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.
Concept ~ Unlockable, Toolbar size limited, Counter skills.
ArchivedUser
Guest
This is a generalised concept of how, an interrupt type combat system, could be incorporated in to AoC, to enable meaningful tactical combat.
In many games, two players can just sit and spam skill macros at each other and who ever has the best or most OP rotation wins (lowest TTK). In many games, two players need to react to each other, after the fact, during travel time, to avoid effects. In some games, two players have to read the body language (stance) of the opponent and counter there game play or face full damage. The concept within is designed to enable the last of these option within AoC.
It is stated that ashes will have toolbars with a limit on loadable usable skills whilst in combat. You will have an array to choose from I assume, but which you choose will define your particular twist on playstyle. Its this enforced variety through extreme rationing of the full skill set, that enables build diversity. The concept within expands on this principle to raise it to the next level.
4x Autonomous Inter-active skill loadable toolbars (number of skills debatable):
Middle button (or left+right mouse) + up key
Middle button (or left+right mouse) + right key
Middle button (or left+right mouse) + down key
Middle button (or left+right mouse) + left key
TL;DR
No one knows which, out of the plethora of counter skills available, each player will have loaded.
No one can therefore predict, the outcome of any battle.
Those who capitalise on their unique counter abilities in the heat of battle, will gain advantage.
All counter skill training and progress is just as intensive as that of active skills; adding content, choice and intrigue.
Vertical progression imprisoned within a horizontal progression system, is enhanced by skill based combat through situational awareness.
In many games, two players can just sit and spam skill macros at each other and who ever has the best or most OP rotation wins (lowest TTK). In many games, two players need to react to each other, after the fact, during travel time, to avoid effects. In some games, two players have to read the body language (stance) of the opponent and counter there game play or face full damage. The concept within is designed to enable the last of these option within AoC.
It is stated that ashes will have toolbars with a limit on loadable usable skills whilst in combat. You will have an array to choose from I assume, but which you choose will define your particular twist on playstyle. Its this enforced variety through extreme rationing of the full skill set, that enables build diversity. The concept within expands on this principle to raise it to the next level.
4x Autonomous Inter-active skill loadable toolbars (number of skills debatable):
- Armour should offer.. +regen rates vs +armour rating
- Weapons should offer... +degen rates vs +penetration rating
- There should be a 1:1 counter skill mapping for every active skill that must be trained for and progressed.
- Counter skills should be class, race, weapon and armour specific.
- Every active skill needs a warmup or get-in-stance phase, as a 'during the fact' feedback system.
- Every warmup phase should be a window of opportunity, that scales in size, depending on magnitude of effect.
- Over committing on magnitude should be punished, if your opponent is not first compromised in some way, by disabling their counter ability.
- The magnitude of the counter effect should be skill/progress controlled to reflect anything from 0-100% of that intended.
- The method of reflection should be modifiable to suit playstyles.
- Active skill animations should change depending on success or failure of a counter.
- Failed counter attempts should increase effect by reflect magnitude, to ensure risk vs reward.
Middle button (or left+right mouse) + up key
- Auto Rush to enemy before counter effect or
- Auto Push enemy away after counter effect
- Contains 1:1 counters to every class specific 'Flee/Pull' skills in game. BUT...
- You can only hold X amount of 'Flee/Pull' counters in this toolbar.
- You can not counter every build. You must choose which.
Middle button (or left+right mouse) + right key
- Right side step & ...Contains 1:1 counters to every class specific 'Degen/Regen' skills in game. BUT...
- You can only hold X amount of 'Degen/Regen' counters in this toolbar.
- You can not counter every build. You must choose which.
Middle button (or left+right mouse) + down key
- Auto Flee from enemy after counter effect or
- Auto Pull enemy to before counter effect
- Contains 1:1 counters to every class specific 'Rush/Push' skills in game. BUT...
- You can only hold X amount of 'Rush/Push' counters in this toolbar.
- You can not counter every build. You must choose which.
Middle button (or left+right mouse) + left key
- Left side step & ...Contains 1:1 counters to every class specific 'Degen/Regen' skills in game. BUT...
- You can only hold X amount of 'Degen/Regen' counters in this toolbar.
- You can not counter every build. You must choose which.
TL;DR
No one knows which, out of the plethora of counter skills available, each player will have loaded.
No one can therefore predict, the outcome of any battle.
Those who capitalise on their unique counter abilities in the heat of battle, will gain advantage.
All counter skill training and progress is just as intensive as that of active skills; adding content, choice and intrigue.
Vertical progression imprisoned within a horizontal progression system, is enhanced by skill based combat through situational awareness.
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