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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Depth of Combat Mechanics With 3 Quotes
Fireck
Member
Question 1 with reflection:
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Question 2 with reflection:
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Question 3 with reflection:
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Will bosses and other enemies have "Stagger" like a mechanic that stuns and makes them vulnerable for increased damage after their gauge is full? If this type of mechanic is taken into account, is it also possible to add some depth to it that enables forging the increased damage even further during the stun phase, like from 130% increased damage to 150% with the right measures?
- The staggering doesn't have to make things easier, but to give players something to aim for during a battle other than staring at the enemy's HP bar alone. This would encourage players to hone some new strategies because it's fun - focusing on enemies' vital points that credit the player with butter during a battle is a good way to go. However, I do believe that the stagger-like mechanic could be more valid and meaningful in moments when dealing with damage in numbers, which follows the MMO collaboration script. Some stuns could only be accessible that depends on the enemy and its difficulty associated with a variety of damage.
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Question 2 with reflection:
Is there going to be an in-game resource for learning information about an enemy and potentially how to defeat it?
- Basically, the more you encounter enemies, the more information the player gathers about weaknesses and ways to defeat them. If a player is having trouble with a particular monster, he/she should have in-game knowledge for quick reading to see if they have other tactics they can use.
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Question 3 with reflection:
Are there different stages or behaviors that enemies act upon based on their health?
- I believe when enemies feel weaker they begin to fear which will make them more dangerous. If some weakness is being exploited too frequently, the enemy will try to protect it after its HP has dropped by a certain amount.
- For example, it is said that a whimsical big blue dragon opens its a weak point in the chest that can only be hit close at right position with a sword or by far with a bow/magic. When the weak spot is exploited and the enemy is knocked down by a stunning effect, it tends to either fly or do something else to protect its weakness next time. This way, the enemies don’t seem to be simpletons, falling into the same tricks over and over again. This type of combat makes the battle more interesting forcing players to adapt during the battle and making communication more relevant.
Questions 1, 2, and 3 should be discussed together as they support each other’s ideas and functionality that also support the skill and knowledge that is required from a player.
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This discussion has been closed.
Comments
3. Steven has said they plan for boss abilities and AI difficulty to increase depending on how efficient you are (and consequently, better drops for killing a harder boss)
I don't know anything about 2.
Thanks for your answer. I hope we will get more answers soon enough.
I used to play open world mmorpg which the world boss always get kill by just standind near their feet and spam the same combo over and over until their HP bar run out. "Not a good experience" I could say like that
As "Question" post types are only enabled in our Support & FAQ forums so that folks can mark when their question is answered, that is likely why if you selected "Ask A Question" it defaulted to this section Since we're unable to move Question threads once they're posted as they're not enabled in other sections, I'm going to go ahead and close this thread out now, but please feel free to open a new follow-up one in the General Discussion section if you'd like to continue chatting about this topic in further detail!