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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.
What happened to the fighter's demonstration two years ago?
Sauronplay
Member
I make this post to express my point of view on the latest update of the fighter and focused more on the basic/automatic attack which in my opinion was a degradation of this in the last livestream.
Intrepid and the developers did a great job in developing the fighter archetype in the devs stream of the year 2022 in terms of basic attack, here is the video.
https://www.youtube.com/watch?v=t3LydR8VssY&t=724s
And my concerns about the fighter's last demonstration.
Character movement is very stiff when attacking, resulting in clunky animations, particularly with basic attacks. Little movement or inclination towards attacks, which would contribute to the feeling of weight that a two-handed weapon should have. Basic attacks with the greatsword now appear unnatural; They should be longer and wider movements, as demonstrated in the 2022 devs stream. The character should bend his knees and adopt a wider stance when he is in combat and strafe from the side when he moves sideways. An Orc should have especially longer and wider steps, just like other races.
The size of the sword should be a little larger, there is a reason why it is called a greatsword and not a sword. And the attack speed is too fast for a 2-handed weapon, I suggest reducing it. Remove mana in the fighter class and replace it with fury or adrenaline.
Conclusion. Bringing back the basic attack of the fighter from two years ago would be easier for the developers and they would only focus on improving and optimizing the skills.
Suggestions.
abandon hybrid combat and focus on one, and thus accelerate the combat development process of all classes. abandon the excess of colors in the skill animations and identify each class with a color that is either brighter or opaque.
Intrepid and the developers did a great job in developing the fighter archetype in the devs stream of the year 2022 in terms of basic attack, here is the video.
https://www.youtube.com/watch?v=t3LydR8VssY&t=724s
And my concerns about the fighter's last demonstration.
Character movement is very stiff when attacking, resulting in clunky animations, particularly with basic attacks. Little movement or inclination towards attacks, which would contribute to the feeling of weight that a two-handed weapon should have. Basic attacks with the greatsword now appear unnatural; They should be longer and wider movements, as demonstrated in the 2022 devs stream. The character should bend his knees and adopt a wider stance when he is in combat and strafe from the side when he moves sideways. An Orc should have especially longer and wider steps, just like other races.
The size of the sword should be a little larger, there is a reason why it is called a greatsword and not a sword. And the attack speed is too fast for a 2-handed weapon, I suggest reducing it. Remove mana in the fighter class and replace it with fury or adrenaline.
Conclusion. Bringing back the basic attack of the fighter from two years ago would be easier for the developers and they would only focus on improving and optimizing the skills.
Suggestions.
abandon hybrid combat and focus on one, and thus accelerate the combat development process of all classes. abandon the excess of colors in the skill animations and identify each class with a color that is either brighter or opaque.
0
Comments
The combat animation doesn't look polished enough for me. Please change the entire development direction of the games combat system to fix this.
TLDR
Forum dweller
They'll still be polishing the visuals and animations throughout the testing phases, so we don't know how it'll look as a final product.
2 years ago, the devs demoed the Basic Attacks for two Melee Weapons.
Sure, they happened to use a Fighter to wield the two Weapons that were demoed and we saw a few of the Fighter Active Skills.
But that was not a Fighter demo.
It doesn't say Fighter in the title.
It's not Fighter Basic Attack.
Rather it is the Great Sword Basic Attack. Which might look different with a Ren'Kai than it does a Kaelar.
Although, yes, they also did tweak various aspects of combat in the last two years.
I've seen old Alpha-1 Siege visuals (and gameplay ofc) in another post today and immediately had the thought of wanting to go back to that.
If any dev of any other game is reading this in the future for some reason, yes, please make your stuff like the original Melee Weapon showcase instead.
For the weirdos!
I think you're exaggerating friend, it's just a point of view, in fact I explained the incredible work that the developers did in the fighter's 2022 auto attack demo nothing more, I'm worried that they have modified these mechanics and restarted them, but I am aware of It is still in development and I love this game.
Movement had the feeling of weight without locking the character in an animation. Over needing to break animation becouse the damage comes at the end. The ainamation were always short & the damage came at the end. IMO this was epicly done. Now if they just lessened the blood effects to something realistic.
It's actually somewhat sad for us who liked the old better, because it feels like they spent 2 years making it worse.
But it must be better for someone else, and that's a good thing.
Yes friend, sorry for not quoting your comment from the fighter discussion, your comment agreed with my vision of the Figher archetype and everything in general.
Very good comment and analysis of streaming and your vision of the archetype in mmorpgs.
Full-body animations will always look better. But if you allow movement during them then you need to make a separate animation for each direction of movement, because an attack animated for strafing right looks bad if the character is actually strafing left. And even then, after making extra animations, what do you do if the character changes direction mid-animation? The usual solution: root players during animations.
I personally hated New World combat because of the fact that just about every combat action rooted you, even though it looked cool.