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.
Split Body Animation & Death Animation Feedback
LukiLuluped
Member, Alpha One, Alpha Two, Early Alpha Two
Hello Everyone,
I've been wanting to post my feedback about the Split Body Animation since Alpha 1 but kept postponing it, so here we are.
Split Body Animation
When you attack an enemy with the normal attack, if you are not close enough you still do the attack but miss, and that doesn't feel very good.
My proposal is when you have someone selected, if you are not in range when you are using your attack or a skill, your character to start moving towards the enemy and when in range to do the skill. Pretty much like other mmo's.
This will make the combat feel way better, and solve another problem when you try to tab-target a mob in front of you but you end up targeting a mob left of you and it's not in range. Instead of getting the message 'enemy not in range' thinking you selected the mob in front of you, your character will start moving left towards the mob that got selected.
In summary:
When selecting a mob and using any of the attacks, your character to start moving to that specific mob until it's in attack range and then perform the attack/skill.
This applies to other players as well in case of a cleric wanting to heal someone but not knowing exactly where they are and couldn't heal them because they were not in range.
Death Animation
In the last stream we all saw the new death animation which looks stunning. I love the idea and I never saw anything like it.
I want to give a bit of feedback regarding that.
Instead of just having the pile of ashes at the end, retain the body shape of the player that died in the ash pile so it looks like a body made of ashes. Also like this when you get ressurected the animation can be from the body of ashes, not just appearing from nowhere.
I've been wanting to post my feedback about the Split Body Animation since Alpha 1 but kept postponing it, so here we are.
Split Body Animation
When you attack an enemy with the normal attack, if you are not close enough you still do the attack but miss, and that doesn't feel very good.
My proposal is when you have someone selected, if you are not in range when you are using your attack or a skill, your character to start moving towards the enemy and when in range to do the skill. Pretty much like other mmo's.
This will make the combat feel way better, and solve another problem when you try to tab-target a mob in front of you but you end up targeting a mob left of you and it's not in range. Instead of getting the message 'enemy not in range' thinking you selected the mob in front of you, your character will start moving left towards the mob that got selected.
In summary:
When selecting a mob and using any of the attacks, your character to start moving to that specific mob until it's in attack range and then perform the attack/skill.
This applies to other players as well in case of a cleric wanting to heal someone but not knowing exactly where they are and couldn't heal them because they were not in range.
Death Animation
In the last stream we all saw the new death animation which looks stunning. I love the idea and I never saw anything like it.
I want to give a bit of feedback regarding that.
Instead of just having the pile of ashes at the end, retain the body shape of the player that died in the ash pile so it looks like a body made of ashes. Also like this when you get ressurected the animation can be from the body of ashes, not just appearing from nowhere.
2
Comments
I watched your podcast with Kevin Jordan!
Welcome to the forums!
Thank you, I finally learned how to do it ^^
The Ashes devs love them some flashy!!
When it comes to attacking, having the game do it for you would just be disengaging. Pvp would have a lower skill ceiling if the game does the action for you. Would you really prefer negating physicality and freedom over movement for convenience?
If you miss your attack for not being close enough, this can be fixed by reasonably sized hit boxes/ attack ranges. Or, if those are good already, get closer to your target? Why should the game move for you? That sounds like AFK arena, which is a mobile game that auto plays for you. Similar to Raid Shadow legends.
Where's the satisfaction is gaining mechanical skill that enables you to maneuver boss attacks, enemy attacks, or player attacks? If the game walks and attacks for you, what will you do when you're a sitting duck in pvp?
Respectfully, Cosma c:
Please enable the Death Poem feature Intrepid, kthkxbye.
The new death animation is one of the coolest I've seen, and fits really well with the AoC lore. It's probably already being worked on, but still feel like it's important to mention that the current resurrection animation doesn't really match up. Instead of the current resurrection animation, it would be much cooler if either: (1) the ashes are set on fire, recreating the character with the flames; or (2) the ashes are made to form a pile out of which a (kneeling) character can rise. In case you instead respawn elsewhere, the ashes should in a different animation be scattered to the wind, embers fading, or something similar.
