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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Are we going to have MORE physics, force, impulse and displacements of actors?
Tacualeon
Member
Edited!
Skills that push, pull, repel, attract and displace npc's and players. Other than the chain we have now.
Is a deal breaker for me. I would like more.
Skills that push, pull, repel, attract and displace npc's and players. Other than the chain we have now.
Is a deal breaker for me. I would like more.
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Comments
About 17:00 in Stevens uses a pull ability.
https://www.youtube.com/watch?v=8WQ_BBwK5LA
There is also collision in the game.
Curious as to why this kind of stuff is a deal breaker for you?
If I am understanding your sentiment correctly, you do not want any of those mechanics in the game?
What mmos have you played that don't have them? OSRS?
Edit: I see I got it wrong. Nevermind then we good.
Between mmorpgs I played Mobas competively.
I think mmorpgs are doomed if they don't copy things from Mobas. Personal thought.
I want a COUPLE more.
My personal thought is that mmorpgs need to copy things from Mobas to be fresh and reach high popularity.
Displacemente is a big thing for combat, setups, plays and overall spectacle provided.
Sorry that this game is not according to your liking.
There was a guy couple months ago that thought they should make it an FPS.
Hope they stay true to the vision. Nice edit by the way of the first post.
I agree we need more of this kind of thing. I would like to see all of them push ,pull a random fear here and there.
Mmorpgs need to copy and assimilate new things and concepts from other popular genres to feel fresh again.
The genre has been stagnant for years.
Rexxar being able to command misha to do a charge that stuns players would be cool as an ability. Imagine if instead of that your pet would latch onto the target and pull them back towards the caster for a few seconds.
Yes, that's the way. In my opinion mmorpg need to assimilate new ideas.
I’m just trolling you.
Not only is the game years away from release so they definitely have not gone into the details of every possible skill, but also it’s obvious that if they’re using displacement mechanics for one skill they will also use them for other skills.
You really think that the only displacement skill in the game will be the chain? Another example they’ve given is the wall that tanks can use which will knock down anyone that is hit by it.
With 30 or so skills per classes, and no less than 25 augments per skill, that gives Ashes 6000 individual augmented skills.
Assuming that they game has a mechanic to move players around but is then only used once is... odd.
Make the assumption that all mechanics will be used many times, since there is a need for many skills.
You don't need developer confirmation for this.
For being an alpha, I think they are being pretty shy.
1) Play a Kick Animation.
2) Add Directional impulse.
3) Add some red particles and audio. "Hikkuuuuu!"
Boom, you just invented Dragon Kick.
You just made combat a bit more flashy, visually attractive and mechanical.
Everyone start picking that because kickinck someone in the face and send them flying across the field is unique, fresh and awesome.
1) Play Shield charge animation.
2) Increase character movement speed over time.
3) Add directional force.
4) Play sound effect when hitbox touch another actor hitbox.
Boom, you just invented Heavy Charge.
1) Play swing weapon animation.
2) After 1/3 of the animation, increase animation speed dramatically to sell the momentum.
3) Play aoe particle effect.
4) Add radial force
Boom, you just invented Big Swing
People get pushed away.
1) Play Mage casting animation
2) Spawn Graviton particle
3) After 2 seconds, spawn actor with inverse radial force.
4) Particles get bigger.
5) Enemies get dragged to the middle of the power.
Boom, you just invented Mage Graviton Field.
I want them to go a bit crazy. So many possibilities . We could have an attractive and engaging combat.
If I can make it work, I'm sure they can make it functional and pretty with their superior knowledge.
My graphic card just imploded, but after getting a new one next month I might do it myself and post some videos here.
Without any programming whatsoever.
Making it look "Release polished" requires more, but for early acces I think is enough.
I want them to go a bit crazy and make combat a better spectacle.
Combat, now, in my opinion, looks dull, static and unimpressive.
Probably missed things that experienced and knowledgable professionals take into consideration before doing this things. But being in early acces seems like a lost opportunity of getting imaginative with the combat and the visual spectacle.
They are making a game.
There is no point them spending time making an ability unless that ability is going to end up in the game. Since the game is too early in development for them to really get in depth with class design, there is no real point in them trying to design the abilities that those classes are made up from.
It appears that all you are asking for here is a demonstration of something that may or may not end up in the game - which again, is just an odd thing to ask for.
