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.
I suggest to take a look at Warframe's combat combos and animations
ViBunja
Member, Alpha Two
And I meant exclusively combat combos, not the combat that is left so much to be desired, or maybe they should look into it so they don't make the same mistake they did, but that is for another time.
With Warframe combat, you move slightly when you use your melee weapon key (E), but you move a lot forward if you use the forward key (W, 🢁), others come into play like the jump key (spacebar), backward key (S, 🢃). You are also in control of the combos. These combos have both fast attacks, but also con trigger slow attacks which come with big damage and even can change the damage type.
I'll be honest, I do find repetitive melee combat boring and I can fall asleep, giving us players agency in what we want to do with melee combat depending on the situation would make combat more entertaining and less boring. I'm not asking for an exact copy though, but more like take this into consideration to build something on your own.
https://www.youtube.com/watch?v=6hatU8-iq5s
With Warframe combat, you move slightly when you use your melee weapon key (E), but you move a lot forward if you use the forward key (W, 🢁), others come into play like the jump key (spacebar), backward key (S, 🢃). You are also in control of the combos. These combos have both fast attacks, but also con trigger slow attacks which come with big damage and even can change the damage type.
I'll be honest, I do find repetitive melee combat boring and I can fall asleep, giving us players agency in what we want to do with melee combat depending on the situation would make combat more entertaining and less boring. I'm not asking for an exact copy though, but more like take this into consideration to build something on your own.
https://www.youtube.com/watch?v=6hatU8-iq5s
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Comments
So what I'm saying is when people ask for combat like those game don't forget about the other things have to come with the combat, because implements weapon attack like action game or TPS without camera limitations and camera effect etc those game have will decrease the weight and impact should have, those things are basically binded in one package that shouldn't be separated.
For example:
This is a BDO official Sage Awakening Preview trailer.
https://youtu.be/CXsd3T3wBpo
And this is Sage looks like in real world.
https://youtu.be/z7OAFz5GDLY
Yes, those effects still looks cool, but the weight and impact just gone, to me I only see character dash really fast and teleport around a lot.
So if anyone think it's still feel the weight and impact look no difference, I have nothing more to say.
plus:
For ranged weapon in action combat mode and according to wiki "Action combat is far less dependent on RNG.", I'll say the camera work in Warframe and Monster Hunter are good example to learn and to meet the risk vs reward idea, in this case(ranged weapon take real aiming skill like shooting games) I personally think it's ok even no RNG.