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Combat system suggestions

RezenkronRezenkron Member
edited January 2023 in General Discussion
My suggestion is to add some new mechanics to make the combat experience of this game the best.
I may be repeating some of the existing mechanics in AoC because I don't know what is combat system looks like now
And my main reference will be the game Dragon Nest, a game that few people know and remember now, but which still has the best combat system and PVP more than 10 years later (I'm not exaggerating one bit), it has true non target and very cool PVP
Here is the video i made about core combat mechanichs in Dragon Nest:
https://youtu.be/KcSoKBXgbVE

I know that I'm a little late and that the combat system is may already be defined, but I think that some of the mechanics can be implemented, such as dodging (If in PVP you dont have any dodges or chances to avoid damage it just doesnt makes sense), the ability to stand up and continue the fight if you fall or invulnerability to some skills to make the combat system more dynamic and interesting

Comments

  • Anyway to understand dragon nest combat better you have to play it

    In addition, these mechanics will make combat more skill dependent, forcing you to catch your opponent first

    Someone can say that BDO has similar or better pvp
    Just no. PVP in bdo is just a huge hole where you cant even see opponent's skills properly and he appears behind grabs you and insta kill you without a chance to stand up
  • Taleof2CitiesTaleof2Cities Member, Alpha Two
    As a new forum-goer, you're invited to review the combat section of the Ashes Wiki, @Rezenkron.

    It should answer a lot of your questions ... even if Intrepid is still working on the Classes:

    https://ashesofcreation.wiki/Combat
  • Some game's pvp are more focused on the macro strategy of the team than on the micro -movements of each character.

    Both ideas are viable, but as for AoC, it's still very much in discussion whether there will be dodging and active blocking. Standing up also isnt something decided yet.

    Personally, I dont care for dodging, but it's not something that will prevent me from playing the game, I will just adapt, but I guess id rather it be limited and not a main part of pvp.
  • Ace1234Ace1234 Member
    edited January 2023
    @Rezenkron

    Interesting post- I hear dragon nest pvp is very fun.

    As far as the specific mechanics mentioned, assuming the mentioned "knockdown/stand up" mechanic works like a fighting game where once you are on the ground you have a more limited set of options, and the person standing up has full access to their options with the goal of capitalizing on that state of advantage- assuming it works like that, generally this emphasizes strategies revolving around puting the opponent in that state on order to limit their options to achieve victory.

    I don't like the idea of combat having a large emphasis on limiting the opponents options to determine the winner.
    To me the funnest part of combat is the "neutral" state where both combatants have their full kit available. Since disadvanteous states are so important for winning, this de-emphasizes the importance of that "neutral" state, by requiring players to win less interactions in neutral in order to lead into and capitalize on those advantageous states.

    This makes the more fun part of combat way less forgiving, as it will require winning less interactions in that "neutral" state in order to win, and thus imo means less fun that will occur through less "neutral" state interactions.

    I would much rather put as much focus as possible on empowering both players to emphasize the "neutral" state as much as possible, in order to maximize the most fun aspects of combat- thus having minimal emphasis on advantageous states, but still some, since they are important for determining a winner through tipping the balance of combat toward one combatant.

    So I wouldn't be opposed to the idea as long as whoever wins in those "knockdown/stand up" interactions doesn't automatically gain a huge lead of which is very unlikely the opponent will be able to make up the difference. If it is forgiving in the amount of those situations can be lost while still making a comeback, then it could be a viable option that I could potentially support, but if it is designed toward that more polarizing type of win condition that I described, then I vote no thanks on that mechanic.
  • VeeshanVeeshan Member, Alpha Two
    edited January 2023
    Rezenkron wrote: »
    My suggestion is to add some new mechanics to make the combat experience of this game the best.
    I may be repeating some of the existing mechanics in AoC because I don't know what is combat system looks like now
    And my main reference will be the game Dragon Nest, a game that few people know and remember now, but which still has the best combat system and PVP more than 10 years later (I'm not exaggerating one bit), it has true non target and very cool PVP
    Here is the video i made about core combat mechanichs in Dragon Nest:
    https://youtu.be/KcSoKBXgbVE

    I know that I'm a little late and that the combat system is may already be defined, but I think that some of the mechanics can be implemented, such as dodging (If in PVP you dont have any dodges or chances to avoid damage it just doesnt makes sense), the ability to stand up and continue the fight if you fall or invulnerability to some skills to make the combat system more dynamic and interesting

    steven doesnt seem to like iframes so u probaly wont get a invunerable dodge like in the video, you will probaly have to physicaly dodge the skill/aoe circle to advoid taking dmg there.

    tbh im not a fan of it either dispite being a heavy pvp player main reason for this it substancialy increases skill level to be useful and therefor increases barrier of entry which tend to make people quick when they get dubstered every fight and with MMO u kinda need playerbase for content i would rather have less twitchy lower entry level pvp combat and have higher player base than the game cannabalising it player base due to people cant compete due to higher skill ceiling.
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