Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Combat Placeholder
Solvryn
Member, Alpha One, Alpha Two, Early Alpha Two
Currently the placeholder feels strange, from starting from traditional tab to Z; to the way skills work and how as a player we interface them.
Before the combat overhaul comes, I just wanted to share my thoughts on the interfacing experience so it impacts the overhaul, given the placeholders limitations.
The Z toggle reticle or not; the games still tab target.
- Some of the skills feel like they were built for action combat but are currently tab, other skills feel like they were built for tab but play like action combat, so it feels strange to use them.
The Cleric heals, Devotion, Divine Light, and Regeneration with reticle interface like they're a projectile, you really have to aim them in reticle mode and without the UI and Function keys into play yet, in tab they feel a bit weird. They'd probably be better as a mouse over heal that locks after you interface with your intended targets.
Mage abilities like Fireball would be really fun free aim, but with the reticle you have to maintain the reticle on the target in order for the spell to complete so its tabbing with a reticle the fireball does not really match the fluidity of the rest of the class.
Tanks Lacerate, Weapon Toss, and Javelin would be better if lacerate was a line/cone, Weapon toss was missile/aimed, and javelin could be aimed as well. As of right now with the way the tab works with collision you can pull someone up to someone but not through them, you can backwards body block a skill but not body block it in front of a person. Meaning, if I stand between a tank and someone else, I cannot block the ability outgoing, but the player will get caught on me and then we'll both get destroyed by the cone/line/aoe from a tank.
You can also dodge roll the javelin to launch your character across the screen though I'm sure thats not supposed to be in the momentum portion of collision detection.
Before the combat overhaul comes, I just wanted to share my thoughts on the interfacing experience so it impacts the overhaul, given the placeholders limitations.
The Z toggle reticle or not; the games still tab target.
- Some of the skills feel like they were built for action combat but are currently tab, other skills feel like they were built for tab but play like action combat, so it feels strange to use them.
The Cleric heals, Devotion, Divine Light, and Regeneration with reticle interface like they're a projectile, you really have to aim them in reticle mode and without the UI and Function keys into play yet, in tab they feel a bit weird. They'd probably be better as a mouse over heal that locks after you interface with your intended targets.
Mage abilities like Fireball would be really fun free aim, but with the reticle you have to maintain the reticle on the target in order for the spell to complete so its tabbing with a reticle the fireball does not really match the fluidity of the rest of the class.
Tanks Lacerate, Weapon Toss, and Javelin would be better if lacerate was a line/cone, Weapon toss was missile/aimed, and javelin could be aimed as well. As of right now with the way the tab works with collision you can pull someone up to someone but not through them, you can backwards body block a skill but not body block it in front of a person. Meaning, if I stand between a tank and someone else, I cannot block the ability outgoing, but the player will get caught on me and then we'll both get destroyed by the cone/line/aoe from a tank.
You can also dodge roll the javelin to launch your character across the screen though I'm sure thats not supposed to be in the momentum portion of collision detection.
1
Comments