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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Death Animation Feedback : Different States of Death
CroakerRPG
Member, Alpha Two
Short and sweet feedback on the current state of the visuals surrounding death. We witnessed Steven go off on Keenan and murder him during the Ranger Showcase. Currently on death the player collapses into a burning pile of ash. Personally, I think this could be changed to provide better tactical feedback battlefield immersion.
I think that, when reaching zero HP, the player instead should collapse on the spot, leaving their body as it is completely visible on the ground. When the player is revived, such as through a Cleric's Resurrection spell, their body should burn brightly as they are raised back to life. If instead they opt to release back to a respawn point, then their body should burn up and leave behind a pile of smoldering ash. Naturally, this ash should despawn after some time.
This provides visual feedback for players in PvE and PvP to determine at a glance the value of raising a companion who has fallen - or guarding the body to prevent resurrection from an enemy raid. Having these variants of the death state also helps determine at a glance whether there are additional threats during a PvP battle. Are there healers lurking, waiting to revive this team so they can come back for a second attack? Is it worth sticking around the battlefield to make sure the battle is truly finished?
Subjectively, I just think it would look cooler. Having a body lay still, with ash particles slowly drift from their form - symbolic of their flame having burned out, in a sense - only to suddenly spark up with the flames of a phoenix and return to life once more is such a strong visual that ties in to the game's current themes of death and rebirth.
I think that, when reaching zero HP, the player instead should collapse on the spot, leaving their body as it is completely visible on the ground. When the player is revived, such as through a Cleric's Resurrection spell, their body should burn brightly as they are raised back to life. If instead they opt to release back to a respawn point, then their body should burn up and leave behind a pile of smoldering ash. Naturally, this ash should despawn after some time.
This provides visual feedback for players in PvE and PvP to determine at a glance the value of raising a companion who has fallen - or guarding the body to prevent resurrection from an enemy raid. Having these variants of the death state also helps determine at a glance whether there are additional threats during a PvP battle. Are there healers lurking, waiting to revive this team so they can come back for a second attack? Is it worth sticking around the battlefield to make sure the battle is truly finished?
Subjectively, I just think it would look cooler. Having a body lay still, with ash particles slowly drift from their form - symbolic of their flame having burned out, in a sense - only to suddenly spark up with the flames of a phoenix and return to life once more is such a strong visual that ties in to the game's current themes of death and rebirth.
https://twitch.tv/croakerrpg
I want to play a fun game
I want to play a fun game
9
Comments
https://ashesofcreation.wiki/Resurrection
Assuming they are trying to resurrect someone not in group/raid if that is even allowed currently.
Bad assumption.
i am confident the current " becoming a smoldering Pile of Ash "-Animation we saw for Example in the Ranger-Update, when Sir Steven send his Colleague into the ingame Afterlife,
that is probably to "save(?) Data-Load/Burden(?)" and save Performance for when in for Example huge Mass Battles, Players die in droves.
-> Everyone becomes a small pile of smoldering Ash - similar like a Bonfire from DarkSouls (lol) ,
-> Meaning Everyone will not leave much Strain/Effort for the Game Technology to animate this, right ? Ergo, less Frames/Burdens to display it somewhat smoothly ingame.
I could be wrong, though. Maybe it doesn't make such a huge Difference.
✓ Occasional Roleplayer
✓ Kinda starting to look for a Guild right now. (German)
God forbid healers look at the game from time to time. A WoW-add-on raiding experience isnt something to strive for.
i think he means when resurrecting someone. its easier and faster to click on the party window than on the actual corpse (or select it with some shortcut)
Healer that can only play the UI game are dead healers when it comes to PvP
reading department is lacking, my statement is about looking for death animations and clicking on player corpses to revive instead of using your UI for that... which is what a healer is supposed to do that's why the UI exists lol
I think Liniker is implying that the Healer isn't Healing well if there are death animations and corpses to Resurrect.
If people don't want to use the ui as a healer to solve issues then i think they need to find other games than mmorpgs or not play healers.
Typical people trying to make a non issue a issue.
wait what? O_O
All in all, greater visibility and ability to read whats going on is always better, no matter how you rez
Having a dead icon on ui is pretty clear, same way with voice comm and seeing less people fighting things.
I'm not sure on this aoe rez this isn't overwatch, im not expecting rezes to be given out like candy this game has pvp after all. We aren't talking about a pve mmorpg.
You usually dont rez in combat state in most game. Its purely a QoL ordeal
no.
depends on the game ;3
Those types of turn-arounds (if successful of course) are the hypest moments in mass pvps. It's the pve's job to be a time-limited process where you have dev-enforced design limits.
PvP should be fun as fuck, and imo standing up and trying to get revenge right there and then is way more fun than lying dead or rezzing 10km from the fight and running back in hopes of getting there before your group wipes.
sure but also balance ;3
That sounds like some of the worse mmo gameplay I've heard of in a long time lmao. In fact any game. There uis a reason full team mercy rex was nerfed, same with full team invincibly from omniknight in dota. This is how you not only destroy balance int he game but you create pvp metas where you only run certain classes.
Also pressing a rez button when a team loses a fight to rez everyone is not a hype moment that is just pressing one broken ability. It reduces actually hype moments a big plays since everyone can just be rezed.
Over healing, over healing from potions and constant rezes is how you dull gameplay down from meaningful conflict and strategies and turn it into everyone just being sponges that soak damage and ball vr ball meta is the singular only strategy.
Boring gameplay
its not as simple as that. ill explain later since its long and im working and gonna eat.
anyways inb4 nikr drops a video
It's about timing and organization of the rezzed group. Just standing up doesn't win the fight. You gotta all stand up at the same time, immediately assist-kill the right enemies, so that they don't nuke you down, you gotta time your rebuffs too (which depends on your previous coordination, cause people might've rezzed out of position).
Mass rez enables that interaction.
How exactly do mas rezzes do that? Because it's the inability to come back into the fight that would lead to ball metas. Zerg just rushes in, overwhelms their enemies with huge dps and that's it.
With a mass rez the smaller group can stand up at the right moment and try to turn the fight through good coordination and target picking. Especially if the mass rez has a fairly limited range, because the zerg would be all over the place and wouldn't even be able to utilize it optimally.
A prolonged battle to the last bit of mana is way more interesting than a singular trade of blows and that's it.