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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
What is the difference between the races when fighting?
Myosotys
Member
I'm not talking about specific and concrete bonuses attributed to the races, but differences that can be strengths and weaknesses related to their physical aspect.
For example, will a human have to crouch to reach a dwarf more easily with a melee weapon?
Will smaller races have a smaller collision point?
It was mentioned in 2017 that "Some classes may work better with certain races but nothing is enforced" but do we have more precision since then? (https://ashesofcreation.wiki/Races#Racial_benefits)
Again I'm talking about differences in combat related to the physical aspect of a race.
For example, will a human have to crouch to reach a dwarf more easily with a melee weapon?
Will smaller races have a smaller collision point?
It was mentioned in 2017 that "Some classes may work better with certain races but nothing is enforced" but do we have more precision since then? (https://ashesofcreation.wiki/Races#Racial_benefits)
Again I'm talking about differences in combat related to the physical aspect of a race.
1
Comments
https://ashesofcreation.wiki/Hitboxes
While we dont have full confirmation from Intrepid, it is fairly safe to assume there wont be any differences in this regard.
The differences in combat between the races are likely going to be stat based. While some may claim this is boring, and has been done in every other MMO ever, the reason for that is simple - anything else is literally impossible to balance.
I thought there was a lock target so it shouldn’t make a big difference.
What I don't expect and would not want is for mana using skills be they melee, ranged or AOE to differ in chance to hit based on the target race as this would potentially disrupt mana cost balance.
On a realistic point of view, collision should be different but if is the case, every one will make a dwarf so the initial idea of not advantaging any race would be fail.
Or they could make the dwarf larger for they look like a ball for more collision on the sides
It is a complicated dilemna.
I'm not exactly clear on what you mean, I was under the impression that ranged attacks are not done in any kind of FPS manor that actually involves a hitbox (as in DarkFall for example), rather they are tab-targeted, so a 'reduced chance to hit' as I described is just a math modifier applied to the hit chance along with other relevant factors like distance, cover, weather effects, archer dex stats etc.
The balance is straightforward, the amount of missed shots one would have against a charging Dwarf would be balance by being able to attempt more shots due to their slower movement speed.
The only place where character dimensional hitbox would then be relevant are when players actually physically collide while trying to occupy the same ground. And that is a rare enough case that I see no problem with just using identical boxes for such collisions, though I'd hope that actually pushing and shoving gets determined by str stats.
Your assuming a naive and stupid implementation, a person who is just standing with no movement input is just a mass which would be moved at a rate proportional to the pushers strength. Only when two characters are actively trying to move through each other would strength determine who is moved and how fast.
Furthermore, if there are diminishing returns on cc, there would have to be diminishing returns on push/shove.
Also, a strength based push or shove would be shit. A movement based push and shove is currently implemented and is fair to all. A strength based push/shove would only favour strength builds.
Nice assist with the wiki link!