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.
Acceleration/ Deceleration. Improves Precision
Sapiverenus
Member
You can't adjust your range when closing in or backing out when you always teleport 50 pixels every key press and there's a 200 ms delay with moving enemies (also without acceleration and deceleration with animations not affecting movement) around.
Add acceleration/ deceleration and give characters a moveset, with small movement adjustments to their character rather than be empty glittery effects.
Auto-attack on 1 . . stand in place and swing.
2 - - step forward thrust then step back to where you were.
3 4 5 6 7 whatever - - other stuff
Direction key + Shift button - - position shift which is just a step in a direction or larger stride when running.
Based on character's current speed; hence hitting a direction key and shift will make a small and quick step in that direction. Should affect speed in sync with animation; This should be repeatable and I hope your engineers can program it to affect animation rather than some animation reset. I guess you could have more or less dramatic movement animations for everything.
Cutting up movement to a few parts and having some independence with "equal opposite" effects to opposing sides of the char model and speed/ direction variables to manipulate is not new tech or knowledge.
Instead of a button having something like step thrust step back; you can program attacks to happen in context of the "shift" step.
If the shift at least looks OK then whatever.
Add acceleration/ deceleration and give characters a moveset, with small movement adjustments to their character rather than be empty glittery effects.
Auto-attack on 1 . . stand in place and swing.
2 - - step forward thrust then step back to where you were.
3 4 5 6 7 whatever - - other stuff
Direction key + Shift button - - position shift which is just a step in a direction or larger stride when running.
Based on character's current speed; hence hitting a direction key and shift will make a small and quick step in that direction. Should affect speed in sync with animation; This should be repeatable and I hope your engineers can program it to affect animation rather than some animation reset. I guess you could have more or less dramatic movement animations for everything.
Cutting up movement to a few parts and having some independence with "equal opposite" effects to opposing sides of the char model and speed/ direction variables to manipulate is not new tech or knowledge.
Instead of a button having something like step thrust step back; you can program attacks to happen in context of the "shift" step.
If the shift at least looks OK then whatever.
0
Comments
Movement is options, options is strategic depth and skill expression, player agency creates more depth than player limitation. Same points made as the exhaustion thread. Same concept. There is going to be a trend of this because of our differing philosphies.
This isn't neccessarily a "bad" idea, it can be good and fun and require skill, just not as much as if you were to maximize player agency imo.
stop talking the way you do it's obnoxious.
I'm for positional adjustment and control of range (moving in and out of range).
return to your head
Ya can't 'adjust' with this constant speed player movement and getting in range is also clunky af from it.
what are you even talking about
Maybe I am misinterpreting your position. Are you suggesting more of a back end programming type thing for the connection concerns, or are you referring to the gameplay design revolving around decelerating/accelerating in the characters' movements?
There needs to be the game design of acceleration/deceleration to character movement. In other words inertia.
As for back end they can do optimizations if server is bogged down but that's not what I'm talking about.
also rogue moves with less inertia and at faster max speed. Strength determines how encumberance & equipment affects speed. tank moves high inertia slightly lower speed but less affected by encumberance I guess as a class bonus. spellcasters not good at running because they lack strength stam agi.
Well just make it stat based rather than class based. Class already gets certain stats every level.
ez design
Q.E.D.
@Ace1234
Yea stat based would be best probably- that way it can be universal so you can decide to spec into it. That kind of control is important for everyone to have unless you plan on balancing things out in other ways
Stat scaling is based on class but some agi/ str/ stam is always good.
Not sure how one would go about getting it; I would just have 'training' exist that one can do up to some daily weekly monthly max with soft locks on stuff outside your class' perview and fun obstacles to byway character growth.
Some off-class training as quality of life but otherwise too sweaty lifer for most people to push any further.
I can imagine a fighter or mage both doing physical toughening and stamina training where a dude punches them in the gut for a period of time and switches to hitting the arms. . . hitting the back. . . hitting legs. . . hitting the head; using whatever martial methods exist in the real world like Kyokushin karate.
not that effective for the bookie mage but still works at some rate. Fighter is hardcore and can do the training for longer and with greater intensity [progression].
As a 3 - 15 minute a day thing it's just a bit of progression people can do that looks cool feels thematic. Spam click SHIFT and some inputs during stuff and get double the amount of progression. Sweat & Tears.
Have training options for solo when out in the woods. Why not. You're trecking and need to train.
Could make it 1 minute of effective progress for Mage daily and 10 minutes of effective progress for Fighter daily but 3 - 15m seems good. Past that have a hard soft-lock and make Shift spam necessary for getting past the pain of soreness at the start of your next login lol; login, character sorely gets up from laying down. . . oh shit spam Shift you can't get up lol. Do warmups so you don't have to spam Shift all the time. Maybe avoid going into soft-lock territory next time.
After the first time players just avoid going past the 3 - 15 minutes if they hate Shift spam.
I'd play it.
actually, having softlocks that last a while then go away for a while would be good. So do 15m of training then softlocked for 15 minutes then normal progress for 3 minutes then softlock for 6 minutes and repeat that 3x total then just a softlock.
A lot could be done
EDIT:
To be clear the Minutes is a bit arbitrary; it means Sustained Minutes rather than some timer.
15m no lock; 5 minute softlock; 10 m no lock; 10m softlock; 5m no lock; 15m softlock; then going down 4/16, 3/17, 2/18, [finally 1/19 repeating]x4; finally just a very hard softlock until a 4 hour period in a 24 hour cycle where it's hardlock.
With this the first hour of some Attribute intensive activity nets the most results. The rest is sweaty grinding.
That 1 hour they're on should be a sigh of relieve for those that play up to 7 hours. Those playing 8+ hours a day may find their contribution trivial but need the cooperation or help of those playing 2 - 3 hours a day.
None of this completely factors in the Shift Spam for Higher Intensity or Exhaustion idea and the numbers would need to be reworked and number of 'tiers' of player [which exist from the way power scaling and demand works] be reworked over time.
Ratio could be anything so whatever works best; might be rather class specific. Fighters boil down to hitting stuff so getting XP from training should appeal.
Other classes want to do other things that are more mechanically interesting so they can get progress through other ways.
Mining of course can be physical so perhaps XP from mining and training is shared; and so is the softlock
It just fits. Gotta uptick exhaustion to get the most XP.
Die and lose your gear! No rez for a long ass time and probably some negative stuff is involved!
or design the game to not be easy mode when you hit max level/ higher level. Maybe it's about skill and coordination with your team, preparing for the battle, and tackling local problems as they pop up and find you or go after the 'node'.
Damn.
You walk away and come back 10 minutes later from doing other stuff to see shit raiding. You try and play it smart but end up running. Cleric winds up dead. Node is getting wiped.
Everyone in the area is dealing with the aggressors moving through; players and NPCs are running to the other node.
Territory lost.
Game needs frequent territory loss/threat. Managing the grind and combat readiness becomes a lot more interesting then too.