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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Combat in Ashes - Reverse Q&A
GentlemanScholar
Member
It is wonderful to see Verra coming to life, but as someone who has kept a close eye on this project since inception, I think a question many of us has is: what is the vision for combat?
My understanding is that Intrepid are planning on implementing tab based targeting moves and action combat moves, in a system where no character can have more than 75% of their active moveset be one category or the other, e.g. 75% tab and 25% action.
Is anyone else concerned that by trying to appeal to both groups, they will appeal to neither? This is a new kind of system that I have never heard of before in any other MMO game. Theoretically it might work, but why risk failing on this front when there are pre-existing templates for fun rpg combat? Take Dark Souls, for instance. Anyone who plays that game knows there is a "lock-on" system, but also that the combat is extremely dynamic, with players constantly measuring distance and dodging attacks.
Watching the Pre-Alpha footage, I couldn't help myself wishing the boss fights were like Dark Souls... In its current, unfinished state, it looks like players mostly stay in one spot like in Everquest or Classic WoW. I know there's a lot of development yet so I should keep my hopes up, but I strongly believe dynamic combat is something Intrepid needs to get right for the game to reach mainstream success.
My understanding is that Intrepid are planning on implementing tab based targeting moves and action combat moves, in a system where no character can have more than 75% of their active moveset be one category or the other, e.g. 75% tab and 25% action.
Is anyone else concerned that by trying to appeal to both groups, they will appeal to neither? This is a new kind of system that I have never heard of before in any other MMO game. Theoretically it might work, but why risk failing on this front when there are pre-existing templates for fun rpg combat? Take Dark Souls, for instance. Anyone who plays that game knows there is a "lock-on" system, but also that the combat is extremely dynamic, with players constantly measuring distance and dodging attacks.
Watching the Pre-Alpha footage, I couldn't help myself wishing the boss fights were like Dark Souls... In its current, unfinished state, it looks like players mostly stay in one spot like in Everquest or Classic WoW. I know there's a lot of development yet so I should keep my hopes up, but I strongly believe dynamic combat is something Intrepid needs to get right for the game to reach mainstream success.
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Comments
But I am also skeptical about the combat system. It definitely sounded a bit weird to me, that they mix the mechanics and that I have to use both, but I really couldn't say what I think about it until I have tried it out for myself for a few hours.
Which would mean action combat skills being somewhat stronger. Then good Action Combat players will probably have a clear advantage.
I feel like the strongest thing to go if all things were equal, instead, would be 75% tab target and maybe movement skills or similar as the 25% action combat needed.
And this is coming from a big fan of Action Combat such as Tera (The boss fights in that game were amazing, especially as a tank - having to learn the bosses attacks and know when to block and when to be using your aggro skills by actually watching the animations and movements and when and where to move around etc)
I love the mix idea, but execution will be key.
But I am a bit worried if they introduced a mix, where for example you can have one ranger who shoots arrows using tab-targeting while other one have to aim manually.
Either way I like idea where swinging your massive battleaxe would hit multiple enemies who are in weapon's range.
Also I am a bit confused by AoC Apocalypse. They said that it was test ground for action based combat etc. But from what I heard you can become a mayor of militaristic province by winning in Battle Royale mode? So would it be straight forward AoC Apocalypse mode within AoC MMO? To be hones I didn't really like that action camera view, hanging above player's model shoulder.
I hope they don't change view angle for players who decide have more action based skills than the player who prefer tab-targeting. Cause that over the shoulder camera angle obstruct the view drastically. But then how to aim your shots when you see your character from 30 feet away...
I really hope they make it right, because if combat sucks then all of the cool mechanics wont matter.