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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Comments
That said, I think Intrepid is doing a good job on this. Here's what I think of the various options.
Isometric perspective:
If you have this perspective without a generous zoom-out distance, it's not very good. If you allow players to zoom out far enough to make this angle viable, it becomes the undisputed best option for all players. Fantastic omni-directional situational awareness. No other camera angle will ever be used for anything even remotely serious. Allowing this all but removes the other options.
Third person perspective:
This perspective restricts your situational awareness in all direcitons but forward, and adds some interesting depth to combat encounters as a result. It emphasizes elevation, communication, and stealth. It's also by far the most immersive option, barring a potential first-person view. However, if the other two options are available, this perspective will almost never be used, because it restricts your situational awareness so much more than the alternatives. I'm also not sure how well this would work with tab combat.
Hybrid:
This is the camera style we've seen in the showcases. It lets you zoom out pretty far, but not so far as to completely disconnect you from your character and trivialize situational awareness. It also lets you zoom in to something approximating a 3rd person view, if you're okay with losing that much visibility. I see it as a hybrid camera for a hybrid combat system. As with all compromises, it leaves nobody 100% satisfied. Action combat enjoyers will think it's a little too zoomed out, while tab target fans will think it's a little too close, but it's really the only good option for the combat system they've chosen
A question I have around Camera POV is will camera zoom be blocked by walls? I'm also curious how the eye-adjustment light mechanic will play out with players whose cameras are zoomed out in bright daylight, while their character is in a dim space. I would really love to see a reason to bring the camera in tight, your going into a dungeon, or a warehouse overrun by monsters? better get tight and close to see what's going on.
Do different situations call for different perspectives?