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.
[Feedback Request] Basic Melee Weapon Attack Update Discussed in June Livestream
Edit: Combat Clarifications - Click here before dropping your feedback!
Hello glorious community,
We’d like your feedback on the Alpha Two Basic Melee Weapon Attack Update discussed during the June 2022 Development Update Livestream.
https://www.youtube.com/watch?v=t3LydR8VssY
To help guide this conversation, here are a few thought starters:
We’ll be compiling a report for the design team on Friday, July 15, 2022, so please try to get your feedback into this thread by then!
Everyone here at Intrepid Studios looks forward to reading all the feedback you have to share!
Hello glorious community,
We’d like your feedback on the Alpha Two Basic Melee Weapon Attack Update discussed during the June 2022 Development Update Livestream.
https://www.youtube.com/watch?v=t3LydR8VssY
To help guide this conversation, here are a few thought starters:
- What aspects of basic melee weapon attacks are important to you?
- Do you feel anything is missing from the basic melee weapon attacks we’ve shared so far?
- Are there types of basic melee weapon attacks in other games that you feel are done well? If so, in what ways?
- Is there anything in particular you’re excited or concerned about regarding what was shown with basic melee weapon attacks?
We’ll be compiling a report for the design team on Friday, July 15, 2022, so please try to get your feedback into this thread by then!
Everyone here at Intrepid Studios looks forward to reading all the feedback you have to share!
28
Comments
1. The fast action paced combat looks great and a real good time. Also very happy that you’re not rooted while performing attacks.
2. Love the implementation of adjusting dmg numbers. I like being able to see damage output and damage taken, but don’t want them to visually take over the screen.
IMPROVEMENT IDEAS:
1. When blocking, I would like to see that your character is actually taking a hit in character's body movement. Right now it’s just sound.
2. Are we missing footsteps? That would help character feel more grounded.
3. The spin with daggers felt out of place, was this supposed to be used with a hammer or great sword? That would feel more appropriate due to swing looked like he was swinging something heavy and not light daggers. Same with that big hammer animation skill. Felt odd to use that for daggers, but understand this was just a little tease on skills and not final.
4. Not a fan of the yellow sword light/particles from attacks. Just keep it more subtle in grey like the daggers and tone it down about 40% for all weapons.
5. Do you currently have a "curve" on attack movements? I wish attack movement's felt more linear if that makes sense. In video they felt like a mix of slowmo-fast that looked very eastern mmo. Movement almost slows down for a 0.1 second before the hit.
6. Have the team explored a depth of field that is optional under Graphics Settings? Grand Theft Auto does a good job of making what is in front of you in focus while the things in the corner of eye slightly blurred. Would be a nice addition to settings in general.
As someone who plays sorcerer in every game, I would've liked to see magic weapon combat. But understand spells are a little bit more sensitive to show. But overall, i'd say the team is making amazing progress and I would jump into Alpha 2 tomorrow if you announced it Way too excited for this game!
For me Intrepid now has proven to be able to utilize the entirety of the gamedev toolset involved this project on a very high level.
PvE and weapon combat looked already refined.
Looks really good, and I think you should continue in this direction!
Edit - In response to the Comment from @TheDarkSorcerer
#1 - I agree that blocking should feel most impactful, could be done with camera movement or player movement.
#2 - I'm sure footsteps are still work in progress, but yes good sound and footprints would be ideal.
#3 - I agree the whirlwind was out of place with daggers but it could just be an ability with the class he was using not really tied to the weapon. WIP
#4 - I think the effects is a good thing to have for melee swings since that is what melee will be doing most of the time. I think it adds to the impact and feel of the weapon , I enjoy it.
#5 - This I did not feel when watching, it could be a WIP issue or a recording issue. Not sure but looks decent
#6 - I personally would not like anything blurred. But I can see the appeal as a setting. If the game is done well it really shouldn't need to hide its depth with a graphic setting.
Also seeing a theme from other comments with people wanting weapons to bounce back on weapon hit. There are so many variables that I don't think some players understand when it comes to that.
Would you like on every single melee swing you take in a game that hits a mob to have your weapon bounce back?
Or you saying that just because of the monster type he was attacking?
I cant even imagine the amount of back end coding work that would go into calculating weapon impact, based on the swing based, on the mob type.
I think people wanting this are expecting something like the game Chivalry which has that and is still not perfect and is not what I am looking for with a basic attack in a MMORPG.
