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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.
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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.
Why your Feedback on Combat Matters
Karthos
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
Knowing me, no this isn't a troll thread, this is what I honestly believe. Your opinion on Combat does matter because the actual feedback that's given today, will be what the team uses to make the combat finished product later. However I'm seeing really passionate, but not focused feedback. "This combat sucks" or "This combat is great" frankly, I guess on the whole is technically feedback, in the same way that a Twinkie is technically food, but it really lacks substance.
That being said, I wish that Intrepid would lay out some ground rules on what types of feedback they'd like to see from players. Just asking "Give us your feedback" means you're going to get a scatter shot of random things stemming from "I love Steven" to "My left testicle is misshapen, will I be able to make my character in game have odd shaped balls?"
Please, Intrepid, give us a sign, show us the direction you wish us to throw our opinions at!
That being said, I wish that Intrepid would lay out some ground rules on what types of feedback they'd like to see from players. Just asking "Give us your feedback" means you're going to get a scatter shot of random things stemming from "I love Steven" to "My left testicle is misshapen, will I be able to make my character in game have odd shaped balls?"
Please, Intrepid, give us a sign, show us the direction you wish us to throw our opinions at!
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Comments
"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?
Please don’t feel limited by the thought starters above. Feel free to share anything you’d like about Ashes of Creation’s basic melee weapon attacks."
I personally think they should keep on the direction they are going, an action'ish-based hybrid combat with tab/action mixed, while using active block/parry / rolls and dashes to make the combat fast-paced and skilled.
If it holds up after that to what it's like with a solo player, cool.
If it does not hold up under that test, it needs to be made to do so.
Good thread. Here’s my opinion based on what I observed…
First the 2H:
- The idle animation gave the weapon gravity, it looked like the weapon had weight to both hold and heft - which lent some immersion points
- The weapon swings seemed smooth and well-animated (especially given this is alpha) and again also seemed to telegraph the weight of the sword in the direction of the attack
- The cadence of the attacks seemed ok. I’d like to get a feel for several slower attack speeds - I think there’s a better balance by slowing the heavy 2hnders down, which relatively speeds the daggers up (aka the daggers don’t need to be faster)
- The cleave attacks looked powerful, and appropriate
- The overhead active block looked neat, but I didn’t see it actively block anything (someone chime in if you did). Is that a 50% mitigation to block with a 2H?
- I’m not a fan of the golden swooshes, and hope these get toned down, they don’t lend anything functional over time, and if every attack has golden swooshes, they lose all significance and may as well not be there. So save the CPU effects for more powerful abilities
- I’m super curious to see other 2H basic animations now - especially for staves and polearms which have entire different attack patterns, but still have weight
Daggers:
- the speed felt felt right
- The character’s animations seemed too engaged. The advantage to fighting with knives is their non-committal nature. A full lunge is just silly with a knife.
- The dual attacks are good, though I would add more asymmetrical attacks, even reversing the grip on one of the knives which is a common tactic when fighting with two shorter bladed weapons because it gives you more options faster
- I’m super interested in seeing if there’s a difference in how a warrior with daggers may fight versus a rogue with daggers
- Also my comment above on the silver swoops applies to daggers as well. The swoops take away from how cool the animations can be - and I’d rather focus on my character’s ability to fight than swoopy BDO flash bangs.
Overall, I’m happy with what I saw. I just want to see more. Specifically, how an active cast ability blends with the basic animations. Is there a target lock (aka Witcher 3 or AC) or just an action soft lock to deliver casted / ranged attacks?
Nicely done, IS.