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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.
Core mechanics must cancel attacks
MincVinyl
Member, Alpha Two
Core mechanics such as Dodge, sprint, jump, block should all cancel attacks or else you create a rooted animation clunkiness which will force players to avoid using those mechanics in favor of other mechanics. Example being block vs dodge for dealing with attacks. Dodge will stop any ongoing attack and break me free of ongoing animations which is critical for reaction time and counterplay....... On the other hand block does not do this. Both are time sensitive counterplay mechanics, but in most instances you wont be able to reliably block in time.
My main point is that players will complain about clunkiness whenever they feel slowed down by the game. The player should never feel like they are piloting a dumb robot that cant move or react as fast as them mentally. For example, I start attacking, but cannot stop my attack as an enemy player throws something at me which needs to be blocked. Mentally I see the telegraph and have the reaction time to do something...... but I am helplessly stuck as my dumb robot character slowly swings their sword.
The counter argument is: Your actions have consequences. If you lock yourself in an animation, you should not be able to get out. IMO this is flawed since game design wise you will isolate out any long cast time playstyles or potential skill designs. If players cannot stop and react to the action combat with long cast skills, they will simply only play with short cast time skills.
Also to the same argument, the action already had a consequence. You are canceling an attack that you paid for with wasted resources, stam, time, cooldown, etc just to have no damage output.
What are your thoughts? Which core mechanics should cancel attacks and stop rooted animations?
My main point is that players will complain about clunkiness whenever they feel slowed down by the game. The player should never feel like they are piloting a dumb robot that cant move or react as fast as them mentally. For example, I start attacking, but cannot stop my attack as an enemy player throws something at me which needs to be blocked. Mentally I see the telegraph and have the reaction time to do something...... but I am helplessly stuck as my dumb robot character slowly swings their sword.
The counter argument is: Your actions have consequences. If you lock yourself in an animation, you should not be able to get out. IMO this is flawed since game design wise you will isolate out any long cast time playstyles or potential skill designs. If players cannot stop and react to the action combat with long cast skills, they will simply only play with short cast time skills.
Also to the same argument, the action already had a consequence. You are canceling an attack that you paid for with wasted resources, stam, time, cooldown, etc just to have no damage output.
What are your thoughts? Which core mechanics should cancel attacks and stop rooted animations?
PcNA Eso Hardcore PvPer since launch. 1vX Sorc main.
I Push for skill based fluid combat, mechanic counterplay, and player+build individuality.
Theorycrafter, Engineer, Car guy. Learning UE5
I Push for skill based fluid combat, mechanic counterplay, and player+build individuality.
Theorycrafter, Engineer, Car guy. Learning UE5
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Comments
Block already cancels certain (bard) abilities, but not all. I dont see a reason why it shouldnt double as a cancel cast button
Ahh I only got time time play fighter for a few hours this weekend. If it is cancelling some abilities than maybe this should be reported as a bug. Perhaps they just messed up their state engines and it is supposed to cancel casts and attacks.
Anyone else know of other instances where block cancels or doesn't cancel attacks? I will try to put together a list if others want to contribute.
I Push for skill based fluid combat, mechanic counterplay, and player+build individuality.
Theorycrafter, Engineer, Car guy. Learning UE5