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[Constructive Discussion] Hybrid Combat System

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Comments

  • CrazySquiggleCrazySquiggle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    Atama wrote: »
    I am pretty sure they ruled out things like headshots or aiming for “weak spots”. Action combat is going to be hit or miss. Unless something changed recently. They’re not trying to be a first-person shooter.

    (Not that I’d be opposed to that myself.)

    did they JUST rule that out within the last couple weeks? Got a source for that?
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    I seem to remember them ruling out head shots in a FPS style, in relation to PvP, but that doesn't mean they couldn't create PvE content based on using a system like that.
  • ilisfetilisfet Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Atama wrote: »
    I am pretty sure they ruled out things like headshots or aiming for “weak spots”.
    Steven ruled out APOC's headshot mechanic appearing the MMORPG as the method to deal critical damage. Player headshots will not deal extra damage and it's strongly implied action attacks will have a critical hit rate.
    ferryman wrote: »
    Some games with action combat has this assist feature combined with targeting. One very basic one is that color of the scope changes when you are in the target's hitbox and that way helps you to hit in the right time. Another assistant mechanic helps you to lock and follow your target when you are aiming. I guess it is kind of "semi tab -targeting", it helps you to hit your target, but does not do that automatically like basic tab. Could there be some use for assist targeting features in Ashes hybrid combat system?
    Lock-on, the word you're looking for is lock-on. It appears less in recent games, but every souls-like has it and a lot of older games, like the 3D Zeldas. It was prevalent when the concept of dual analogue sticks was new and no one really used the right stick for aiming yet.

    There's also all kinds of aim assist: stickiness, magnetism, bullet magnetism, soft lock... Stickiness decreases camera sensitivity as your cursor moves off a target; magnetism increases sensitivity as your cursor moves towards a target; bullet magnetism is a "close enough," where your shot passing near a target counts as a hit; soft lock is your cursor automatically tracking targets at a low turn speed without player input. You can find a lot of these in the original Halo: Combat Evolved. Part of why shooting in Halo feels so good is because all these forms of aim assist are included with just enough strength that you don't need to worry that much about precision, instead thinking about movement and weapon choice, and don't really notice the game is helping you out.

    One element from Mosnter Hunter World's ranged weapons is optimal distance, which is I think what you're referring to with the scope changing. In MHW the reticle changes color and shape when you're within a certain range from the enemy (eg 8-12m), where you deal optimal damage. Shooting from outside that range can result in your shots dealing 10% their damage or not even reaching the target at all. This would add an extra layer of management to action ranged, but I'm not sure if ranged needs this mechanic just yet.
  • Magic ManMagic Man Member
    edited October 2019
    Atama wrote: »
    I am pretty sure they ruled out things like headshots or aiming for “weak spots”. Action combat is going to be hit or miss. Unless something changed recently. They’re not trying to be a first-person shooter.

    (Not that I’d be opposed to that myself.)

    did they JUST rule that out within the last couple weeks? Got a source for that?

    @whitedude31 It's been about 2 months I think since Steven jumped into discord right after the end of August livestream and announced that most likely there won't be headshots in the MMORPG. There was a question regarding how the MMO action combat was going to function and Jeffrey Bard said it'll function pretty much the same as it is in Apocalypse; meaning one would need to aim precisely. This was being discussed in discord and Steven had to intervene and said these:


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  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    ilisfet wrote: »
    Part of why shooting in Halo feels so good is because all these forms of aim assist are included with just enough strength that you don't need to worry that much about precision, instead thinking about movement and weapon choice, and don't really notice the game is helping you out.
    This is actually a pretty good example of something I was talking about in either this or the other thread - where if developers take the need for players to do something away (reducing the need for precision aiming in this case) they compensate for it by making something else more important (weapon choice and movement in this case).

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