Glorious Alpha Two Testers!
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.
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.
Movement
CaptnChuck
Member
The movement looks a little scuffed. The mounts and players don't look like they have weight to their movement. But I'm pretty sure that it will be worked upon in the alpha & beta phases, so I'm not really worried.
Superb skill animations btw. All of them looked great
Superb skill animations btw. All of them looked great
0
Comments
Yea they will definitely change that. The turtle jump animation also looked a little weird to me lol.
Also want to point out that when the tank uses UD(ultimate defense), his movement patern should auto change to walking, since the movement speed is heavily decreased, but it seemed like the model keeps running 20cm/s. Felt awkward.
Aside from that, for a prealpha footage everything else looks superb!!
As long as it uses the normal MMO control when it comes to movement I don't really care. I'll adapt no matter what it is but this is a matter that they probably don't need to reinvent the wheel.
If anything they should unload walls you aren't looking at so that the camera doesn't get stuck in it. I forgot what the actual word is but I just mind hide the visuals on a client basis. Not actually unload the wall. xD They need to do this by camera direction and not character direction of any kind.
U.S. East
It's like music. Does the tempo fit the game. I think the movement needs to be slowed down a bit to match the scale of the game. The character model ratio, ability range and animation ratio, event timing ratio. A slight character adjustment, condensing and defining the player model within a defined space, then attaching it and connecting the rest to it.