Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Strategic/tactical environmental design
Ace1234
Member
Map design is one of the most under-utilized tools for adding strategic depth. There are so many tactics that can be added through having combat focused areas designed for the terrain/environment to specifically to allow you to have cover, flank, defend choke points, having blindspots, covering lanes, having confrontations of varying distances, etc.
All of this can be used to allow you to get the jump on an enemy, deducing enemy positions, intercepting enemy routes, position yourself well, be at favorable ranges, conceal your postion, and overall just put yourself in advantageous situations while trying to exploit your enemy by puting them in disadvantageous situations.
If these elements are there, then that can add new options for enemy mechanics that can be used that you have to deal with- while also adding to the pvp setting if they apply these principles to the pvp focused areas, or through the environmental design in general, to add so many options for skill expression.
Taking inspiration from the elements of first person shooter map designs, such as call of duty or CSGO can be very beneficial for doing this, because a lot of these tactics are non-existent if its just big open areas with no cover or alternative routes to utilize.
All of this can be used to allow you to get the jump on an enemy, deducing enemy positions, intercepting enemy routes, position yourself well, be at favorable ranges, conceal your postion, and overall just put yourself in advantageous situations while trying to exploit your enemy by puting them in disadvantageous situations.
If these elements are there, then that can add new options for enemy mechanics that can be used that you have to deal with- while also adding to the pvp setting if they apply these principles to the pvp focused areas, or through the environmental design in general, to add so many options for skill expression.
Taking inspiration from the elements of first person shooter map designs, such as call of duty or CSGO can be very beneficial for doing this, because a lot of these tactics are non-existent if its just big open areas with no cover or alternative routes to utilize.
3
Comments
As mentioned in another thread, if abilities just phase through trees and terrain- then this would also make cover completely obsolete, which I think would be a missed opportunity of not having that extra factor of positioning
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Agreed- it would take some work, but in my opinion, having an impactful environment that affects the moment-to-moment gameplay even more, will add so much to the games quality and longevity if done right.
Luckily there are a lot of games that revolve around the effective use of cover that can be referenced for inpiration for design and balance purposes.
Yea definitely- I think if there was a heavy design focus on the effective use and manipulation of the enviornment and cover, then it would make for some really fun gameplay. Your brigand tools idea was very neat as well, and would tie in to this concept nicely.