On the topic of dying, maybe the death animation needs to be adapted for the case of a flying (mounted) character. I should probably start by saying that I'm not sure about how the body position is currently determined upon death, but assuming that a character has some height and a large horizontal speed upon death , the final position on the ground should probably be determined using dead reckoning (pun intended) for it to look natural. Taking the height and velocity at the time of death into account, as well as gravity, the trajectory is after all only a simple parabola which could be used to guide the death animation to the ground.
Also, will the death animation include the mount (regarding mounts in general) if the character is mounted upon death, or will the mount simply disappear? And what about deaths in water?
A scrub named Atama he was hailed,
while gathering ore he was nailed,
despite being green,
murdered he'd been,
'cause the corruption system had failed.
A scrub named Crow3 he was known,
with his last breath he did groan,
despite being short,
murdered for sport,
his body decayed down to bone.
The death animation is amazing!!! Also, I like that you can use an ability out of range. Being that we are wanting a hybrid action style of combat using free motion, I want to have to learn to be in the right position to connect my hits rather than be spammed with "you are out of range" voices or messages.
Dag yo, I got limericked.
Bwhahahhahahahaha!
A scrub named Khronus it was written
With the strength and pride of a kitten
Though he were a tank
He took a deadly shank
And the rogue got away with his chiton
A scrub with the name JustVine
Was purple/green colorblind
He picked on a farmer
And proceeded to harm her
He was easy for hunters to find
I like the deep irony in this one since I am both a farmer a woman and purple color blind lol. Good stuff.
Two gatherers vied for some root,
Their efforts his arrows made moot,
Poor Khonus did cry,
As Atama did die,
And Crowe did pry all of their loot.
(I relate, I’m a guy and often people assume I’m a woman online, I consider it a compliment though.)
I think ashes is all about not being like other mmos
Erm, no... why would you say that......?!
It'd be cool to be able to choose your death animation as part of Character Creation.
Would be cool if the death animation was linked to the way you died (crushed, hit from the front, hit from the left, hit from the right, hit from behind, beheaded, cut in two, etc).
This being said, yeah I'd like to be able to choose for a ''biological'' death animation, from a ''mystical'' death animation using ash effects and so on.
I agree with the death animation though. Having something tied to the model of the dead character would be a little better.
U.S. East
HAHAHA I love you
I am beyond confused at what you are wanting. A punchy feeling death animation? Killing someone and having them burn into a pile of ash is not satisfying? Maybe it would be more fitting for you if a meteor came down and crashed into the enemy every time they died? a boxing glove appeared and K.O.'d them?
In wow the body just falls over and lays there. Eventually it becomes a skeleton. A cartoon skeleton.
Your original comment confused me because I honestly don't understand your perspective. Wow death animation was trash and did/does not feel "punchy" (wtf does that even mean?).
Let me break it down a bit. The thing with a death animation is not that it needs to be punchy. It simply needs to represent the death of a player. If I finish you off with an execute style attack using my great axe, whether you fall to the ground making a stupid noise and turn into a cartoon skeleton or fall over onto the ground while burning up into a pile of ash, you still died. Both served their purpose and both should give you the satisfaction of "I rekt you".
What I am assuming you would benefit more from are proper sounds from landing attacks and critical strikes. Certain games have very amusing uses of these things. Rust headshots for example do a great job of rewarding me with that ever so sweet crunch when I shoot the noggin.
Even with the previous placeholder death animation it felt rewarding to murder people when I played. You're going to enjoy the game 100%. We need players with your thirst for blood : ).
It reminds me of vampires that turn into ash upon dying regardless of how they die; stake through the heart, decapitation, prolonged exposure to sunlight, etc. That happens because they’re vampires. What happens to our characters is also due to the nature of what they are.
Plus it looks pretty cool. And it’s a lot more distinctive than the typical “I’m a corpse now” result of a typical game.
https://www.youtube.com/watch?v=u8a25tSdWa8