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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.
Environmental class-skills
Ace1234
Member
Opinion
I think it would be a great addition to the combat if there were contextual skills based on the using environmental terrain/weather conditions to your advantage. I've seen similar takes on the idea but i think a simplified version could be easier to implement and impactful to a variety of gameplay systems.
This would add so much depth and strategy to combat, class usage, and world navigation, because the seasons and route you take when traveling the world would potentially affect your combat capabilties. Overall it would further reward resourcefulness and situational/environmental awareness.
Idea
I think this could be done by
A) Using class utility skills as a means of providing an environment based ability
B)having inventory slots dedicated to types of combat usable inventory items
Utility skill
This could either be something that can only be done to intitiate a battle, to reward strategic preparation, or it could be an active skill during combat based on different environmental conditions.
This could mean giving certain classes a utility skill they can use on certain types of terrain or in certain types of weather, be it a trap door, a high-ground based jump attack, a stealth mechanic, an elemental attack, a speed move, etc.
Combat usable Inventory item
There could also be the same type of approach done with inventory items where it could either be something that can only be done to intitiate a battle, to reward strategic preparation, or it could be an active skill during combat based on different environmental conditions. There could be a limited amount of combat item slots, or limited usages for inventory items that can be used in combat, for balance purposes.
This could be something like a grapple hook, where you can use to access an area to flee/chase during battle or to gain positional advantage.
Balance
These skills or items could also be balanced by making sure there is offensive and defensive counter-play, as well as ensuring everyone has equal opportunity to earn and use them- through providing relevant circumstances that all the skills/items have the potential to be strategically utilized by all players- or where none can be utilized to also be a way of leveling the playing field.
I think it would be a great addition to the combat if there were contextual skills based on the using environmental terrain/weather conditions to your advantage. I've seen similar takes on the idea but i think a simplified version could be easier to implement and impactful to a variety of gameplay systems.
This would add so much depth and strategy to combat, class usage, and world navigation, because the seasons and route you take when traveling the world would potentially affect your combat capabilties. Overall it would further reward resourcefulness and situational/environmental awareness.
Idea
I think this could be done by
A) Using class utility skills as a means of providing an environment based ability
B)having inventory slots dedicated to types of combat usable inventory items
Utility skill
This could either be something that can only be done to intitiate a battle, to reward strategic preparation, or it could be an active skill during combat based on different environmental conditions.
This could mean giving certain classes a utility skill they can use on certain types of terrain or in certain types of weather, be it a trap door, a high-ground based jump attack, a stealth mechanic, an elemental attack, a speed move, etc.
Combat usable Inventory item
There could also be the same type of approach done with inventory items where it could either be something that can only be done to intitiate a battle, to reward strategic preparation, or it could be an active skill during combat based on different environmental conditions. There could be a limited amount of combat item slots, or limited usages for inventory items that can be used in combat, for balance purposes.
This could be something like a grapple hook, where you can use to access an area to flee/chase during battle or to gain positional advantage.
Balance
These skills or items could also be balanced by making sure there is offensive and defensive counter-play, as well as ensuring everyone has equal opportunity to earn and use them- through providing relevant circumstances that all the skills/items have the potential to be strategically utilized by all players- or where none can be utilized to also be a way of leveling the playing field.
2
Comments
But if you include falling from high places, then a sparta kick should be reserved for tanks fighters and rangers.
Yes. Some spots in forests (thick bushes) or shadowy/dark areas (crack on a cave wall) could hide the nameplate of rogues.
I’m happy with what I think is planned, which is some skills/abilities can change slightly depending on the weather/climate.
I'd rather graphics be changed such that nameplates practically aren't required to notice someone and figure out what they look like; then have bushes, dust, and dark areas obscure people pretty well.
nameplates remove opportunity; if you had to give your nameplate and it only pops up when you can see their face well enough it would be a lot neater.
But if you include falling from high places, then a sparta kick should be reserved for tanks fighters and rangers.
Yea id love this- sounds amazing, or like a pounce ability from high areas for the more nimble classes to attack from above