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.
What combat needs: dynamic movement, offensive, and defensive options
Krald
Member, Alpha Two
I noticed that the devs are still brainstorming on getting the feel of the combat right for AoC.
Imo, the secret to making your basic combat for melee not feel stale is some type of universal resource based movement option (a small roll) which you can use at any point during an auto attack animation. This adds dynamics to the combat, and it becomes more dynamic when that movement option can also react to the 'mini stun' of auto attacks.
Conqueror's Blade's combat is not a great system to base your game on, but one class they got right imo is Shortbow. So much dynamic damage, movement, and defensive options. While also requiring solid aim.
https://gfycat.com/immaculatedeterminedheifer
Having some sort of universal sprint to manage could be interesting as well. Basically the more movement/defensive/offensive options players have universally, the more free you are to experiment with unique class designs which take advantage of this. You can use these universal options to give classes unique interactions with them.
The game Super Smash Bros. Melee for the gamecube is an intriguing platforming fighting game that still has a large following to this day because of its fast paced technical gameplay. One major reason for its success is the concept of 'directional influence', which allows the defender to slightly alter where they are sent flying during/at the end of a combo.
This continues to force the attacker to react. Obviously you can't use this exact concept in Ashes, but the general idea of defenders having tiny options during cc is nice.
https://youtu.be/8pticpQ9o-g
Imo, the secret to making your basic combat for melee not feel stale is some type of universal resource based movement option (a small roll) which you can use at any point during an auto attack animation. This adds dynamics to the combat, and it becomes more dynamic when that movement option can also react to the 'mini stun' of auto attacks.
Conqueror's Blade's combat is not a great system to base your game on, but one class they got right imo is Shortbow. So much dynamic damage, movement, and defensive options. While also requiring solid aim.
https://gfycat.com/immaculatedeterminedheifer
Having some sort of universal sprint to manage could be interesting as well. Basically the more movement/defensive/offensive options players have universally, the more free you are to experiment with unique class designs which take advantage of this. You can use these universal options to give classes unique interactions with them.
The game Super Smash Bros. Melee for the gamecube is an intriguing platforming fighting game that still has a large following to this day because of its fast paced technical gameplay. One major reason for its success is the concept of 'directional influence', which allows the defender to slightly alter where they are sent flying during/at the end of a combo.
This continues to force the attacker to react. Obviously you can't use this exact concept in Ashes, but the general idea of defenders having tiny options during cc is nice.
https://youtu.be/8pticpQ9o-g
0
Comments
I don't think anyone has expressed any complaints about the concept of dodge rolling, especially to help get out of specific situations.
Right now, the game doesn't have any Animation Canceling, but you can definitely roll between two swings of your auto-attack combo. But the characters also don't have any hitstop or 'launched' mechanics.
If the enemy doesn't stagger when they get hit by your attacks, do you have any other suggestion about how to do the thing you're talking about?
I agree. I’d probably make it a little longer than 2-3 steps but where it is now is just wild.