I am very pleased to see such amazing progress on all areas we have seen recently. But one feature has been bothering me since apocalypse, the basic attack animation. To be clear, I think this basic attack system is better than the normal auto attack system, but the animation and execution of it is in my opinion bad. In apocalypse, it was kinda okay, since it was not an MMO. But now I see that it has kept it's way into the MMO and the "general idea" of it seems to be here to stay. I believe you should rework the animation/feel of the basic attack. Or should I say,
make basic attacks basic againThere are two main reasons for me thinking they look bad and these are:
1. Too acrobatic and or excessive - Like seriously, it's a basic attack. Currently, clicking autoattack multiple times with many weapons looks weird. The character starts to spin around and doing all kinds of weird excessive animations. These animations can never have weight to them or feel meaningful, because the character flies around like a ninja on crack doing them.
2. Repetitive - Look at footage when players start autoattacking with a staff or sword. The characters do the same unrealistic, paper weight combo over and over again. First they swing from the right, then from the left... and then oqwjheoqwhejoiuqw super duper mega spin of fantasy power. After this it just repeats endlessly.
Why is this a problem?
You at Intrepid probably heard a million times that combat looks clunky and weird. I know it's alpha, but your philosophy on spammy hyper acrobatic spinning while doing autoattacks is one reason for the weird combat feeling. Also, an extremly important factor while designing martial games with weapons is the feeling of the weapon. Currently, the feeling your projecting is hyper light, paper like weapons.
How can this be reworked/improved?
Make autoattacks basic again. A basic attack should be that, basic. It is a swing of the sword, a bash with a mace, a hit with a staff and a stab/slash of a dagger. Sure, variation in basic attack is important. But make them less excessive, put different weight to the attacks instead of spinns, backflips and acrobatics. Ill link an example of what i deem to be top tier animations for a weapon.
Any inspiration from other games?
Look at games that became legendary for their combat system. For example dark souls. Their basic attack animations are majestic, powerful, beautiful and meaningful, but yet, so simple. Below, Ill link the animations connected to the long sword from dark souls.
https://youtube.com/watch?v=EPZ1O4erecU&ab_channel=ZombieHeadzZombieHeadzShould there be basic attack combos at all?
Indeed they can be used, if done corrently. Tapping Q with balanced breaks between each tap should simply repeat 3-5 basic hit animations. without combo.
Hitting Q quickly could start a combo that affected your movement a little. For example, if you start hitting basic attack and the enemy dodges while your basic attacking quickly tapping Q again repetedly could start a small attack combo that moves you a little bit forward. But remember, dont make it excessive.