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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.
[Feedback] Action Mode - auto attack vs manual click and more
archimedes
Member, Alpha Two
Greetings,
the action mode play style is imo a successful evolution of tab targeting. There are however 2 issues that rapidly came up:
1) Auto attack activation versus manual click
If i click the attack manually, it should offer a greater impact. So far, just activating auto attack makes the whole game regress into a mobile/tab target auto battler with some skills here and there and a block. Holding down the mouse button for hours gets teadious and offers no advantage compared to auto attacks (yet).
Suggestions:
a) manual swings should always deal more dmg
b) offer a game mechanic, that triggers at chance or with skill connection and allows for i.e. a heavy attack, by holding down the button. This complements a play style of not holding down the button at all times, but instead do skillful and timed clicks with optional reaction = heavy attack
c) offer a precise swing timer (invisible), that punishes auto attack action when clicking too often and incentivizes precise clicking, increasing the attack action of the swing. This means; a 4 swing combo clicked 4 times with good timing is .5 ot 1 sec faster compared to auto attack and or perma holding down the button.
/// (end of auto attack feedback)
2) Weapon skill trees
From a glance, it seems as if every single weapon only offers passive effects during the combo.
I would love to see way more work being put in here overall. After seeing these, i searched for dev comments on the system, found Steven talking about some parts of it and see the reason behind the way it is set up.
Nevertheless, if possible, this system could offer a lot more variety, some active attacks and or other effects. With point "1) b) and c)" describing trigger chances and timers, those could fit in the weapon skill tree perfectly.
This sums up the short fist impression of the Alpha II combat so far. Thank you for reading!
the action mode play style is imo a successful evolution of tab targeting. There are however 2 issues that rapidly came up:
1) Auto attack activation versus manual click
If i click the attack manually, it should offer a greater impact. So far, just activating auto attack makes the whole game regress into a mobile/tab target auto battler with some skills here and there and a block. Holding down the mouse button for hours gets teadious and offers no advantage compared to auto attacks (yet).
Suggestions:
a) manual swings should always deal more dmg
b) offer a game mechanic, that triggers at chance or with skill connection and allows for i.e. a heavy attack, by holding down the button. This complements a play style of not holding down the button at all times, but instead do skillful and timed clicks with optional reaction = heavy attack
c) offer a precise swing timer (invisible), that punishes auto attack action when clicking too often and incentivizes precise clicking, increasing the attack action of the swing. This means; a 4 swing combo clicked 4 times with good timing is .5 ot 1 sec faster compared to auto attack and or perma holding down the button.
/// (end of auto attack feedback)
2) Weapon skill trees
From a glance, it seems as if every single weapon only offers passive effects during the combo.
I would love to see way more work being put in here overall. After seeing these, i searched for dev comments on the system, found Steven talking about some parts of it and see the reason behind the way it is set up.
Nevertheless, if possible, this system could offer a lot more variety, some active attacks and or other effects. With point "1) b) and c)" describing trigger chances and timers, those could fit in the weapon skill tree perfectly.
This sums up the short fist impression of the Alpha II combat so far. Thank you for reading!
0
Comments
If by chance the whole system comes together at later levels with plenty of skills and effects that demand holding down the attack button for skill "power ups", my points may run into overlapping territory. However, it then maintains its focus on more impactful manual clicks compared to auto attacks.
The feedback is written as a first impression from early levels with few skills on a fighter and cleric class, with 2h sword, bow and scepter tested shortly.