I think the important thing for me is they need to be useful and easy to use.
The main criticism I would give is that the impact looked missing or very weak. Enemies staggering or reacting to being hit would go a long way to make it not seem like a dps race where you just swing until it's dead. Otherwise, this is a great direction and beginning!
Daggers look good, though. The attacks are fast, maneuverable, and 'weak', as they should be.
For example, Nature Damage I would like to be green text vs Shadow Damage I would like to be purple text.
This type of customization would be incredible to see.
Simple Feedback: Mobs should fight about half a meter further away. The weapon may clip through mobs. But the Player Character should never.
It would be cool if there would be actual innovation. It'd be neat if there would be collision in the animation with the enemies. But I guess that's not what you are going for.
The sword. It looks like a REAL sword.
The dagger animations.
The ground impact decals.
The dagger glints/swishes.
I DONT LIKE
The "floatyness".
The sword glint.
MY IDEAS
Get rid of the yellow sword glint. When I saw the sword, I literally said out loud "Now THAT is a real sword." and then you swung it and it lit up, and it totally unsold itself. I would like the sword swing to appear as the dagger swing, just like a silver glint.
The sword needs to stop on the rock man, it needs to hit, and bound backwards, and this should interact differently for flesh beings and other materials. It's probably time consuming but this is the only thing that would sell action/animation combat for me. I also need to see some mob feedback for when it gets hit, some kind of purely visual stagger with a getting hurt sound effect.
As for the combat text; can we configure it in a Mik's Scrolling Battle Text fashion? That means damage coming in scrolls down the left-hand side of the player, damage going out scrolls up the right-hand side.
Any previous feedback I've given is technically moot therefore, because I was working from the incorrect assumption that there's no way Intrepid would have made a game faster than BDO or Neverwinter, given the other feedback received, but it is clear that you really want to push the genre beyond anything we've ever seen.
Any other feedback I give would be similar speculation.
As a Dagger user generally, I can absolutely work with the 'fast footwork bladestorm' I just saw, especially when the hitbox is shifting (I can't be absolutely sure that it is, but it looks very much like it is, from only what I was able to see).
Y'all are gonna make me play this in preference to some fighting games, at this speed. I thank you.
Regarding the melee basic attack system, will there be other "swings" available to use? For example, jumping attacks, or "meteor" attacks from a great height? Perhaps some conditional attacks like back stabs or leg sweeps?
I'd gladly take this combat in its current state over 90% of the MMOs out there.
I don't want it to be like BDO, while BDO looks and feels great, its overly flashy and easy combat can also put me off. I'd much rather play a boring tab targeting game than something like BDO.
Just please don't make it like ESO with that clunky, weaving, aa canceling mess.
Meaning....
shield + one handed weapon - higher defense but slower mobility, attack speed, lower dmg, etc
dual wielding - lower defense but higher dmg, attack speed but lower mobility, etc
1 one handed weapon - lower defense and dmg but higher mobility, better cast speed, lighter in weight, etc
I would love to see just 1 one-handed combat style
Since you asked for feedback, my main gripe was:
Enemies don't flinch/react to strikes. I think that detail gives a lot of "weight" to your hits. It's much more satisfying when they do.
Liked:
- directional attacks were smooth looking
- ground decals were a nice detail
- sounds were great!
- damage and crit numbers (and customizability) were one of my favorite bits of the demo.
Suggestions:
-I wish there were more visual indications that you were being hit or that a unit was being hit (other than damage numbers ticking). BDO does a great job of applying a quick highlight to the player and/or unit being successfully hit (by applying a quick flash of bright overlay)
- In addition to the actual weight and impact feedback mentioned above, adding a shuddering/impact animation might help the weapon hits seem more 'impactful' and 'weighted'
Overall, I am extremely happy with how combat is turning out. And the stream format and presentation were amazing!!
I have a few thoughts on the combat text:
Separate the xp text from the damage text a lot more
Allow for xp text to be shown as a long, lingering, Total combat xp displayed after exiting combat
The font looks pretty good
I gotta say I'm with you chief, I'm really not a fan of action combat at all, I couldn't even play more than an hour into BDO, it's just not a good feel. Ashes might be the game that makes me switch who knows? But I would very much perfer the old tab style, if it aint broke don't fix it.
I appreciate the updates and the work everyone is putting in. Looking forward to the subsequent streams and getting my hands on it in Alpha 2!