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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.
Will the combat system utilize the vertical space?
Asatsuki
Member
One of my favorite things in action combat games is being able to double jump or use animation cancels to move vertically.
It brings a new dimension to fighting by letting you dodge by going into the air, and also raises the skill ceiling of your class because usually the animation cancels take a lot of practice to time. For example, slashing your sword to interrupt a skill that has an upwards animation, allowing you to jump again or shoot a bow from the air.
Combat gains true depth when animation cancels exist in games, which lets players get creative and form their own combat style.
Will AoC implement some sort of vertical combat capability or animation cancel?
It brings a new dimension to fighting by letting you dodge by going into the air, and also raises the skill ceiling of your class because usually the animation cancels take a lot of practice to time. For example, slashing your sword to interrupt a skill that has an upwards animation, allowing you to jump again or shoot a bow from the air.
Combat gains true depth when animation cancels exist in games, which lets players get creative and form their own combat style.
Will AoC implement some sort of vertical combat capability or animation cancel?
0
Comments
I dont think anyone can say anything about vertical movement tho, as the combat system has not been fully shown yet.
I'd love that kind of vertical gameplay. Just jumping up and down seems silly to me in a game like Ashes.
You don't like bunny hopping?
Love this!
Open field pvp is a little ordinary, much prefer terrain to come into play
In the open world? Usually no, as most spaces do not have enough verticallity to employ it
That is where the terrain needs to be worked on.. creating ravines, narrowing passes across rivers, tunnels and other land obstacles between destinations to channel the commute between some areas and thereby create opportunity or threat and/or some danger as pvp locations.
No complete open field movement between nodes, some of the paths to have choke points.
Great for caravan attacks and known ramp up in anticipation of an attack..
Fences/walls, thickets