Hello everyone,
I started this post on the last day of 2020.
I couldn't sleep last night.
I just watched a video on Youtube from someone giving his impressions on the last skills videos (mage + cleric)
and the level 10 boss.
He was reserve and negatively cautious. A sentence struck me : Intrepid studio is an indy studio.
Before I was ordinary optimistist towards the project, but as a resul of the video,
I realize that, even if I feel that Steven has
a strong/clear/well thought vision for his game,
I am afraid that certain aspects will come out as "not as good" as desired.
Disclaimer: I don't have access to the alpha.
I just watched a lot of videos about the game.
I am certain I will make errors in my assumptions.
I couldn't check every points.
I just wanted, by this post, express some ideas/reflections/worries I had.
It is difficult to assess systems when you don't see the whole picture. And you can not test them.
My intentions are to fund the project, to test the alpha 2 and help/ give my feedback in my best of abilities.
But in the meanwhile, I couldn't wait that long to express myself.
A few words about my MMO gaming background:
I started by playing Rappelz, then play Warhammer Online and Guilds Wars 2.
By using Guild Wars 2 as an example, I would like to address differents thematics on combat:
1) Players collisions
2) Players skills
3) Swap weapon
4) Players interdependency
5) Mobility (melee / range)
1) Players collisions = If players can go through each other / Their bodies block the movement of someone else.
Personnaly, I would like no collision.
In the Pve World, it will remove potentials griefing. People will block entry way.
In mass pvp, it will make the combat more fluid. Especially with a lot of people.
I remember in Warhammer Online, it was not the case. As soon as you had to go stairs or go through a door, it was really difficult.
In the following videos, you can see fighters moving on the battlefield.
Yes, you can stack and have a zerg mentality. But if you are fighting in a raid, it is normal to act as a zerg.
So the ability to stack (no player collision) gave a great feeling of mobility and unity with your group.
I prefer that my movements are hindered by an ability of a player not just by their body.
Guild Wars 2 WvW:
https://youtu.be/nJkLz6n1ta8
Warhammer RvR :
https://youtu.be/6y7lrjp0nL0?t=712) Players skills = Where are skills coming from/related to?
This part is really difficult to assess (for the reasons stated in my introduction).
So I will take Guild Wars 2 as an example to explain why I like their system.
It has 10 skills.
The first 5 are based on the weapons you used.
Taking a different weapon change completely your skills/way of playing.
So visually, you do do something else.
I understand that with your class systems (mix of 2 archetypes), you also want to have a large variety of builds.
But I have the feeling
# that you can not change immediately your playstyle. You have to go back to a node, to pay a respecialisation fee.
# that it will be less organic.
My weapons dictates how I will play. Visually, my oponnents can indentify immediately how I will play / what I will do.
# that visually, my skills are related to my weapons. It makes more sense.
So when I saw the preview for the skills of the cleric and the mage.
All the showcases were without weapons. It brakes the immersion. Is the weapon just a skin / a "stat giver" ?
I have the feeling that the class will lock your skills for too long.
Yes the augments and the second archetype will bring diversity.
It brings diversity but it still stay the same skill.
Lets take again the "charge" skills from the fighter.
An augment can increase the speed or the damage or the range...
The second archtype can make it a blink,...
But you are still doing the same thing.
To summarise, I have the feeling that you will be able to specialise but you are still doing the same thing.
It is a strange feeling :
Be different but be the same
At this point, I just remind everyone about my disclaimer.
Let me finish this subject by giving an example with Guilds Wars 2.
I played the warrior. Here are differents roles I could play with him, by changing my weapons, I change my skills.
Sword : I can jump forward and move faster.
Long sword : dps
Hammer : crowd control
Shield : defense
Horn - banners : buff
Shouts : healing
Bow : distance dps
I hope that this example shows the versatibility of the character and how his skills take organically their origins from / visually linked to his weapons.3) Swap weapons
I really like this aspect. As the skills cooldowns are not shared, it brings an extra layer on my build decision.
So I can decide how I will do my rotation of skills.
PS : having a basic attack / the "Q" attack as a "filler" is underwhelming.
4) Players interdependency = How players from a same team interact with each other during a fight?
Normally, each participant has their role. Everyone executes their rotation in the best optimal way.
But let me explain how Guild Wars 2 added a layer by making the players interdependant.
The field/finisher mechanic:
Someone creates field - the others apply a finisher.
Let's give some example:
Someone put a water field - the other do some explosions = everyone is healed.
Someone put a fire field - the other do some explosions = everyone get a buff a might.
etc...
By playing together, by interacting with a skill of another player, it creates cohesion.
What can we do together to be stronger?
It improves the group coordination.
5) Mobility
I remember some discussions on the balance between melee / range.
My feeling is that range dps are too much immobile when casting a skill. (Healers too)
Staying immobile to just cast 1 fireball seems too punitive.
The risk is too great.
Someone immobile is like a sitting duck and will be an easy target.
Immobility doesnt match the philosophy of an hybrid action combat.
To summarise my combat thoughts, I would like a combat :
with mobility (no player collision, less immobility when casting)
with skills based on the weapon (for more versatibility and more visualy linked)
with more interdependency between players in a group (we can react to skills of someone else, so we get stronger together)
Here are other feedback/food for toughts:
6) Loot = who receive a loot?
I have the feeling that some people will be discourage to participate at certain content.
If I understand correctly the group who do the most damage, receive the loot. (the treshold depends on the tag of the mob)
I anticipate loot stealing.
I fear that it will create a zerg mentality in pve.
If you want to receive something, you have to be 40 players.
If you are a solo player and you encounter an event where a group is already playing, where is my motivation to participate if I will not receive any loot?
You can have the same reasoning with a group against a raid...
I would like that everyone receive a loot following rules of different tiers:
60% of dps - 40% of dps with tag = receive the best loot from table
20-50% = medium loot
less 20% = small loot
The % of dps and value of the loot need to be refined but I prefer this philosophy.
PS - Disclaimer : I am not sure if this loot philosophy is just for World bosses or also for normal pve creatures in the world.
The question is : Are we in competition for everything in the game?
Should we help someone else?
Do we have to group immediately to be fair and receive a loot?
7) Do you think your game will become toxic?
Do you embrass it?
8) I hope that we will be able to
test the game also at max level / max skills / gears.
Even at different level brackets.
For example, I hope the community will be able to test the skills at level 10 then 20 - 30 - 40 - 50.
For example in Castles sieges.
9) You mentioned several times that you are still searching for talents.
As a customer, it is difficult to assess the performance of a developper.
But I remember that I enjoyed the work of Isaiah Cartwright.
He worked for a long time at Arenanet (Guild Wars 2)
https://twitter.com/izzycartwright
To finish, let me state again that this post is my
initial feelings from an outside observer.
I will fund the project and hope to give more in dept feedbacks from actual testing.
Thank you Steven and all your team for your passion and hard work you are putting into this game.
I want to wish everyone an Happy New Year.
I wish everyone will stay safe and get through this difficult period.