Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Keybind(s) -
The secondary key(s) are not working at 100%
The Action Mode can use a secondary set of bindable keybinds for movement (duplicated keys should be allowed), which gives greater customization freedom.
The Camera Movement binds should also be bindable
The sensitivity should also be customizable
*UI
*Tab Targeting
*Action Targeting
Basically, it needs a whole lot of work with the keybinding option(s)
The targeting keybinds are not working properly
Cycle backwards doesn't work
Cycle defensive targets (forward and backward) don't work
I have a fully customized keybind for this game that addresses these problems at the moment, letting me play in "Action Mode" with a mix of "Tab Targeting" for specific needs and occasions.
Settings where you can "hold" actions like sprint & walk - I don't need it, but I would assume some players out there would want this
Longer Action Cam soft lock range
Better input activation for seamless gameplay
Here's an example, and I can use my keybind for this one.
You set your attack at Alt.
You bind your Action 1 to "Alt + E"
I shouldn't have to let go of "Alt" and then press "Alt + E"
I had a vision after looking at the keybind options, and was elated and saddened at the same time.
It's where you play like you're playing an action-type game (ie, Tekken, Street Fighter, etc.) where pressing keys in combo will generate an action.
My keybind is set up like this.
Alt = attack
Use skills that are in an attack situation.
Action 1 = Alt + 1
Action 2 = Alt + 2
Action 3 = Alt + 3
My toon should be doing this.
Attack - Attack - Action 1 - Attack - Action 2 - Action 3
But instead, it's doing this
Attack - Attack - Pause - Action 1 - Pause...
The same idea applies to my block, but the whole setup is complicated to describe (Wish it worked, but I don't think it will ever be that seamless)
Camera movement locked to your mouse keys makes it so that using the mouse as movement is "Impossible."
Although I figured out a way to play around with it while still having my movement on my mouse
It is quite the hassle and makes it unforgiving - It's because you need to accommodate all the things the game requires you to, while trying to accommodate your own form of gameplay.
For a game that wants to pride itself on user customization, I might be one of the worst customers you guys have, but here are my issues that I think other people can relate to.
The Action Mode can use a secondary set of bindable keybinds for movement (duplicated keys should be allowed), which gives greater customization freedom.
The Camera Movement binds should also be bindable
The sensitivity should also be customizable
*UI
*Tab Targeting
*Action Targeting
Basically, it needs a whole lot of work with the keybinding option(s)
The targeting keybinds are not working properly
Cycle backwards doesn't work
Cycle defensive targets (forward and backward) don't work
I have a fully customized keybind for this game that addresses these problems at the moment, letting me play in "Action Mode" with a mix of "Tab Targeting" for specific needs and occasions.
Settings where you can "hold" actions like sprint & walk - I don't need it, but I would assume some players out there would want this
Longer Action Cam soft lock range
Better input activation for seamless gameplay
Here's an example, and I can use my keybind for this one.
You set your attack at Alt.
You bind your Action 1 to "Alt + E"
I shouldn't have to let go of "Alt" and then press "Alt + E"
I had a vision after looking at the keybind options, and was elated and saddened at the same time.
It's where you play like you're playing an action-type game (ie, Tekken, Street Fighter, etc.) where pressing keys in combo will generate an action.
My keybind is set up like this.
Alt = attack
Use skills that are in an attack situation.
Action 1 = Alt + 1
Action 2 = Alt + 2
Action 3 = Alt + 3
My toon should be doing this.
Attack - Attack - Action 1 - Attack - Action 2 - Action 3
But instead, it's doing this
Attack - Attack - Pause - Action 1 - Pause...
The same idea applies to my block, but the whole setup is complicated to describe (Wish it worked, but I don't think it will ever be that seamless)
Camera movement locked to your mouse keys makes it so that using the mouse as movement is "Impossible."
Although I figured out a way to play around with it while still having my movement on my mouse
It is quite the hassle and makes it unforgiving - It's because you need to accommodate all the things the game requires you to, while trying to accommodate your own form of gameplay.
For a game that wants to pride itself on user customization, I might be one of the worst customers you guys have, but here are my issues that I think other people can relate to.
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