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.

Dev Discussion #28 - Hybrid Combat

1789101113»

Comments

  • Hybrid , to satisfy everyone, allowing to make builds to the taste of each one, like with the same class have the option to go 75% action or 75% tab.

  • bjk87bjk87 Member
    Patsold wrote: »
    Patsold wrote: »
    haha , yea sry but its not a significant success.

    Interesting, would you mind sharing your idea of "significant success".

    Its esport.
    PvP tournaments and how mutch peopel go into it / how many players want PvP.
    And i see mutch more TT Games whit larger PvP Base then AC Games.

    true, i agree on that about esports
  • WorfgarWorfgar Member, Alpha Two
    As an older gamer I prefer tab targeting MMO's over action but i can see how some action-based skills can enhance combat. The only pet peeve I have in recent games has been games that rely on non-stop dodging/rolling. I would like to vote for a hybrid combat style allowing players to choose how they wish to play.
  • I'm personally a big fan of action-based combat systems that rely on crosshair targeting or manual aiming. Skill-based action combat feels more immersive and engaging, especially for modern games where players crave a more dynamic experience. However, I also recognize that tab-targeting has its place—certain abilities and mechanics just make more sense with tab targeting. The challenge lies in how these two systems can be effectively balanced in a hybrid combat system.

    One of the main concerns is class balance. Some classes would undoubtedly benefit more from tab targeting, while others might gain a significant advantage from action-based combat. Ideally, there should be a balance across all classes, ensuring that each one feels flexible and competitive, no matter the system they use. I don't think the game should completely favor one system over the other, but action combat does offer a more skill-based experience. Landing abilities, tracking opponents, and having them dodge or avoid attacks makes the combat feel more realistic and rewarding.

    For example, it's easier for a mage to use tab targeting against a melee class than for a melee class to rely on action targeting against a mage. The real question is: does this create a fair competitive environment in PvP or PvX scenarios? Balancing these dynamics is crucial to maintaining a competitive and enjoyable experience for all players.

    One idea I have for enhancing action-based combat is introducing a "focus mode" that locks onto a target. While it might resemble tab targeting, it would feel more organic and realistic. Essentially, players could lock onto an enemy like an aim-assist, but maintaining that lock-on would depend on managing their stamina. Actions like dodging, rolling, or using other high-stamina abilities would drain the stamina bar. When the player's stamina falls below a certain level, the assist mechanism would degrade, forcing them to aim manually or risk losing track of the target altogether. This approach could strike a balance between skill-based action combat and accessibility, while adding an extra layer of strategy with stamina management.
  • Ayeveegaming1Ayeveegaming1 Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited September 13
    Just a suggestion. Instead of necroing a thread that is 3.5 yrs old, maybe make a new one so we don't have 12 pages to go through to get to your posts. Most of the info in this thread is prob outdated anyway.
    vmw4o7x2etm1.png
  • edited September 13
    This content has been removed.
Sign In or Register to comment.