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Combat Feedback

TsukasaTsukasa Member
edited October 2019 in General Discussion
1- Ranged weapons:
The problem with ranged weapons to me was never the accuracy. It is the consistent delay for the shots to reach the target regardless the distance(unrealistic)

Bows take 0.275 seconds.
Wand takes 0.350 seconds.
Scepter ~0.375 seconds(distance based)

This is like playing a FPS game with extra 300+ms to the server ping.
What's the point of the crosshair if I need to predict and aim at my target's next location?

With how it's easy to escape from a fight by jumping around, I find the delay `Unfair` for the attacker.

I don't have a suggestion against this inconvenience. Some players have already become good at it, so can everyone.

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2- Gliding mount
a. After the triple jumps, upon reaching on top of a random hill, the mount cannot be summoned.
b. After the patch of 29 September, my mount(Dawn Breaker) has been inflicted by a bug that causes it to be summoned without gliding, then gets stuck mid-air with the character(no picture needed because it's a known issue).
c. Suggestion: Make gliding mounts more involved by improving their gliding ability and/or floatiness. In the recent livestream, Steven said gliding mounts will have the ability to jump mid air like in AA. It would be cool to have it here.

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3- Connection
Rubberbanding aside, there are times where the character momentarily stops responding as if I've been disconnected from the server and reconnected. It's been happening frequently lately.

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4- Sounds
When the character uses Q, wears an armor, repairs, or drinks. They make loud sounds that enemies can hear! I find some of them unnecessary or too loud to the point that sometimes I can't tell if the sound is close or so far away.

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5- Long Bow's Charged Arrow
Needs a better indication that shows when the arrow is fully charged. The charged arrow should get bigger due to the energy surrounding it, increasing its accuracy drastically.

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6- Rolling & Blocking
Rolling needs an iframe to counter the grimoire and potion launcher.
Blocking is still useless stamina economy wise. In an equal 1v1, a player that blocks one combo will not have enough stamina to kill. I can't think of one good use of it aside from maybe blocking the last hit of a two handed weapon.

Edit: or against someone who already wasted a large portion of their stamina at chasing, I guess? Blocking can be helpful there. -- well, knowing this doesn't matter, it needs to be helpful in a fair fight.
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7- Potion Launcher
I find the potion launcher an interesting idea and the game will look weird without it. But it's still too strong and ruins the fun for me, especially in squad mode. Winning with this weapon is not satisfying at all.
Off topic:
Speaking of winning... Can you please make an exclusive giveaway for whoever gets 1 win in a certain time period?

Comments

  • edited October 2019
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  • edited October 2019
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  • NewPlayerNewPlayer Member
    edited October 2019
    Tsukasa wrote: »
    1- Ranged weapons:
    The problem with ranged weapons to me was never the accuracy. It is the consistent delay for the shots to reach the target regardless the distance(unrealistic)

    Bows take 0.275 seconds.
    Wand takes 0.350 seconds.
    Scepter ~0.375 seconds

    This is like playing a FPS game with extra 300+ms to the server ping.
    What's the point of the crosshair if I need to predict and aim at my target's next location?
    Uhm... The issue is that it is realistic... too realistic even... Before an arrow reachs the target it takes some time and it depends on the distance. It also takes time to span the bow.
    I do guess that is what they mean with the accuracy.. it will be easier to hit the targets and the "delay" will affect that less. The "reloading" should be adjust too tho.

    For the Wands and Secpeters I can not say how unrealistic that is, didn't try that out irl :-)

    Also a granade launcher should not be a thing in a game like AoC. If I see that item in the real AoC, I will not touch this game, fk it.

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  • Tsukasa wrote: »
    I said, "regardless of the distance".
    it is unrealistic because it does NOT depend on the distance, at least in close-mid range.
    It takes the same amount of time(delay) to reach even if you shoot the arrow under your feet.

    The scepter is the only exception, I think.
    So you want the bow shots to be even slower if the target is further away? From what I know there is no successful MMORPG out there with mechanics like that. The reason is obvious I guess, there is no joy playing a range class if you have to work really hard for one hit which is barely rewarding for the amount of effort, meanwhile other people can fly around or just block :-)
  • NagashNagash Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I wonder if it's possible to make bows feel like the bows from chivalry or mordhau as they seem to feel great
    nJ0vUSm.gif

    The dead do not squabble as this land’s rulers do. The dead have no desires, petty jealousies or ambitions. A world of the dead is a world at peace
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  • NagashNagash Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited October 2019
    Tsukasa wrote: »
    NewPlayer wrote: »
    Tsukasa wrote: »
    I said, "regardless of the distance".
    it is unrealistic because it does NOT depend on the distance, at least in close-mid range.
    It takes the same amount of time(delay) to reach even if you shoot the arrow under your feet.

    The scepter is the only exception, I think.
    So you want the bow shots to be even slower if the target is further away? From what I know there is no successful MMORPG out there with mechanics like that. The reason is obvious I guess, there is no joy playing a range class if you have to work really hard for one hit which is barely rewarding for the amount of effort, meanwhile other people can fly around or just block :-)
    The attack range the shortbow currently has is already unrealistic to begin with, might as well just reduce the range and remove the delay entirely(?)
    I don't have a good suggestion. They said it won't be the same in the MMORPG anyway.
    See archer classes in Dragon Nest, the shortbow user is an acrobat, divided into Windwalker and Tempest, and the longbow is divided into either Sniper or Artillery(magical archer, very cool). I LOVE all of them!
    Its PvP side 'was' very successful and even had IRL tournaments in the east like League of Legends. I want Intrepid to check out this game so badly. :(

    I believe that the short how is a hit scan weapon while the longbow is just aiming
    nJ0vUSm.gif

    The dead do not squabble as this land’s rulers do. The dead have no desires, petty jealousies or ambitions. A world of the dead is a world at peace
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  • PitouPitou Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    basically i hoping these combat does not make it in to the MMORPG , hoping its to see which skills are balanced and so on
  • NagashNagash Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I cant wait to see how the classes will work but we won't see that till alpha 1 sadly
    nJ0vUSm.gif

    The dead do not squabble as this land’s rulers do. The dead have no desires, petty jealousies or ambitions. A world of the dead is a world at peace
  • GhoostyGhoosty Member
    edited October 2019
    NewPlayer wrote: »
    So you want the bow shots to be even slower if the target is further away? From what I know there is no successful MMORPG out there with mechanics like that. The reason is obvious I guess, there is no joy playing a range class if you have to work really hard for one hit which is barely rewarding for the amount of effort, meanwhile other people can fly around or just block :-)

    To be honest, I expected that the delay is depend on the distance. While I tried to play with bow, I noticed the delay, but I did not realized that the delay is fixed so I always tried to aim farther when the enemy was farther. Naturally I was not very successful.
    In some FPS game I played there were weapons where the bullet has slower move time so the delay depended on the the distance. I loved these weapons. In MMORPGs I did not see mechanics like this so I can't tell how joyful it can be, but the risk/reward is OK: You can kill someone from a range where the enemy can't do anything against you. You risk nothing to shoot far, but less chance to hit. Enemy can jump to melee range if you attack a nearby enemy, but you have higher chance to hit. I found it fair.
    I do not support the zero delay in a fantasy game.

    Question: Where can I read that detailed information about the weapons? I tried to find out everything by experience with limited success.
  • Nagash wrote: »
    I cant wait to see how the classes will work but we won't see that till alpha 1 sadly

    we'll see some abilities in castle sieges with 5 out of 6 classes being representative of the MMORPG. Soo that's something
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