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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.
How do you want natural terrain to matter?
akabear
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
Just a few thoughts..
- Elevation should matter. (longer shot and visibility)
- Line of sight should matter. (no shooting through walls nor curve ball fireballs!)
- Soft substrates slow walking speed.
- Heavy low foliage slows moving speed.
- Moving downhill increases speed.
- Would like to see river flow impact traversing.
- Prone hides name tag.
3
Comments
And I think it should be 'verrain'.
The stranger's eyes lifted to the blood red cloud on the horizon.
'We have to move. It's not safe here.'
I dunno, I kind of like how things curve in Verra. All the skills are basically magic, including the weapon skills, so I don't mind some curving of ranged attacks. Within limits of course. I think what we have seen so far is a decent balance. Melee types should get the appropriate gap closers to either get in their face or get out of range quickly though.
Dodging incoming by moving in and out of cover.
Great that parapets in castle sieges gave greater range; a defending team advantage.
I have not enjoyed hiding around corners to ambush in sieges and having players shoot through walls to hit.
These two already seems " best " to me,
but especially the Height/Elevation/Highground-wan-Kenobi regarding things like Arrows and not Spells who might not be effected by things like Gravity.
Please nobody stone me, but i think for People like Archers and other "material Projectiles-Shooters", a higher Ground should hold some Advantage.
✓ Occasional Roleplayer
✓ Guild is " Balderag's Garde " for now. (German)
Near the edge it should be 'slippery' and lead you to falls. Same for caves.
Such areas might be more dangerous during darkness and they will add to the sense of adventuring. Some might QQ about their healer falling down, screwing up the whole xp party session, but who cares.
Mmos need to be less predictible with terrain.
The stranger's eyes lifted to the blood red cloud on the horizon.
'We have to move. It's not safe here.'
Jumping from rock to rock could help running faster. Pushing players should be a feature.
small holes > passable by small characters only
large crevasse > jumpable by large character or mage type
high walls > climbable by tall characters only
castle walls > still want to see ladders usable by selected class and limited number in sieges!
Climbing trees and jumping onto players should be a feature.
The stranger's eyes lifted to the blood red cloud on the horizon.
'We have to move. It's not safe here.'
Line of sight is more than enough
That was PT Barnum. 🤗
Elevation should matter. (longer shot and visibility)
Longer physical shots yes. Visibility? No, that should be a function of what is between you and what you can see. Elevation may help you see over things, but it shouldn't have a longer clipping distance
Line of sight should matter. (no shooting through walls nor curve ball fireballs!)
This could be a topic all to itself. But we've already seen spells that curve demo'd. But that's ok. Similar to magic missiles always hit their target.
I'm torn between making LoS calculations simple (in ESO, server-based LoS calcs caused a ton of instability issues when implemented), and wanting cover to matter and dodging behind stuff to matter. One thing I do hate though is a when a 2 ft wide person can hide behind 2 inch torch post, but they can get shot through the side of a tree, but not get shot through the center of the tree.
Soft substrates slow walking speed.
Only if height matters. Only if mobs are affected too. Personally, I think this shouldn't be a thing because random ground-based mud slows will cause a lot of complaints. More complaints if it's dynamic...as in after a rain there are more muddy areas. It's one of the things I didn't like about BG3 or New World
Heavy low foliage slows moving speed.
So...everywhere that isn't a road or a dry streambed? Again, this should affect mobs
Moving downhill increases speed.
Then moving uphill should slow movement speed. And moving too fast means you might fall and hurt yourself if holding a weapon. Probably not a good idea
Would like to see river flow impact traversing.
It does, there is a current. They've kept it slow for now
Prone hides name tag.
Then prone should also keep you from attacking, and getting up from prone should have a minor delay before you can attack. I suppose we should ask if this game has prone as anything but an emote?