparison of course. It even makes movement based spells and abilities like that cool blink ability and charges seem more noticeable/empowering/class prideful feeling if that makes sense. It just distinguishes it more. You can see it happen.
Essentially, please try to make it feel more restrained to reality to some degree, but still useful.
Vanilla WoW for example feels slower/grounded and smooth, but the abilities really distinguish what you can do and that feeling is what I am hoping this game achieves in this new action based way. I despise how all these new/failing mmo's like to make the character zoom around... Just feels goofy to me... Pretty important thing to nail even just this feeling considering how often you would use it.
Limited Weapon/Skill Bar Switching-
Please do not let this be too big of a thing. If you do have it. Please make the switching limited. Kinda like how a warrior in WoW would have his main weapon and be able to switch to a limited ranged weapon option for dealing with runners or initiating from afar. Maybe having the secondary option being limited to just 1-3 abilities at most if it even has any, but having the main part of your class fully achievable.
I hate how WoW has nearly eliminated the class identity in its game. You can do nearly anything other classes can do for the most part. All classes have access to at least some form of what other classes were known for which just sucks...
Hit Effects -
They probably will, but just in case. I hope they add in hit effects so you can see, hear and feel if your effects hit rather than just seeing numbers show up. Make us know there was a impact.
Classic Camera Perspective -
Is it possible to still get the classic camera perspective from a distance away rather than from right up close? I like the classic WoW camera for example. Maybe a middle ground between them? As a MMO I would hate to be zoomed in too much like that. I understand and like this, but if there is a way to achieve a middle ground that would be awesome (7+months to find out) xD...
Some Stationary Spells -
Please add in some stationary spells too, ones that make you feel like you are summoning something big. I get and like the movement, but having some that do require more concentration and channeling in place or at a slower pace would be a good idea and potentially help balance some too. High end skills for example like summoning a flame tornado for example, but smaller skills you move just fine, and maybe some medium ranged you have to slow down movement a bit as you cast.
It makes the thing your casting stand out from the other abilities a tad, and makes them feel more special and even intimidating if its against you. The oh shit moment comes out and you have to stop that guy fast, or prepare to avoid it unless you want to take a major blow.
Jumping Less Repeatable (no bunny hopping) -
Please make it so that you cannot spam jumping like that... Just a small delay or something to make it feel more grounded to reality/gravity and weight. If you can just keep bunny hoping so much it would really ruin some of the immersion for me. Have a badass and fun fight and see some dude just bouncing around kills the fun mood for me. (Personal thing against bunny hopping in general...)
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Comments
Low gravity jump, dodge and other stuff will probably be fixed with them.
Overall I think these are just alpha stuff and IS being a smart team these are likely on the workbench already
Never seen this good team before.
High communication, skilled devs.
My only concern is theyll try to please too many people and the original vision gets lost.
They are clearly tightly controlling these aspects through script. it is all about dialing it down to the right level. It won't break the game in these changes, but just make it feel a bit more polished and comfortable.
It may even make it more balanced in some situations. Tab targeting is already a problem to balance vs action combat with the potential for one to miss too easily while the other is more like a lock on system. Add on bunny hopping and it becomes even more difficult in a dumb and unnecessary way...
My changes for the most part are minor ideas are minor things and only a few really change anything more than number values. Like instead of dashing at distance/speed 8.5 it will dash at 6.5. If you jump, after landing it takes 2-3 seconds before being able to jump again instead of like .5 or 1 or whatever.
Could be removed for aesthetic reasons.
Weapon swapping. I have 2 visions
1)Main weapon which combined with the class makes the identity of the playstyle.
Secondary weapon. Not an actual weapon but more like a tool for certain class abilitie chains. Here are 3 examples.
Eg. Warrior. Two swords on his hips. One greatsword on his back.
The main weapon is twin swords with which the warrior fight. After performing two chained abilities the warrior sparta kicks the opponent to the ground. Next ability chain animation that lasts1.5s: warrior puts away twin swords and pulls out the greatsword as he slowly walks up to the opponent on the ground and performs a strong atk.
Eg 2. Archer main weapon bow on the back, secondary weapon dagger on boots.
Opponent gap closses on archer. Archer ducks down to avoid atk, next chain ability unlocks, archrr pulls dagger from boot or belt and stabs opponent on foot, rooting them. Third chain abilty unlocks, archer pulls arrow and unleashes in the face of the rooted enemy.
Eg 3(PvE). Group is fighting hords of mobs. Mage is blasting enemies with staff. Group will be overun by the hord soon.
Mage stucks staff on ground gandalf style, second chain unlocks, mage selects From Secondary Weapons a Tome, chain strapped on his hip (could have selected an orb for different ability). After selection third chain unlocks, mage reads from Tome performs a massive AoE ability saving the group.
This is a system with secondary weapons that are tied to chain abilities(single player combo).
2)Actual weapon swapping. Warrior character. Twin swords on hips. Greatsword in back.
10 ability slot bar for Twin swords.
10 slot bar for greatsword.
Weapon swapping animation takes 2 or 3 seconds in which the character sheaths twin swords and draws greatsword.
The duration of weapon swap ensures that swapping betwwen weapons is used after judging what set of abilities you need for a specific situation and thst yiu are willing to sacrifice 2-3 seconds of valnurability to adapt to the circumstances.
It also prevents from weapons being treated like a couple BiS abilities that can be swapped every split of a second but as an actual playstyle.
I also hate how weapons put out of thin air.
I would like to see abilities deal dmg/effect at the end of their animation.
I would like to see blocking, dodging, leaping, counter attacking overide normal attacks and abilities, cancelling cometelly their animation/damage/effect. Completelly.
This would make the combat really action packed and based on decision making and quick reflexes, rather that glitchy button mushing Meta rotations.
Unique debuffs tied to certain classes
Unique resistances (not complete immunity but rather high resistance, or increased protection) against certain effects, tied to certain classes and their distinct identity.
I agree with not being able to jump instantly when u land. Not with 2-3s but with making it more realistic.
Im not familiar with bunnyhop term and thought it meant high jumps.
Overall the movement seems still unrealistic and clunky but considering its alpha phase with over a year to release its ****ing awesome.
Theyre going for realistic feel in a lot of functions and doubt theyll skip combat.
There will be a reticle. Right before they displayed the combat video Steven told us that the UI, including the reticle, was not shown in the video because they are still working on making it look nice.