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Double-tap WASD to dodge

BrocknarBrocknar Member, Alpha Two
Wildstar Online had this amazing feature where you could double-tap WASD to dodge. This made fast-paced combat much more enjoyable, rather than having to click a specific key for it. It would be amazing to get a feature in the key bindings to recognize "double tapping" a key as a dedicated input mapping.

What do people think about this?

Comments

  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    edited December 14
    Yes pls that was the best thing WS did. Dodge always in the direction you want and that frees up keys for other things.
  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    This would also be easier then pressing two button to dodge in a direction you want to. One buttons and 4 dirictions you can dodge.
  • ItsNyxItsNyx Member, Staff
    Thank you for sharing your feedback with us! We'll make sure to pass this along to the rest of the team.
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  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    ItsNyx wrote: »
    Thank you for sharing your feedback with us! We'll make sure to pass this along to the rest of the team.

    I love IS team :)
  • TraulqTraulq Member, Founder, Kickstarter, Alpha Two
    This would be fab; thanks for raising it, Brocknar!
  • MincVinylMincVinyl Member, Alpha Two
    ESO also had this feature. In the menu you could enable/disable it. You could also adjust the double tap delay to avoid accidental presses.
    PcNA Eso PvP 1vX Sorc main.
    I'm for skill based fluid combat, mechanic counterplay, and player+build individuality.
    Theorycrafter, Engineer, Car+Engine Designer/tuner. Learning UE5
    AOC Fighter Main
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    MincVinyl wrote: »
    ESO also had this feature. In the menu you could enable/disable it. You could also adjust the double tap delay to avoid accidental presses.

    Did it lead to any real netcode issues in ESO? I'm not familiar with it in that game.

    Normally I don't like this in games with very high intended numbers of players in one space because it can get kinda fiddly or require some client-side stuff to actually feel correctly responsive, but I assume ESO would've solved it since they also have things like Animation Canceling.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • MincVinylMincVinyl Member, Alpha Two
    edited December 16
    Azherae wrote: »
    MincVinyl wrote: »
    ESO also had this feature. In the menu you could enable/disable it. You could also adjust the double tap delay to avoid accidental presses.

    Did it lead to any real netcode issues in ESO? I'm not familiar with it in that game.

    Normally I don't like this in games with very high intended numbers of players in one space because it can get kinda fiddly or require some client-side stuff to actually feel correctly responsive, but I assume ESO would've solved it since they also have things like Animation Canceling.

    No I do not think so or atleast there were no major issues with dodge roll. Actions like dodge or block would cancel the animations of skills or light attacks. Early on ESO had alot of client side actions...... which lead to Cheat engine users to play around. These actions were eventually all made serverside to prevent cheating. Which then lead to server lag/resource issues that hurt responsiveness of the whole combat system.
    How ESO's combat generally works is off of a Global Cooldown system or GCD. So every second you can activate a skill. Separate from this is your left click light attack and left click hold heavy attack(charge up). Separate from that is your other core combat skills, dodge, block, weaponswap, CCbreak, Interupt(bash enemy casts).

    Each second you can do the following in this order:
    1. Light Attack or heavy (animations will be canceled by skills)
    2. Skill
    3. Core combat action

    Why I really like AoC so far is because the combat is very similar action wise. It seems in many rpgs and mmos the goal to hit is a light-fighting game style of combat. However it doesn't follow a GCD system and instead has skill cooldowns, which doesn't have to be boring if done right. The only bad thing I can say is that inherently since light and heavy attacks can be canceled, slower swinging weapons will be vastly harder to use since players will have to be careful to not cancel their damage swings.

    Note that core combat actions should always take priority to incentivize counterplay. If a less important action like a light attack or skill animation prevents you from easily blocking or rolling the game will feel clunky and combat will suffer as a whole.
    PcNA Eso PvP 1vX Sorc main.
    I'm for skill based fluid combat, mechanic counterplay, and player+build individuality.
    Theorycrafter, Engineer, Car+Engine Designer/tuner. Learning UE5
    AOC Fighter Main
  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    edited December 17
    You can have dodge roll without cancelling the animation. They just need to be combined.

    EDIT: I think how that happens now. It just would change how it's executed.
  • demonsblooddemonsblood Member, Alpha Two
    I second this, double tap to dodge can be seen in others mmo's including Guild Wars 2 and Elder Scrolls Online and works very well feels intuitive and would certainly improve the action cam targeting style in Ashes.
  • zintairzintair Member, Alpha Two
    This would be great! I currently have it bound to shift and whenever I type and use shift it dodge rolls me lmao
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