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.
Weapon effects and ways to solve them
Bladen
Member, Alpha Two
Right now the weapon effects are overly flashy and not very memorable. I'd like to give a few ideas.
Visually compelling while staying engaging and easy to read the best version on this I've seen is in Monster Hunter World.
The attacks freeze a frame and blur around the point of impact. They add a sense of weight and presence to your character.
Big attacks add a small sharp and defined effect on impact and display to everyone what you've done and its easy to read.
Damage numbers in that game are fantastic.
I think what we have now in Ashes is way to fast and flashy. Everything gets lost in the light show and nothing stands out at any point in the fight. We have this beautiful world and creatures they've made. Why not slow it down so we can actually see them while we fight instead of block everything out with lights.
Visually compelling while staying engaging and easy to read the best version on this I've seen is in Monster Hunter World.
The attacks freeze a frame and blur around the point of impact. They add a sense of weight and presence to your character.
Big attacks add a small sharp and defined effect on impact and display to everyone what you've done and its easy to read.
Damage numbers in that game are fantastic.
I think what we have now in Ashes is way to fast and flashy. Everything gets lost in the light show and nothing stands out at any point in the fight. We have this beautiful world and creatures they've made. Why not slow it down so we can actually see them while we fight instead of block everything out with lights.
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