Noaani wrote: » oophus wrote: » No, as I've said before. I don't. The time to adjust how to implement and produce animations is now! I don't think you understand the point of people telling you that the game is in early alpha/3 years from release. The point is - the developers have a plan. It is not a plan that tells them exactly where they want to end up, but rather is a plan to gather data that is particular to their company, and develop the game from there. That is what Apoc was, that is what alpha will be.
oophus wrote: » No, as I've said before. I don't. The time to adjust how to implement and produce animations is now!
You are literally asking them to change something that they have no intention at all of not changing, and we are all here telling you that they intend to change it, they have a plan that will give them data that they will then use to decide how to change it, and you have absolutely no insight at all in to what that data is going to say (neither would Intrepid, right now), and so have no place to say what the end result should look like.
You are CLEARLY not a professional in any field.
No professional would ever think they have the ability to tell another professional in a different field, genre or industry how to do their job
Basically, you are looking at how Ashes looks in a video clip today, and making the assumption that a milti-hundred-million dollar project has no direction.
That is highly offensive to Intrepid as a company - and to Steven in particular - and you are expecting them to them humor you with answers.
oophus wrote: » If the developers have a plan, I would like answers to my questions about it.
oophus wrote: » What are your reasons to be here? Licking the devs ass in hopes to get a Beta Key?
Noaani wrote: » oophus wrote: » If the developers have a plan, I would like answers to my questions about it. As they have said before, the details of this are commercially sensitive.
oophus wrote: » Why would technology within UE be commercially sensitive?
but I've never seen it utilized much in MMO's.
Noaani wrote: » oophus wrote: » Why would technology within UE be commercially sensitive? Their plans for the game are. And their version opf UE4 is highly customized. but I've never seen it utilized much in MMO's. There are about a half dozen or so MMO's that use UE4, including Blade and Soul and Aion.
oophus wrote: » 1. Most developers build systems in UE outside of its blueprints with custom scripts. That doesn't necessarily make stuff a secret. What I'm talking about is not new, but its ripe for MMO's.
Of course there are games that is utilizing UE.
Noaani wrote: » Scripts?.
rikardp98 wrote: » If you really think about it, it makes for sense that a low leveled player wouldn't be as powerful or knowledgeable as a higher leveled player. Meaning that fireball for a low leveled player would take longer and more focus to cast it compared to a higher leveled player.
rikardp98 wrote: » @oophus I don't really understand how it would work physically. If I press the button would I "charge" the ability during the time I hold the button, and after I release it then the animation would happen? Or maybe I missed something xD I personally think that having cast times instead of "charge up" is better for most spells, but I also think that what you are saying sounds pretty interesting and would add some complexity and variety to the combat.
Having a "charge" up would be cool but then the animation of the release of the fire ball should happen instantly when I let go of the button, otherwise it will feel even more "clunky". And will the ability have a minimum charge time? Or will I be able to tap the ability and fire a instant fireball?
Wandering Mist wrote: » Hmmmm. Holding a button to increase the damage of an ability at the cost of movement isn't something often seen in an mmorpg. In fact, I can't think of a single game that has a mechanic like that. The closest I can think of is ESO where you do a short button press for the weapon light attack and a long press for the heavy attack, but that doesn't apply to abilities. Not sure how I'd feel about a mechanic like that for every spell. At the very least it would be quite a learning curve to get the timing down so use the right "level" of spell that you are aiming for.
Atama wrote: » Wandering Mist wrote: » Hmmmm. Holding a button to increase the damage of an ability at the cost of movement isn't something often seen in an mmorpg. In fact, I can't think of a single game that has a mechanic like that. The closest I can think of is ESO where you do a short button press for the weapon light attack and a long press for the heavy attack, but that doesn't apply to abilities. Not sure how I'd feel about a mechanic like that for every spell. At the very least it would be quite a learning curve to get the timing down so use the right "level" of spell that you are aiming for. That's exactly how the Berserker class in TERA Online works. You hold down a button to "charge" up an attack and in the process you can barely move. The amount of time you hold down the button determines the strength of the blow. It really, really, REALLY sucks. Nothing is worse than squatting there for a few seconds watching your bar build up while the enemy moves out of range. And it is boring. So, so boring. And keep in mind TERA is an "action" MMORPG so normally you're running around, positioning, lining up your attacks. The Berserker feels like a turtle with a giant hammer that you clumsily slam on the ground. The mechanics do exist in MMOs but they are a mistake when implemented.
rikardp98 wrote: » Not only do you have to take damage into account, but also how to handle the Mana cost if the ability. Maybe fireball should have a static Mana cost, marking the full cast time the most Mana effective, Or a scaling Mana cost like the damage. I also think that the base ability should be static, but when you use a specific secondary archetype or level up your fireball ability it would unlock this new mechanic that you are talking about.
Adaegus Wintermight wrote: » I'm seeing a couple people take direct offense to op's comments/input. Some are very thinly veiled aggression and others are just "You're lying about your career!". New MMO's NEED constructive criticism and input. Steven specifically called for the community to speak up on what we think needs to change or how the community feels about stuff. OP even specified in the first post that he's a fan and wants to help make the game better. Please don't be offended when someone suggests how something can be improved. It's not an attack on the game, or the developers, or the community. It's just people lending their 2 cents just like Steven requested.