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Concluded

Anonymous332Anonymous332 Member, Alpha One, Alpha Two, Early Alpha Two
edited July 2022 in General Discussion
Concluded
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Comments

  • Given that this is still in early alpha, a lot is still to come, and the animations are currently under first couple passes dev wise.

    But yes, sure. All weapon types should have their individual feel, and "combat style" or "martial arts". Best way to help, is watch and shoot. Wait for Alpha to be streamed/played and provide feedback and ideas once footage goes live.
  • KhronusKhronus Member, Alpha One, Alpha Two, Early Alpha Two
    Rogues need to poke or slice imo. I'm sure they will differentiate the style of combat for each class.
  • LfmrLfmr Member, Alpha One, Adventurer
    Rogues are definitely known to use finesse and skill over strength generally. I would also expect duelist to use similar precise and energy efficient strikes over brute force, like what fencers use.
  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    edited August 2020
    Good point.
    I am actually very concerned regarding weapon/class animations.

    Just as a warrior using dual wield should be different to a rogue, so should axes be different to daggers which in turn should be different than swords.

    Ashes has a lot of detailed systems that wants to implement. For me, a few of them are not as important that they should draw resources from combat aninations.
    I am really anxious to get into A1 and then move to A2.
  • RockwellRockwell Member, Alpha Two
    I like the view here, but since all weapons can be used by all classes that may turn out to be very time consuming, not even mentioning if you throw race and gender into it.
  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    Judous wrote: »
    I like the view here, but since all weapons can be used by all classes that may turn out to be very time consuming, not even mentioning if you throw race and gender into it.

    Combat is paramount
  • RockwellRockwell Member, Alpha Two
    Of course, but we're not talking about combat we are talking about animations and immersion. Resources are finite so a give and take has to come somewhere.

    There are approximately 25 weapons, with 8 Archetypes, 8 races, 2 genders. That's 3,200 animations, 1,600 if you use the 4 base races instead of both sub civilizations.
  • Anonymous332Anonymous332 Member, Alpha One, Alpha Two, Early Alpha Two
    KHRONUS wrote: »
    Rogues need to poke or slice imo. I'm sure they will differentiate the style of combat for each class.

    Hope so or it will get visually stale pretty quick.
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  • IYIIYI Member, Alpha One, Alpha Two, Early Alpha Two
    f15825d4c692576b9250afb791cf0e2b
    this is a test message don't mind me
    "Imagine dying to a broken sword."
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  • FuryBladeborneFuryBladeborne Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited August 2020
    Weapons will have their own progression paths and their own applicable types of skills.[41][16]

    The weapon use combo system determines special effects that proc based on weapon progression.[41][42]
    Players can spec into weapon abilities that change what combinations are available, based on the type of weapon.[41]

    https://ashesofcreation.wiki/Weapons#Class_weapons_and_armor[/url]

    It looks like weapons skills will be the same for each class. That could just be my impression though. However, since you can pick specific weapon abilities to spec into, you may be able to select specifically fast attacking abilities out of the group. Worst case, you will just have to pick specific weapons that have fast attacks such as daggers and rapiers.
  • Wandering MistWandering Mist Member, Founder, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    While I agree with you that having custom animations for each class and weapon type, that is a lot of work, which is why most developers don't do it. Making even a single attack animation can take hours, sometimes days to perfect, so it's no surprise that generic animations are the way most developers go.
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  • Anonymous332Anonymous332 Member, Alpha One, Alpha Two, Early Alpha Two
    Still think intrepid should have the resources and time to make seperate animations depending on primary archetype down the road, unless the game flops. WoW has seperate animations for race and it helps a lot with immersion and decrease the feeling of melee looking stale and monotone.
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