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.
Weapon Swing Particle Animation and Frontflip jumping
Havojin
Member
(about 8.27.2020 update)
The particle effects and animations itself seem a bit extreme to me.
When Steven swings his sword, there were those fire particle effects everytime.
Is this an elemental augment to the sword swing or is this baseline?
Most of the animations I've seen this far looked all pretty over the top to me.
My thought on that is, if everything is glowy and shiny and explodes in effects,
the animations don't seem to be as epic as some of them could be.
That the magical abilities have those effects is reasonable,
but pure melee combat abilities shouldn't get so much of a visual effect.
Maybe more like a stronger sound design for example. (except if it is augmentet with some kind of magic)
And if I'm not mistaken here, it seemed like the dwarven model from toast were front flipping when she jumped
and I'm really not a fan of fancy jumps.
But this is all my opinion.
I would love to read what the community thinks about this.
Please share your thoughts.
And please don't be to harsh to my english,
I'm not quite an artisan on that topic yet.
Havo
The particle effects and animations itself seem a bit extreme to me.
When Steven swings his sword, there were those fire particle effects everytime.
Is this an elemental augment to the sword swing or is this baseline?
Most of the animations I've seen this far looked all pretty over the top to me.
My thought on that is, if everything is glowy and shiny and explodes in effects,
the animations don't seem to be as epic as some of them could be.
That the magical abilities have those effects is reasonable,
but pure melee combat abilities shouldn't get so much of a visual effect.
Maybe more like a stronger sound design for example. (except if it is augmentet with some kind of magic)
And if I'm not mistaken here, it seemed like the dwarven model from toast were front flipping when she jumped
and I'm really not a fan of fancy jumps.
But this is all my opinion.
I would love to read what the community thinks about this.
Please share your thoughts.
And please don't be to harsh to my english,
I'm not quite an artisan on that topic yet.
Havo
1
Comments
Also, I think dwarfs flip? 🤷
And I also agree that too much flashy things will maybe make your special attacks less special looking. I don’t know, maybe they will still be fine, but I would prefer it with less effects.
I know this is the first pass of the effects and they will probably change, and I know you can scale back the effects in the settings, but I just want to comment so they get some feedback. In the end it’s up to them and I will still play the game no matter what, but maybe if more people think that they should change this they will change it.
Also, yes you could scale it back, but what if I just want to do that on some abilities and not all, how will that work? For example just no effects on the basic attack but normal effects on the abilities.
The jumping isn’t really a huge problem for me, but if I hade to decide between lots of unrealistic acrobatics or normal jump, I think I would prefer normal jump in this game because of the style it has on the characters. (Maybe okay on rogues, but not on a tank, and so on)
And just to be clear, I have never been a fan of eastern games like Final Fantasy and BDO because of the flashy effects, animations and art style. It’s just a person preference and it’s really subjective and I totally understand if people don’t agree with me on this.
I was like oh just what a healer wants in PVP, a "oh look at me enemy I'm da healer".
Then it hit me.
The sword effects are tells so when you're attacked you'll see the area of effect.
And I don't care if you can scale it down by settings, it looks horrible baseline.
Currently it might seem like a completely out of tune instrument
But we'll have to play it first and experience it's integrity
It's supposed to be designed around group play, what we've seen is like a portion of a single note or key
Too early and too little to draw these conclusions
As for fancy jumping, I kind of want it to be weight based. So if you're wearing heavy armor, you only get a normal, slightly lower jump. But if you're wearing cloth, then you should be able to have a fancier, slightly higher jump.
What you've said about the weight for jumping really hits it for me aswell,
further I would prefer if a Tank or heavy armor class would not have the ability to barrel roll.
That a rogue has this would make more sense to me
(still not a fan of dodge roll in general if it is baseline)
and I dont want to get used to something that the (maybe) majority of ther playerbase doesnt want.
And the answer is still true. We will have to wait until we are several more iterations through the design / animations / effects / etc. And yes, we can comment / give feedback / complain, and that will help guide the iterations to make this a better game. If you are complaining that I said it a few times, what have you said to the devs? They mention the same answer multiple times in each stream.