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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Combat Mode - Alternate (Let us control it)
flatlander
Member, Alpha One, Alpha Two, Early Alpha Two
Combat mode (Or the In-Fight flag) for your character is similar in many games. The second you aggro a monster you are considered "in combat" but honestly in my opinion this feels clunky and is unfun.
I'd like to suggest until you are effected by a mob/player/creature/etc you shouldn't be flagged as "in combat" and enter combat mode.
Basically the system currently works as:
1) You enter combat mode the moment any creature has you on it's target list.
2) You exit combat mode about 10 seconds after you are no longer on any creature's aggro list.
In my opinion the system should work as follows
Entering and Leaving combat-mode should be a decision the player makes.
You (in the options) can choose to automatically enter combat when attacked, but also you can switch in and out of combat mode at will with a hotkey. This way if you'd like you can put up your weapons and "run" from a fight or continue harvesting a resource while a low-level creature is attacking you.
2) In this mode, (for balance) if you really want to you can make it so you take extra damage when not in combat mode and under attack or something. (So running away is risky)
Just my personal opinion. I hate not having full control of my character.
I'd like to suggest until you are effected by a mob/player/creature/etc you shouldn't be flagged as "in combat" and enter combat mode.
Basically the system currently works as:
1) You enter combat mode the moment any creature has you on it's target list.
2) You exit combat mode about 10 seconds after you are no longer on any creature's aggro list.
In my opinion the system should work as follows
Entering and Leaving combat-mode should be a decision the player makes.
You (in the options) can choose to automatically enter combat when attacked, but also you can switch in and out of combat mode at will with a hotkey. This way if you'd like you can put up your weapons and "run" from a fight or continue harvesting a resource while a low-level creature is attacking you.
2) In this mode, (for balance) if you really want to you can make it so you take extra damage when not in combat mode and under attack or something. (So running away is risky)
Just my personal opinion. I hate not having full control of my character.
4
Comments
Mobs should have no aggro range and wait for players to engage them?
Think of how being "in combat" changes the way your character moves and feels. Being able to toggle that on and off. On meaning you are slower and take less damage. Off meaning you move faster and are able to flee at the expense of more damage taken.
But in other games i know you enter Combat when you aggro a mob and this is good.
you should be in combat mode too until you won the fight or the opponent leaves you alone why?
think about the life reg and mana reg. would be realy shitty if an oom mage could start running away
turning his combat mode off regging mana super fast and turn to fight you.
if you could turn the combat mode manuel on and off there will be many problems how people can abuse the system in
PVP
Raids
Dungeons etc etc etc?
or do you want it to be a taktic that healer start turning combat mode off in raids while 39 others are fighting so he can regenerate mana? i dont want that. if you are fighting or your group or someone wants to kill you you are part of that fight so you shoul dbe in ccombat mode too.
sure its kinda nervy when you are solo running around in the world and dont want to fight. but all other points are abusable and thats kinda bad i think and unable to balance.
I made a similar response to tab targeting system. But it all goes in the same kind of problem. Reason is our combat mode is set up and feeling clinky because its the type of monster targeting system that works like tab targeting. Moment we attack a monster it follows a parallel pathing that will follow us to the end of the earth and attack us in a way that makes the "dodging, evasion" completely useless. If we want to have fun combat the monsters shouldn't follow the tab targeting system. Bringing up an older game we can use this as a valid example :Combat Video In a full action combat systems the monsters don't follow you around like world of Warcraft. The way we are currently is more of some kind of attempting to be a action combat hybrid but having a targeting system like wow. A good video on different types of combat and the drawbacks would be like this:Drawbacks
I think all and all there's gonna be a cross road that is going to make a decision whether we should focus on the tab target side of it or whether the game is going to take a more action combat approach. The way it feels is tab target is just an easier option because dodging from monsters attacks isn't really a thing. And the evade is more or less just random currently not because you are actually avoiding monster attack patterns. I would like to see a more active interactive combat personally since tab target has died with wow and the player skill to avoid monster attacks and abilities is much more fun over the impactful "lights and sounds while tab targeting everything. But at the same time there's most likely reasoning behind why this is a thing as well.
College Lessons
I agree, except during harvesting etc, we should be interrupted from our task if a mob attack hits (not evade/miss). However, after combat, we should be able to initiate harvesting without having to wait for a cooldown time to become non-combative. An interrupt feature would allow this.