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.
I would like to see physics like Exanima!
akabear
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
Forgot about this game for a long time, then youtube reminded me
Love the physicality of the hits and the rag doll physics of the falls!
https://youtube.com/watch?v=YmhzgsHazuM
Love the physicality of the hits and the rag doll physics of the falls!
https://youtube.com/watch?v=YmhzgsHazuM
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Comments
It's fine, it works decently in Absolver.
Comboing a frame perfect air roundhouse with your friend's Shockwave against five enemies at a time is the best feeling.
Would it work with hundreds of people? It might look a little weird but for most things it'd probably be fine.
Imagine it for BOSSES. It'd be great.
I'd personally dislike if my character loss control in a ragdolly way during a fight in a non-fighting mmo. Especially when there's a ton of magic that "supposed to" throw me around like there's no tomorrow. The boss slamming the ground and throwing people around might look cool, but I'm not sure if it'd fly with most players.
The concept here would be that 'losing control' of your character is not actually a thing that is required in these situations, it's what people who are used to 'always being able to do EXACTLY whatever they want' expect from games, but those people seldom enjoy these games anyway, because to introduce 'skill' you must introduce 'limitation', whether that be 'because you can't hit your opponent due to their movement', 'you can't act because of CC', or 'you are in hitstun/blockstun', seldom matters.
But I suppose that is actually your point maybe?
I find that MMO players have a much lower tolerance for ANY loss of control over their character regardless of the reason. I thought this was because of CC-lock but I've definitely learned from these forums in the last few years that it isn't really about that.
I just don't like the result (games are usually either shallow or entirely build based) of 'making sure players don't have any control loss'. And Ashes is just going to represent this differently anyway, as we learned in the last LiveStream.
Fighter does 'Spin-To-Win' and if you get hit, you can't use abilities. This seems to be possible now. I'm sure there's a difference, but I'd rather 'I got knocked over and rolled backward' as a more visceral visual indicator of the Fighter's ability working, than 'Ok the word stagger came up over my head and my hotbars turned red/black for 1.2s'.
It might also come from the nature of the ragdoll physics. Usually ragdoll means a pretty long animation, and if it's somehow animated super quickly it just looks like shit. And while I'm completely fine with super long stuns, I'm sure others aren't (as pointed out by your "1.2s" comment). And I just don't see how a properly ragdoll physics could be faster than 1.2s and not look like shit.
I don't know what to say to that really, other than to bring in my experience from my other genre once again...
A second is a LONG TIME to me. Sixty LONG frames.
My character can dash FOUR TIMES in one second.
My opponent's 'fall and wobble' animations generally don't get UP to 1 second. I guess if you include 'everything from the moment the strike connects', it can get there.
BDO actually drives me crazy sometimes for this reason. They enforce the 'knockdown' being at the 'MMO' tier of time frames and it just feels like my character is taking FOREVER to react or get up, because an 82 frame knockdown is an ETERNITY to me.
But more important to the point of this thread... it also seems unrealistic.
I guess the question would be to @akabear actually. Exactly how specifically realistic would it need to be to result in a good feeling?
Because there's 'full ragdoll' and then there's 'just a bit past this'.
Considering ONLY the 'fall and hit' animations here, please ignore the fighting game happening all around that.
I have always wanted to see the hit both have an impact and a sense of feel.
For the rag doll
I think the bodies to collapse when dead somewhat rag doll like
I would like to see explosions, physical or magic, create some rag doll effect when moving/throwing a character and then disorienting them.
And perhaps interesting pvp/pve plays when hit to propel players/mobs into each other.
Moreover the dynamics of the interactions than the solution per se.