Karthos wrote: » To really judge the combat right now is like looking at cake mix in a bowl, before the eggs are mixed in and saying "this doesn't look like cake. Are they thinking about adding chocolate frosting?" Most of what we are seeing are "first passes".
Xenotor wrote: » Fluid Responsive Weight dependent. The 3 pillars of good combat.
Grievousness wrote: » Karthos wrote: » To really judge the combat right now is like looking at cake mix in a bowl, before the eggs are mixed in and saying "this doesn't look like cake. Are they thinking about adding chocolate frosting?" Most of what we are seeing are "first passes". So what? Just this: Xenotor wrote: » Fluid Responsive Weight dependent. The 3 pillars of good combat. Basically make it feel like Black Desert. Its combat feels freaking amazing.
Talents wrote: » Grievousness wrote: » Karthos wrote: » To really judge the combat right now is like looking at cake mix in a bowl, before the eggs are mixed in and saying "this doesn't look like cake. Are they thinking about adding chocolate frosting?" Most of what we are seeing are "first passes". So what? Just this: Xenotor wrote: » Fluid Responsive Weight dependent. The 3 pillars of good combat. Basically make it feel like Black Desert. Its combat feels freaking amazing. I personally don't agree with that since I didn't actually enjoy BDO combat much. I didn't feel as if BDOs combat had weight or impact behind attacks. So I hope that it doesn't feel like BDO combat.
Karthos wrote: » To really judge the combat right now is like looking at cake mix in a bowl, before the eggs are mixed in and saying "this doesn't look like cake. Are they thinking about adding chocolate frosting?" Most of what we are seeing are "first passes". Based on the direction things are headed, I don't see it being to far of a stretch that they will include some sort of impact to attacks.
maouw wrote: » Karthos wrote: » To really judge the combat right now is like looking at cake mix in a bowl, before the eggs are mixed in and saying "this doesn't look like cake. Are they thinking about adding chocolate frosting?" Most of what we are seeing are "first passes". Based on the direction things are headed, I don't see it being to far of a stretch that they will include some sort of impact to attacks. Yeah - so I wasn't sure if this was gonna be part of their polish? It just strikes me as a really important piece that you'd put in early on - even just a placeholder mechanic because it really helps to define the feel of the game and has its own 100 ways to be polished
Karthos wrote: » maouw wrote: » Karthos wrote: » To really judge the combat right now is like looking at cake mix in a bowl, before the eggs are mixed in and saying "this doesn't look like cake. Are they thinking about adding chocolate frosting?" Most of what we are seeing are "first passes". Based on the direction things are headed, I don't see it being to far of a stretch that they will include some sort of impact to attacks. Yeah - so I wasn't sure if this was gonna be part of their polish? It just strikes me as a really important piece that you'd put in early on - even just a placeholder mechanic because it really helps to define the feel of the game and has its own 100 ways to be polished To put this into perspective ( and I agree with you fully, I'm just saying "lets not count our chickens yet"), we had a stream a few months ago where the characters looked like they were floating when they ran because the shadows weren't right yet. Since that time, it looks great. The game is in flux right now, and growing/developing more. We've seen combat from 2 classes and just in a very limited amount.
Merek wrote: » I've been following the project for quite a few years and after having recently played the New World test, what Intrepid showed was disappointing. The combat in New World isn't a marvel of gameplay genius, but for an MMO they've nailed impact and weight and it made the combat, even with how tedious it was due to their unstable servers, the most engaging experience I've had in an MMO for a while. The repetitive "Kill ____, X amount of times." quests didn't feel boring, clearly they're an overused MMO quest concept but the combat distracted me from the repetitiveness. While watching Intrepid's latest video, however, I found the combat to be distracting for negative reasons. The effects when swinging your weapon made no sense, especially when no skill had been activated. The sounds when swinging your weapon, landing and taking hits were all just lacking along with the general effect of landing and receiving hits. A man in armor shouldn't sound like a wet sponge being stepped on when they're hit by someone, come on... Now, when it comes to the combat system used in Ashes of Creation, you need to decide whether you're going to go tab-target or action combat. This "hybrid" system is just a gimmicky version of tab-targeting, very similar to what ESO has and it's honestly not needed. Sadly without the combat in Ashes of Creation being drastically improved, I really don't see it lasting long.
Karthos wrote: » @Grievousness To answer your question of "so what", it comes down to the problem of people inventing problems that just don't exist. The OP states he say parts "missing from combat" and I was just reiterating that we haven't see the actual full combat yet.
maouw wrote: » In recent videos, I noticed a huge part missing from responsive combat: enemy recoil (not knockdown) I know we're still pre-alpha but is this something that's going to be considered? The action is way visceral when slamming an axe into an orc pushes him a step back, or swinging into a dragon's talons makes the axe bounce off and I realize this dragon ain't a walk in the park, or returning to beginner island with friends to see who smack the level 1 critters the furthest in one hit. I'm doing damage and I want to see the victim react to pain. There are 2 types of recoil I really enjoy: - knockback: when a hit does a significant portion of damage that physically pushes the enemy backwards (advantage to blunt and heavy weapons and shields) - partial ragdoll: when hits to 3D models elastically dislodge their animations a bit (except when they're in attack animations) knockback also doubles as a tool for crowd control to push mobs together so the mages can wombo combo - it's a legitimate mechanic. I just think this is a major mechanic that I wouldn't want to be skipped over
neuroguy wrote: » It may be silly but I think the audio and size of damage numbers plays a big part in how impactful it feels. I recall first playing wow and my eyes would get a tiny bit bigger if I landed a crit and saw larger numbers pop up with a more satisfying thump sound. I also think something similar, and perhaps easier to implement, that would be nice to see is special spell effects to signify that effective or ineffective schools of magic are being used. So an extra sizzle if you hit a fire spell on something that takes more damage from it, or a little electric shimmer for lightning spells. While hitting something with an earth spell that is resistant to it may sound like a bunch of sand or pebbles just fell onto the floor. I suggest this because it seems like there are already visual cues for information on the quality/tier of people's gear and their health via how the health bars etc look, so having more intuitive information provided by the impact of your spells sounds like a good idea to me, plus it would have practical gameplay use and would be immersive.