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.
Love the Combat Updates
Glory
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
I just wanted to give Intrepid big kudos. I love the weight of the new attack animations. A real step in the right direction. Keep up the great work.
Link to content for those who haven't seen: (Starts at 12:07)
https://youtu.be/P2-swmpaW8Y?t=727
Link to content for those who haven't seen: (Starts at 12:07)
https://youtu.be/P2-swmpaW8Y?t=727
1
Comments
But it looks properly weighty and impactful. The sound effects are nice. The animations look good (not quite perfect though). The weapon trail is cool, but slightly too bright/thick.
Personally, would like to see some of the effects toned down a little or become sparingly used as it may become a bit overwhelming when sustained or large fights. Perhaps the scaled theatrics?
That’s a good thing. It looks really good now. Those sword moves in particular are awesome.
I will reserve judgment until I play it but initially, root motion on all attacks has me a little worried. This is how Crowfall started and they ended up changing it because it felt clunky. Maybe they got the movement during the animation right but I was hoping they were going to do this for certain abilities and leave the basic attack how it was.
As a couple of people have pointed out a few concerns above in a constructive manner just as it should be.
It's all steps in the right direction, but I'm still pessimistic about the final product. APOC's combat is a floaty, spazzy mess, and a smart developer wouldn't have gone through the trouble of designing a combat system like that solely to test the server's infrastructure.
The 'floaty' feeling of melee combat in apoc almost certainly comes from being able to move while attacking and new animations won't fix that.
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@seaber They announced a shift towards "root motion" (IDK exactly what that means, except that certain attacks lock you in place, or lock you into a certain movement like stepping forward while swinging). That should help with floaty feeling.
With this in mind, the following article explains why root motion is so much better for combat animations.
https://docs.unrealengine.com/en-US/Engine/Animation/RootMotion/index.html
It makes me wonder though why they didn't do this from the start.
Think of it like making a web site. You start with designing the menus and frames/templates then leave a placeholder for content (bunny with a pancake on its head maybe) just to see how the site works. Once the site’s structure is in place, then you fill it with real information and images.
This new system will be more rigid, and maybe that makes it feel better for some people. It certainly makes things more consistent, and that's probably better for PvP, considering that action-combat makes it hard to find consistency against targets who actually dodge, duck, dive, and dodge. A little less dodging and a little more getting locked into animations, means that combat isn't as wild and hitscan isn't as over-powered. We'll have to wait and see if it actually leads to a better experience overall.
Both are valid systems I think.
The downside to the system from a gameplay perspective is that once you start an attack animation, you are locked into it until the animation finishes. Of course it depends on what attack you are doing.
It will probably feel quite jarring to play in melee for those who have played a lot of APOC already since you won't be able to move all the time when attacking.
I didn't know anything about steven or IS before I seen the summer kickstarter and was already impressed then. So many games are just mediocre nowadays and we are finally seeing some studios (old and new) come out and either keep up the good work or take the bar of standards and raised it a mile. A current example of this is Division 2 and Red Dead Redemption 2 (ONLY the single player campaign). Both games are very well designed and you can tell some care was put into them.
Hmmm, the next test window. Let us hope the next test window is sooner rather than later . With the talk of internal testing being done they may be needing we the unwashed masses to test again soontm
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