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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.
UE4 - Dynamic Combat System
Potato Basket
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
Stumbled upon these videos and wanted to hear your opinions
Exciting to see there's a real potential to make action combat work well with UE4.
Really liked the roll and bow animations, looks fluid and overall pretty dynamic combat.
Hope it ends up being nothing compared to what Intrepid is aiming for. 🤞
What do you think?
Exciting to see there's a real potential to make action combat work well with UE4.
Really liked the roll and bow animations, looks fluid and overall pretty dynamic combat.
Hope it ends up being nothing compared to what Intrepid is aiming for. 🤞
What do you think?
4
Comments
granted it's an early iteration but from what I've experienced the general direction kind of disappointed a little.
Also I feel compelled to mention (in case anyone reading this thread is unaware) that AoC plans to have a hybrid combat system. Some action-based like a FPS game, some tab-targeting. Not fully going either way.
The souls games are an example of this. Dark souls 1, 2, 3 and bloodborne all were made using the same physics engine (havok) and yet all of them feel slightly different in terms of the combat. Speak to anyone who has played all 4 games and they will probably tell you which 1 has their favourite combat system.
Take a look at dodge rolling as one variable you can change in an action combat system. Dodge rolls in games usually contain invincibility frames (I-frames for short) where you can't take damage during the roll. Altering the number of I-frames you put into a dodge roll changes the feel of the combat. Fewer I-frames mean you have to be much more precise on when you roll in order to make use of them compared to more I-frames.
Not only this but you have to decide when you get the I-frames during a roll. Do the I-frames occur at the beginning of the roll animation, in the middle of the animation or at the end of it? Putting the I-frames at the beginning of the animation makes the combat more reaction-based, whereas putting them at the end would require more planning by the player.
This is just 1 small element of the combat system and yet it can completely change how the combat feels. The reason why I haven't yet commented on the Ashes combat system yet is because we have no idea what they will do to affect the "behind the scenes" variables.
An actual wind element skill with wind animations instead of everything being lighting is a small thought that came to mind when i saw the video above displaying skill fx.
WoW, BDO, AA and GW2 all have hybrid combat according to Steven's definitions.
Also sort out your signiture.
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Any game with a mixture of targeted and manually aimed abilities is technically a hybrid system, which covers most mmorpgs these days. The only mmorpg I can think of which doesn't have any manually aimed abilities is Runescape.
So, saying Ashes will have hybrid combat doesn't really mean anything until we know how much of the combat will require manual aiming.
Also, go here and sort out your signature ffs
Invincible Tank
Unrivalled Dps
Queen of Growlgate
Kraken Tamer
Super Cutie
H8 me cuz u ain't me