Glorious Alpha Two Testers!
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.
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.
Adding weight to a character
Shaylaru
Member, Alpha Two
"Weight is not only a physical property, but also a psychological and emotional one. It can affect how we perceive the personality, mood, and intention of a character or an object."
Leaving footprints behind on certain terrain, hearing armor clanking when walking/running/emoting depending on what armor you're currently wearing is a great way to suggest the weight of a character. I would also like to hear my character's footsteps sound differently depending on what surface I'm traversing (dirt, water, wood, stone)
In the last ranger showcase we've seen, the movement of the character has been improved, but the machine gun shortbow animation is not looking great. Adding weight to the draw movement by using sfx and the presence of a quivver where the arrows will be drawn from can definitely benefit the overall aspect of the ranger class. What are your toughts?
Leaving footprints behind on certain terrain, hearing armor clanking when walking/running/emoting depending on what armor you're currently wearing is a great way to suggest the weight of a character. I would also like to hear my character's footsteps sound differently depending on what surface I'm traversing (dirt, water, wood, stone)
In the last ranger showcase we've seen, the movement of the character has been improved, but the machine gun shortbow animation is not looking great. Adding weight to the draw movement by using sfx and the presence of a quivver where the arrows will be drawn from can definitely benefit the overall aspect of the ranger class. What are your toughts?
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Comments
imagine if a feather felt very heavy...i mean there could be a justification for that in a theater play or a movie, for sure, but i think they want the ranger to feel nimble and light, as opposed to a tank or a warrior.
the footstep sounds sound cool but im thinking they could be annoying in large scale battles...hearing that tac tac tac tac tac 10 times a second xD
I REALLY enjoyed the the rapid fire. To me it looked the most fun., coupled with Scatter Shot it's looking great so far.