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.
Comments
I get the idea of immersion. So perhaps I could get used to the camera placement and the mind-blowing explosions and blinding light. I also understand that camera placement will be adjustable.
However, hopefully the movement of the players will be a little more fluid.
(Yes, I know it is Alpha or pre-Alpha. I also know the developers are asking for thoughts and constructive criticism.)
i think fluidity is not a thing to discuss in/before an alpa 1 phase, but i get your point
True action (Tera is the only mmo with true action so far, no matter how poorly supported it is by the devs XD) = requires fast reaction time and where to place your attacks
Now there are two prime examples of action MMOs without limited action sets, BDO and TERA. BDO is a game that is not slowing down. TERA is a game that survived and is surviving because of its combat.
That says something when a game is alive only because of its combat. Just shows how great the combat is in that game. If Ashes could bring a combat system that could literally carry the game to success and also have all the systems they plan on bringing, I say more power to them.
The only real difference between Tab target and Action combat is the extra layer action combat brings of having to be skilled enough to aim and dodge. Everyone argues that tab target is more tactical etc. Plain and simply false. Everything that a tab target system has, an action combat system has as well. It just forces you to think faster and play at a higher skill level.
*Grabs popcorn* Now it is time to wait for the tabbies to come screeching in and listen to them wale like banshees
And RPGs are supposed to provide sufficient time for analysis to think through tactics and counter-tactics.
That being said - I typically prefer playing action combat MMORPGs over tab-target MMORPGs. The tab-target only MMORPGs just feel way too slow movement-wise after playing action-combat MMORPGs.
Direct PvP combat is my least favorite aspect of MMORPGs, so I don't ex[ect to be enjoying this next phase of Alpha testing, but it's all very early. And a thin slice of combat.
Seems like we would still need to wait until we're able to play with a mix of tab-target and action abilities and augments to properly pass judgment on how fun the combat will feel. And, I will need to be able to factor in PvE combat since I don't enjoy direct PvP combat.
Quite simply, the damage to headshots could have been dramatically turned up to make a flashy gameplay trailer. Calm your tatas until we can actually play it and see how the game is balanced.
P.S. Before you say “it’s not balanced, just look at the trailer”, go back and read my first paragraph.
I will have to disagree with this. If you take for example some of the more popular tab target games that have come out over the years like Lineage 2, WoW, SWTOR, GW1 and even FFXIV with its long GCD. They are very fast paced games when you are playing at the top end of play. You have about as much time to plan your next attack as you do in a game like TERA.
Sometimes you have even more time in a game that has Action Combat because you can effectively kite and dodge attacks while trying to plan your next attack, where as in a tab target game your only real tool of mitigation is maybe defensive skills or LOSing behind something since everything tracks and has a backend rng mechanic of hit/miss. Which again, you can do the same in an Action Combat game along with the already mentioned.
There are kiting elements to any game really. Even GW1 which was a much more difficult game to pull kiting off on. The amount of dodging in tab target games is very minimal. They don't have ingrained mechanics such as I-frames that action combat games have.
Most defensive play in tab targeting comes from intelligent use of Cooldowns like Saber Ward in SWTOR or Unending Resolve in WoW. In the case of FFXIV it has telegraphs on the Limit Breaks in PvP and on big abilities in PvE, but in PvP the telegraph really doesn't matter because of how the game operates. As soon as that telegraph is placed the ability already fired on the backend meaning even if you move out of something like Terminal Velocity's telegraph before it fires animation wise you are still going to take damage.
In a tab target game once the spell is casted or ability is used everything is dictated by the backend of whether that ability hit/missed, which is based on when the ability was actually used. So if you LOS someone but it was after an ability was used it will track to you whether you are behind something when the animation actually catches up with the game.
In an action combat game like TERA you can actually move out of the way of abilities and skills without using any ability whatsoever aside from your WASD. You can very effectively make people miss attacks and leave themselves open to counter play just by having intelligent movement.
Ahhh good. Made up statistics that's what we needed.
I dunno about dodging in WoW. I suppose there is some, but I prefer the Dodge of NWO and Wildstar.
In WoW, you really move away rather than Dodge.
Last year at PAX West, it felt like I was able to use obstacles to break line of sight, so I hope that remains a viable tactic even with against tab-target attacks at launch.
I have no problem with people that enjoy action oriented MMO's, people have different tastes. Just got my hopes up is all.
With a broad skill set and deep tactical options the skill requirement may just be unrealistic for many people, causing big fights to slow down, ironically. Who knows if it's practical.
Also, everyone assumes action combat is the best way to simulate all action types. In classic RPGs some spells target by sight, not with targeting hand gestures, so I feel tab targeting by player vision on the screen maybe simulates this better than action combat..just a thought.
The fact they're testing combat with pvp along side pve is also a good move, balancing around pvp first then adjust for pve and you can't go wrong. Cant wait to see the tab target included in phase 2, when done correctly both sides of combat can cater for each playstyle preference without hindering or overshadowing the other.