Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
What like For Honor as an MMO?
We're excited to see what you all share for our next Dev Discussion on mentoring!
Regardless, please don't be afraid of movement and thus please avoid animation-locking or things such as cancelling your skill's animation because you moved. The more movement the better, things feel more fluid with it. Nobody wants to stand in one place, after all, this isn't the olden days. (then again, WoW's casters still are the same stationary turrets they used to be, I sure do feel bad for them)
The MMOs you should be focusing the most on when researching good combat are GW2 and BDO. Do note that the latter's screenshake is quite annoying, though. Being able to turn screenshake off entirely would be great.
If DEVS is inspired by a game mentioned above, you have a few points to consider:
*Two-handed weapons such as: Claymore, halberds, spears, must have an animation that reflects their weight, conveying reality in the movement
*One-handed weapons, such as daggers, axes or swords, should be more agile in movement compared to two-handed weapons.
*The shield may have some resistance, in pvp combat players will block infinitely. A resistance bar for melee characters balances the combat.
*I liked the way DEVS thought about magic, but you have to be careful with over-the-top channel animations. A wizard that floats to the end to channel a skill is an easy target
Don't focus on over-the-top animations that don't make sense in real-life, large-scale combat.
The skills must have synergy with the equipped weapons, transmitting a beautiful animation in combat.
I am looking forward to new combat updates, I met this project a few weeks ago and I wish DEVS success. The art of the game is beautiful.
Screen shaking can be disabled on the GW2, no problems with screen shaking, many players like it. It is only up to the DEVS to implement an option to disable
He said BDO's screenshake, not GW2
Though I do agree, too much screen shake can be detrimental. You only need a hint of it, the imagination will fill in the rest.
For the big boss fights I think tab is better but for just roaming around questing and pvp I could see using action.
In a video I watched "https://www.youtube.com/watch?v=dsUp46b2gR0" they mentioned spells blocking your vision which is a big concern for action combat.
If I had to choose one, I would pick tab targeting.
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Good thing you dont have to choose one!
So yeah, I still appreciate ground targeted spells and classical AoEs, but fps style abilities...nah. (atleast it seems like intrepid is going for unified hitboxes though thank god. Giving an inherent advantage to smaller characters without compensation would be really lame design choice)
If a pro player develops a deabilitating injury or disability, then they basically retire from pro level competition. They still play games for fun, but they know that they're no longer elite and accept it, instead of trying to change what made the game popular just so that they can lower the skill bar enough to compete again.
Actually they don't.
And in fact, you're forced to have 25% of the one you might not want.
Yea I'm sorry, as much as it sucks to say, but you do not develop anything around edge cases. You create the core idea, and then you add extra functionalities on top to address the edge cases.
It's such a terrible idea to go down your line of thought.
We don't switch from building stairs to building long slow-incline ramps because a part of the population uses wheelchairs. We build stairs as usual, but ALSO build those ramps.
For one, because it requires skill. Someone who hits 50% of their 120% strength AC abilities is going to do far less damage than the TT player who hits 100% of their 100% strength abilities.
Second, the abilities will be balanced to accommodate all of this.
You're correct, and like I said, it will be balanced accordingly.
We also don't know really what AC is going to look like. It could be mostly single target projectiles and such, or it could be like Wildstar. Either way, there's ways to balance both.
I take offence to this statement am almost blind, color blind and have bad eye sight for details but stile i prefer action combat and excel in it. To use that as an argument to sway devs opinion is just not right.
I hope you are ashamed of yourself!
Hope thats not a direction they are going towards.
Rather have more skill rotations.
Unlocking new skills to use are a big part what i like in mmorpgs.
Only having like 5 skills and rest are left mousebutton mashing and dodging takes away alot of joy from the game.
Also for a future expansion kind of view, its easier to build upon a TT system with new skills etc.
In an AC combat game theres not much to add.
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With TT (in my experience) there´s much more focus on choosing the right abilities at the correct moment and being more strategic. You have abilities that counter the NPC/Player and have to pay attention to what he is doing, and not only evade his abilities but actually deflect them as well. The gameplay might look slow at first but because of the wide array of abilities and decision making, the fight itself is hectic and challenging.
Now im not saying that AC does not have these characteristics. But i feel like they are more frequent in a TT system.
Having said that, a hybrid system looks/sounds promising. I feel like intrepid is on the right track and during the march development update they said they were going to work on the combat so im intrigued to see what we´re gonna get. So I guess what we all want is a "controlled" but most importantly a responsive combat system.
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U.S. East