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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.
Variable movement speeds for players?
Mattchoo
Member, Alpha Two
Hi all, I was reading through the WIKI and did not see an answer to this. Does anyone know if they have said that all players will have the same basic speed or will stats/abilities effect the normal running speed of players?
1
Comments
We imagine some buffs may make you move faster.
Other than that: no info
https://youtu.be/23GSdvV1dB0?t=736
Founder and Guild Leader of -Providence-
Yeah, that wind effect was sprinting (which had a stamina limit). I never noticed myself running at a different speed than any of my friends.
Trying to run away or catch up to someone, rushing to get a first hit on a mob, first to loot a party killed mob. lots of reasons to balance move speed.
Sounds good. Let Rogues and such out-maneuver.
I understand that this could mean some characters would not be able to catch some others. This would require players to make smart use of gap closers such as charge, grappling hook, teleport, or some other movement impairing effects.
I also dislike the idea of a sprint button available for every class which will probably have some stamina related to, it's usually something more annoying than fun (subjective) but I don't really think it makes the game better.
I hope they go with the simplistic route to begin with (no sprint button and every gear/class/race has the same base ms) and if needed they can add new things along with testing, which I then hope testing shows it's not necessary to add them. It just makes balancing harder and I don't think balancing will be easy in Ashes.
What? Like in what game?
It makes creating a game easier since there's actual differences playing one class over another. It's more fun for most people to play something that is actually different.
Might as well say Overwatch should never work because it's such a mismatched patchwork (lol). The balance went to shit when they started adding singular overpowered characters (for the 'hype'???) but otherwise it was good, and extremely successful. I tried Genshin or whomever and it was fun.
Clinging to balancing fears is how a game doesn't even get made lol. It's like being afraid to go outside.
By making the Tank the same speed as the Rogue you're just Taking from the Rogue and have to nerf the shit out of Tank so they're not overpowered (instead of just making Tank with his 999 lb plate and 10 tons of gatherables SLOW). And you have to give the Rogue something else like a teleport (LOL), instead of just changing movespeed which has nuance built-in and makes perfect sense.
If you take from one place you can give elsewhere. Balance is polish, not game design. Balance is ez af. There are devs that just don't give a shit, hence broken imbalanced games exist.
Agree, but I'd also say that it's not impossible to balance. Part of the difficulty, IMO, comes from melees tending to wear heavier armor, which is also the natural factor to use to determine movement speed, but they're also the ones who have more need to move fast to catch up. A very simple solution is gap closers that have cooldowns. For example, a 10 second speed boost or a leap.
At least, even if they are fast, you might still have the chance to land a snare on them.
But they should not be able to run with legendary items and mats. That would be unfair.
Wait, how much stuff do I need in my inventory to count as "Gatherer" when I'm ganking folks? Or is it just profession level?
You have to prove you are a true gatherer by clicking 19899999 times on resource nodes.
More seriously then, what actually activates this, in your mind?
At least two people in my 'ganking group' will actually be high level gatherers. What prevents them from getting the bonus movement speed?
Why should the game prevent that? They deserve it. They should also un-equip their high tier gear to be able to run faster. That would also make them more vulnerable.
Having players who run fast and tackle other players is a fun mechanic in my opinion.
That should be possible mounted too with special mounts provided by animal husbandry artisans and with food buffs.
Ok, was just verifying.
I don't think that adding movement speed to Gatherers is a thing I would like, balance wise, but I just wanted to clear up that you perceived that as 'across all'.
Agreed. Moving faster based on anything other than class abilities never works out well. It would sabotage shorter classes like Dwarves.
The player could possibly affect this basic speed during character creation via stat point allocation.
The players basic speed could then be additionally augmented via spells, items, or anything else the devs decide.
The players speed could then be reduced by encumbrance, spells, or other things.
This type of system would allow for some players to spec their characters for speed at the cost of possibly strength/damage resistance/health/encumbrance.
Why do you think they hide in Mountains, and create masterwork armor and weapons?
The Dwarves must organize.
With different races the players are still allowed to spec their characters for speed; by choosing a different race. Some stat allocation sounds alright to me but I'd expect that to be tied to class.
Everything else would end in minmaxing. In PvP running speed is the best stat ever.
You mean world PvP but anyone with less movespeed can simply group up.
The random teleportation in the Melee showcase is hell of a lot more impactful than movespeed lol
You sounds like someone never played actually a pvpmmo.