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How do you want natural terrain to matter?

akabearakabear Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
edited March 8 in General Discussion
Just a few thoughts..
  1. Elevation should matter. (longer shot and visibility)
  2. Line of sight should matter. (no shooting through walls nor curve ball fireballs!)
  3. Soft substrates slow walking speed.
  4. Heavy low foliage slows moving speed.
  5. Moving downhill increases speed.
  6. Would like to see river flow impact traversing.
  7. Prone hides name tag.

Comments

  • 8. Type of mount you are on could/should affect some of those.

    And I think it should be 'verrain'.
    The girl watched the last of the creatures die and murmured a soft 'Thank you' to her rescuer.

    The stranger's eyes lifted to the blood red cloud on the horizon.

    'We have to move. It's not safe here.'
  • CROW3CROW3 Member, Alpha Two
    9. Cliffs + knock-backs are fun as hell.
    AoC+Dwarf+750v3.png
  • DezmerizingDezmerizing Member, Alpha Two
    11. Lets do it like GW2 and *not* have players throw fire balls under water. Having mages temporary boil/freeze the water makes much more sense than hurling fire balls around.
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  • NerrorNerror Member, Alpha One, Alpha Two, Early Alpha Two
    edited March 8
    akabear wrote: »
    Line of sight should matter. (no shooting through walls nor curve ball fireballs!)

    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.
  • LudulluLudullu Member, Alpha Two
    To me the only really important thing is the line of sight.
  • akabearakabear Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I enjoyed how taking higher ground gave greater range in pvp so players had to be aware of their surroundings and take advantage of them..

    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.
  • AszkalonAszkalon Member, Alpha Two
    akabear wrote: »
    Just a few thoughts..
    1. Elevation should matter. (longer shot and visibility)
    2. Line of sight should matter. (no shooting through walls nor curve ball fireballs!)

    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.
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    ✓ Occasional Roleplayer
    ✓ Guild is " Balderag's Garde " for now. (German)
  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    Mountainous areas should have crags in which players can fall and be killed.
    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.
  • Mountainous areas should have crags in which players can fall and be killed.
    With an involuntary 'Aaaaaaaaaaaaaaaarrrrrrrrrrggghhhhhhhh" (splat) added to the sound track. Love it.
    The girl watched the last of the creatures die and murmured a soft 'Thank you' to her rescuer.

    The stranger's eyes lifted to the blood red cloud on the horizon.

    'We have to move. It's not safe here.'
  • OtrOtr Member, Alpha Two
    akabear wrote: »
    [*] Soft substrates slow walking speed.

    Jumping from rock to rock could help running faster. Pushing players should be a feature.
  • akabearakabear Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Would like size to matter..

    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!
  • OtrOtr Member, Alpha Two
    akabear wrote: »
    Would like size to matter..

    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.
  • Confucius say that small monkey climb better than large ape.
    The girl watched the last of the creatures die and murmured a soft 'Thank you' to her rescuer.

    The stranger's eyes lifted to the blood red cloud on the horizon.

    'We have to move. It's not safe here.'
  • KorelaKorela Member
    Yes, sure, I'd like to see over 10,000 micro mechanics so that it would take a new player over 10,000 hours to figure out how to effectively perform even basic moves. Who needs players anyway? Let them suffocate in frustration, running into yet another funny feature.
    /s
    Line of sight is more than enough
  • CROW3CROW3 Member, Alpha Two
    AnimusRex wrote: »
    Confucius say that small monkey climb better than large ape.

    That was PT Barnum. 🤗

    AoC+Dwarf+750v3.png
  • SpifSpif Member, Alpha Two
    Some thoughts on your thoughts:

    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?
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