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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.
Level up animation
Hakaiju
Member, Alpha One, Alpha Two, Early Alpha Two
I was just binge watching around old Ashes streams, when i saw the level up animation: https://youtube.com/watch?v=vI8DDBX7hD0&ab_channel=AshesofCreation&t=1836
In my opinion a huge possibilty goes to waste if there arent Phoenix Wings implemented into this animation. This would fit so perfectly and would be pretty epic.
In my opinion a huge possibilty goes to waste if there arent Phoenix Wings implemented into this animation. This would fit so perfectly and would be pretty epic.
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Have a like.
The current animation is just enough without being too overboard. Just right.
THAT IS CORRECT!!! IT WOULD THROW ME INTO A TANTRUM!!!!
RABBLE! RABBLE! RABBLE!!111!!
This is my personal feedback, shared to help the game thrive in its niche.
I mean the combat animations are hated on because they are distracting and make the game harder to play, because you cant see whats happening with all these particles. I dont think someone would care if we had fancy animation on other aspects of the game (for example if Legendary Gear drops or a Metropolis gets destroyed)
https://www.youtube.com/watch?v=Z6j04OGUpRI
I love Wildstar. That level up animation was perfect for that setting, but I can't see it in fantasy.
This is my personal feedback, shared to help the game thrive in its niche.
https://youtube.com/watch?v=YOpycvqxjZc
Example, leveling causes some form of effect that emanates based on the character archetype or class.
A huge push-back for a tank.
An extra attack from a weapon-based DPS type.
A burst of healing from healer.
An area of affect by a magic-based DPS type.
Make it epic and memorable.
So you could have 64 separate effects based on the 8 archetypes and their combinations.
Multiply that by race.
Multiply/modify that by the corresponding node. Example, if a character generates a snowstorm when they level, and the event occurs in the desert, then they would generate a sandstorm instead. There are all sorts of interactions that come from that.
You could even introduce more if you had some way for players to declare such things as dedications. A cleric type dedicated to defeating undead may send out a burst that damages or destroys undead rather than a healing effect. A fire wizard sets things ablaze.
This would provide a pretty interesting if not unique experience for the player, making leveling a little more than just the next set of abilities.
You can, and should provide the means of players to toggle this on or off should they desire something more subtle.
It sounded to me like this won't be a game where you level every 10 minutes, so making it meaningful in ways beyond just visual effects could create interesting situations. Do you try to hold off your leveling until you meet that big boss? You could even allow the player to have the option to start a timer before the effect goes off, that way players won't feel cheated and have a little time to maneuver.
Bottom line. Make it fun.
This sounds cool, but waaaayy to complex to develope.
I totally forgot about that!
It made me smile everytime I levelled - and pumped me up
https://www.youtube.com/watch?v=l8JOoPuPcKk