Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
The problem with Action Target Mode is that it feels too "sticky"
OrdinAery
Member, Alpha Two
I prefer action targeting in most games. I was wondering what some Alpha One test groups meant when they said that Action felt ok but needed some work. Outside of the UI issues I have seen people posting about, nobody has said this about it- so I will say it:
"In action combat, your original target in a group of enemies makes it feel like your targeting is stuck to them"
I have been playing as tank and fighter over the past couple of days. Fighter did not feel this pain as much, and I believe it is because they have more cleaves and AoE that will be useful and effective regardless of exact target in the vicinity. For the tank, if I had 3 mobs in front of me and someone accidentally aggro'd a 4th that I then try to use the single target taunt on, I could not get my reticle to respond. In that situation, I had to "Q" to "Lock current target" and tab through to it. Which, I understand might be necessary if the mobs in front of me were so numerous that I could not see (line of sight) the new target I was trying to pick up, but that was not the case.
As an example:
Lets think of my character in the world and my potential vision being 360 degrees around me. Then lets add two targets equidistant ahead of me: One is static and directly in front, at 0 degrees, and another is variable between 0 and 90 (straight in front to directly to my right, respectively). If I hit the first target at 0, the next target feels like they would need to be a significantly separated value to become the "new target", even if I feel like my cursor is hovering over them. If I had to assign numbers in degrees and say how they feel, it would look something like this: 90- totally fine, 45- Mostly fine, 30- absolute toss up, 10- about where it should be. These are not actual numbers, thats hard for me to test. However, this is basically a way to describe that I think there should be a much more precise range on the soft locking to targets.
TLDR:
Aim assist turned up way too high, none of us are out here on xbox controllers.
"In action combat, your original target in a group of enemies makes it feel like your targeting is stuck to them"
I have been playing as tank and fighter over the past couple of days. Fighter did not feel this pain as much, and I believe it is because they have more cleaves and AoE that will be useful and effective regardless of exact target in the vicinity. For the tank, if I had 3 mobs in front of me and someone accidentally aggro'd a 4th that I then try to use the single target taunt on, I could not get my reticle to respond. In that situation, I had to "Q" to "Lock current target" and tab through to it. Which, I understand might be necessary if the mobs in front of me were so numerous that I could not see (line of sight) the new target I was trying to pick up, but that was not the case.
As an example:
Lets think of my character in the world and my potential vision being 360 degrees around me. Then lets add two targets equidistant ahead of me: One is static and directly in front, at 0 degrees, and another is variable between 0 and 90 (straight in front to directly to my right, respectively). If I hit the first target at 0, the next target feels like they would need to be a significantly separated value to become the "new target", even if I feel like my cursor is hovering over them. If I had to assign numbers in degrees and say how they feel, it would look something like this: 90- totally fine, 45- Mostly fine, 30- absolute toss up, 10- about where it should be. These are not actual numbers, thats hard for me to test. However, this is basically a way to describe that I think there should be a much more precise range on the soft locking to targets.
TLDR:
Aim assist turned up way too high, none of us are out here on xbox controllers.
1
Comments
(If the below already Exists and I am just an idiot who can't find it, please tell me)
Action mode Targeting needs to have a button assignment option, so I will select and highlight the target under my crosshairs. That way I just need to point at another target and press a button to select that target so I can change targets easier and much more smoothly.
I have had a lot of encounters where I keep pressing the closest target button and it keeps picking the dead target or a target off screen, instead of the one I am trying to shoot.
Not sure if it's possible, but even a Target Lock using a combination key would be good, so I could lock 1 or more targets to this key and then press the key to simply change targets. Not sure how useful this would be for all players, but I find it useful in other games that make that possible.
1) Part of this is/was just a skill issue on my part/not understanding what conditions had to be met for a proper target swap. As soon as the small dot in the very center of the reticle is on a different target, it will swap. The other parts of the reticle do not matter, from what I could tell at least. In my opinion, the smaller portion in the very middle that triggers the swap should be changed to a crosshair or something that is easier to see when it crosses on to the next target and possibly have the activation zone slightly larger. why it felt so inconsistent before was because on smaller creatures, like ravens, you can have a majority of the reticle over the target, but the very middle doesn't pass through even though you feel like it should have. I will see if I can attach a video of an example.
2) I did find one inconsistency though, but I believe it is a bug. While blocking, I could not swap targets as described above. So, a separate issue that does make it feel worse, especially if you do not understand why it is happening.
Sidenote, but I would also love to be able to see the nameplates of a potential target before entering combat while hovering over them. Maybe just skill issue again and someone can explain, but I have had to swap into tab and click on mobs to see if they have the friendly/green nameplate bug. it's a lot harder for me to assess a group of mobs by panning over them, which is what I would love to be able to do.
Again, I would suggest making it just a larger activatable crosshair and remove the other fluff that does not seem to matter.
How generous the first target acquisition is and then compare to the size of the very middle of the reticle:
Looks like it may have just been buggy before/fixed or they changed it after a recent update? I can reliably switch targets without being super precise now. I can also now hover over mobs and see target frames (within a reasonable distance).
Arguably, I would still like to be able to edit my reticle and maybe change the area around a mob that switches targets. However, this feels so much better than it did, and I can appreciate that. Thanks team!