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Mantling velocity

First off, very cool stuff. Looks amazing, I am especially a fan of the lighting. I do see the mantling speed getting a bit annoying as it seems it is not impacted by your velocity at all. It felt a bit strange to slow down that dramatically from a sprinting jump to mantle at the exact same speed as you do when you casually walk up to a ledge. Hope it doesn't come off too critical, like truly amazing reveal, reignited a lot of excitement, but just a tiny bit of feedback :). Happy holidays!

Comments

  • maouwmaouw Member, Alpha One, Alpha Two, Early Alpha Two
    First off, the fact that Intrepid added this mechanic to the game is SO GOOD!!
    It means that 10 minute walk between cities becomes WAYY more interesting, having stuff to climb over, jump off, etc is REALLY FUN!

    But onto OP's point - the difference in speed does seem jarring at parts and I too feel like I want to scramble up onto things a bit faster.
    I wish I were deep and tragic
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    This function is actually technically 'part of UE5', as far as I know from the original Epic tech demo. Can't be absolutely sure of course because I haven't touched UE5 yet myself but:



    9:17 of that video strongly implies that this is gonna be handled in-engine once they change one or two things in the codebase.

    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • Happymeal2415Happymeal2415 Member, Alpha One, Alpha Two, Early Alpha Two
    Would be really cool if Momentum and height of the mantle were factors in your speed. Or maybe a some skills that speed up your mantle if you want to invest in it. But the fact it's in there makes me smile so.
  • neuroguyneuroguy Member, Alpha Two
    Azherae wrote: »
    This function is actually technically 'part of UE5', as far as I know from the original Epic tech demo. Can't be absolutely sure of course because I haven't touched UE5 yet myself but:



    9:17 of that video strongly implies that this is gonna be handled in-engine once they change one or two things in the codebase.

    Yeah I also remembered that being a part of UE5. I do hope it would be fairly straightforward to modify, maybe to maintain your character's velocity to at least be a bit quicker if you are sprinting. I do like its addition to the game for sure though. Should make PvP chases a bit more interesting :).
  • maouwmaouw Member, Alpha One, Alpha Two, Early Alpha Two
    edited December 2021
    I also want to point out that this mechanic creates a brand new dynamic:
    • Areas that are not accessible by (land) mount.
    This means roads are functionally useful - because I can no longer bee-line from A to B if there are ledges (etc.) that I can't climb on a mount.

    It means journeys to the top of a craggy mountain are either: fly there or climb on foot.

    I love it, I love it.
    I wish I were deep and tragic
  • neuroguyneuroguy Member, Alpha Two
    maouw wrote: »
    I also want to point out that this mechanic creates a brand new dynamic:
    • Areas that are not accessible by (land) mount.
    This means roads are functionally useful - because I can no longer bee-line from A to B if there are ledges (etc.) that I can't climb on a mount.

    It means journeys to the top of a craggy mountain are either: fly there or climb on foot.

    I love it, I love it.

    That's a very interesting thought that I can get behind. If there is some cliff edge that can be climbed on foot, then it would indeed provide some meaningful choices about travel route and method. I have previously suggested that roads (and their quality?) could provide some speed buff to mounted speed.
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