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.
Any information about the global CD's on abilities/spells?
Mrdgames
Member, Alpha Two
Hi,
Is there any information about the global CD's on abilities/spells? Long CD's on abilities/spells really can break the combat flow, I hope AOC will have a CD system like WOW for the basic spells that is around 1,5sec, I'm mentioning WOW because they seems to have one of the best regarding the basic CD on spells (system combat wise).
Is there any information about the global CD's on abilities/spells? Long CD's on abilities/spells really can break the combat flow, I hope AOC will have a CD system like WOW for the basic spells that is around 1,5sec, I'm mentioning WOW because they seems to have one of the best regarding the basic CD on spells (system combat wise).
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Comments
yes ofc for the basic spells like a 1.5sec CD and for the defensive and offensive Big hitter spells ofc a longer CD. But the most important part is that the basic spells don't have 2sec or more CD on them that is just bad and totally takes out the flow of the combat. I hope Intrepid has worked out something regarding the CD's of spells.
Mass chaos.
PvP | Hardcore | Organized & Dedicated
Whats this guy on about.
Might aswell play adventure quest worlds at that point
Thus, a 0.5 second GCD would cover 500ms latency fairly well - and as time went on and connections got better and such a long GCD wasn't needed, many games added in stats on gear and in builds that reduced the GCD.
It was actually the lack of this that caused players in Archeage with a latency over 250ms to have major issues in 1v1 PvP (the game was obviously designed for Korean connections).
Basically, without a GCD or some other mechanic to perform a similar role (I can't think of any other mechanic, but I am sure one could exist), PvP combat will more often than not come down to who has the better connection to the server. The longer a games TTK is, the more of an impact connection speed will have.
instant ability damage cooldowns in action combat mmos need to be on 4-12 seconds to help with balance. Too long and missing them feels unsatisfying, too short can be spammy and overpowered. It also depends if abilities are combo builders like getting 5 stacks of something, In which case these abilities need just a GCD that's tied into the finisher that consumes the stacks.
Abilities that require cast times of 3 seconds and higher shouldn't have cooldowns. The risk of standing in one spot casting needs to yield reward.
I have to say, even if you are playing a game with rotations - if you need to even look at your hotbar to know what abilities are up, you are not very good at the game.
That said, it is always amusing when someone comes in and says "I don't like this type of gameplay", followed immediately by a statement that proves they are simply not very good at that type of gameplay.
In all seriousness though, don't blame tab target games for your inability to internally monitor a few timers.
I find it kinda silly when you don't have such progress in a game.
A GCD doesn't prevent this from happening though.
Many games have effects which reduce the GCD. Sometimes it is on gear, sometimes it is in a classes build. The older a game is, the more likely it is to have this.
As I said earlier in this thread, GCD was originally a mechanic to even the playing field for lower latency players. As connection speeds got better, games started giving players options for lowering their GCD if they felt they had a good enough connection for it.
The other thing some games do is add in abilities that are independent of the GCD, so they can be used while the GCD is running, and dont trigger it.
In EQ2 as an example, the GCD was 0.5 seconds. I had mine down to 0.3 and could have potentially gone lower, but I had a 300ms ping at the time so would not have seen any real advantage in going lower - so instead I invested in other areas.
It is very much a case of adding in the character progression when the bulk of players had the connection speed to support it.
The reason this works is that if I have a 300ms ping, and I cast an ability as soon as my last one has finished casting, it still takes 300ms (or 0.3 second) for the server to receive that command and execute it. If every player has a 0.5 second GCD, the server can receive that command, and execute it 500ms after the last ability finished casting. It doesnt matter when the server receives that command within that 0.5 seconds, it will hold it until the GCD is over.