As I said above, this game is going to have 6000+ abilities by the time all augments are considered. There will be abilities in those that move players and NPC's around.
Also, this game is not early access - it is pre-alpha. It is actual and literal years away from what most developers would consider early access.
This is seriously a deal breaker for you? Being able to push an NPC decides whether or not you're going to play the game?
Yes. Displacements in videogame makes better spectacle and raises the bar in mechanical skills and positioning.
The next step in evolution is to mmorpg to copy things from e-sport competitive mobas for it's own combat.
I want to play something fun, not because nostalgia.
Mobas are 100% combat, and they have dominated the videogame industry for the last decade: spectacle, mechanical skills, positioning among other things.
Not taking note and going back to classic mmorpg combat I think is a mistake
Heh, fair dos. Well, along with the various 'Pull' skills already on the wiki, you might be interested in Banish and Knockback Shot.
Banish: Teleport target a distance away from the caster.
Knockback Shot: Knocks a target back X distance.
So, they're obviously intending for those sorts of abilities to be in-game, and given that we don't even nearly know all the skills yet, it's safe to assume that there will be more of them.
Personal opinion: after 2 years of proyect we could have that already. That is very easy to make compared to everything else they have shown us.
Banish: Teleport target a distance away from the caster.
Get Actor Location
Set new Actor Location
Knockback Shot: Knocks a target back X distance.
This is Directional Force or Impulse in a straigh line applied when the hitbox of the proyectile hit another hitbox.
I have been following the proyect for 2-3 years.
I would love combat mecanics and spectacle to be higher priority.
There are over 3k functions in UE4. You can do a heck ton with Set Actor Location and Add Force/Impulse if you have imagination (and you are a pro)
Even if you are new you can do thing like:
-Get (your) Actor Location
-Get (enemy) Actor Location
-Set (your) Actor Location behind the enemy
-Play (Bruce Lee) Audio
-Play ascending kick animation
-Add Force/Impulse on Y axis (ascending)
-Play In Air animation for the victim
-Play levitating animation
-Increase Y location over time (as if your character slowly start levitating)
-Spawn chain particle to close enemies
-After 2 seconds delay, Add inverse circular force/impulse
-Enemies get dragged to you
You can bring thousand of questions about balance and such, but I think this type of skills sounds cool and flashy.
You feel rewarded when you use them, they are a good spectacle and they reward/punish good and bad positioning.
2-3 years between alpha and early acces. Combat could be a bit more imaginative, and mmorpg shoudl steal and assimilate concepts from other games and forms of arts.
-Get actor location (sentinel)
-Move to location of the sentinel
-Cast Dragon Kick animation
-Flash (set actor location)
-Animation ends, Apply directional force to enemy (kick)
Positining. Since the force is directional, the 3d position of your character MATTERS!
Push your enemy away, push your enemy toward a cliff, push your enemy toward your friends.
"Play (Bruce Lee) Audio" - hahahaha, love it.
This guy clicked the button for the skill, and during the animation he flashed (teleported)
Since is mechanic, the FORCE isn't applied until the animation ends.
Enemy get stuned out of position.
Positioning, timing, mechanics, cd management, depth, "WOAAAAAAAAAHOOO" e-sports moments.
Something to learn and to bring to 3rd person mmorpg.
-Play jumping animation
-Play Immigrant Song in the background
-Add elevation over time
-Spawn lightning particles
-When touch the ground add circular force
-Spawn lightning particles
A thousand of questions:
Can you get interrupted mid-air, how to adjust to different elevations etc etc.
But a bit of imagination wouldn't hurt alpha and early acces stage
I get it man, you're excited. That's good.
But cheez-its, it's Alpha 1. Deveolpers have a lot going on/working on.
Give them some time....
Steven Sharif is my James Halliday (Anorak)
“That is not dead which can eternal lie,
And with strange aeons even death may die.”
-HPL
After the last thread using this answer, you are a brave person
This IS however the correct answer.
Nothing wrong with pointing out or asking for things you haven't seen yet but understand we still have TWO years remaining and you do not refine at this stage in the game, that comes later, after everything has been solidly locked in. If we were a year+ further along, then I might start to worry a bit but I think the Devs are doing pretty good considering what they are attempting to create here.
No Mobas, videogame combat in general is my passion.
16 years of mmorpgs and 8 of competitive Mobas.
In my eyes, videogames are interaction first and audiovisual spectacle second.