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Regarding the combat seen in Alpha 1
In Yesterday’s livestream we were presented with some new footage.
And there were some minor things that stood out to me, and it pulled me away from the suspension of disbelief, which is why I thought it was necessary to address.
I understand this is my own point of view and I understand we are still in Alpha 1, but that is also where we can implement changes and should address concerns.
1. Combat
appears to be "overdramatic"
When using 1-handed weapons I find this to be best visible. Unfortunately, due
to - in my opinion - too much movement in each swing, it appears to be more
flailing with a weapon rather than actual fighting. It makes animations looks a
bit like desperate flailing rather than skilled precision strikes, using the
least amount of effort for the biggest possible impact. I imagine we are
already Heroes that knows how to swordfight as soon as the game starts out,
which is why I find it out of place.
2. Lacking the feeling of weight in the combat.
Heavy weapons like the great sword and Halberdiers appears to be wielded with too much ease and the animations are a tad too quick.
If you could see that the character required strength to wield it; if you could see he got weighted down by it, it would give me more immersion.
A slower animation with build up momentum would give the illusion of bigger impact.
3. Weapons appear to be a bit too big.
We have of course only seen the weapons on one race, so if the same weapon scaling was used on Tulnar or dwarves, I cannot say if it would look out of place. But I find the weapons on humans a bit too big and unrealistic. Also, it is more apparent on swords and great swords, but the weapons appear very broad. It makes some weapons look non-wieldable.
4. Colour palette.
In yesterday’s video I found it very apparent, but it might be because I have not played it enough yet... But I found the colour palette used in the different spells to be too wide. I would like to see more consistency in the different spells in regard to which colours are used for what.
These are all somewhat minor things, but for me at least, it would make a world of difference if it was changed.
Thanks for taking your time and reading this!
Cheers,
Hjerim
Comments
But it does not matter how they blend action and tab the combat system they settle on it will never make everyone happy and many toys will be thrown from respective cots.
As for myself, combat is just one the system's that go into making MMO's and it's more than just combat that makes these games fun and long-lasting.
Has been said numerous times that time to kill will increase more in line with MMO expectations once we get into testing the MMO. Perhaps I am wrong and the reference was not about slowing the animations down and making things seem a bit more realistic. But if people want animations that look like a frog in a blender then so be it personally I am here for so much more than a combat system.
And i like most of the weapon animations. Yes they need to be worked on, but they have a year time for that and they are not that bad.
Only the swinging of one handed weapons (sword, mace) looks ridiculous. Like uncontrolled flailing combined with weird body movements.
Always loved them and they gave them a good amount of flair. ;D
It's one of the things Im deeply afraid of, would just prefer to see an arrow with minimal effects to recognise different abilities. Not a screen of mushed colours.
What I would like to take from BDO combat is skill movements,
being able to control the direction of some skills with wasd makes the combat feel very free for melee classes.
Controlled skills give some feeling of weight to the skills through use of momentum and reduces the feeling of flailing weapons, as the direction and manner of each attack is decided by you.
@Atama For me BDO keys werent a big draw because I had accustomed to WoW arena keybinds. All keys near wasd were in use with mods and macros.
Though, after getting used to BDO even WoW started to feel a bit flaily as a warrior and dk and thus had to reroll to a mage.