Azherae wrote: » If by official you mean 'the development team or community team has directly engaged the Community on the matter', then no, nothing so far. There was supposed to be some testing and iteration in Alpha-1 but I believe that got pushed to the end and then partially cut.
Nightwish wrote: » Azherae wrote: » If by official you mean 'the development team or community team has directly engaged the Community on the matter', then no, nothing so far. There was supposed to be some testing and iteration in Alpha-1 but I believe that got pushed to the end and then partially cut. I am genuinely surprised that for a game that is trying to revolutionize many aspects of the traditional mmorpg gameplay hasn't been more engaged in how they want to tackle one of THE most important aspects of the game itself, which is the combat. If I would create an imaginary line of combat feel from games like GW2/ESO, floaty non impactful combat, being on one end and games like Black Desert/For Honor having more complex, directional and impactful combat being on the other end I hope and pray AoC Combat is much closer to the end of the spectrum towards For Honor/Black Desert. Otherwise, no matter how complex the rest of the game systems are, it would be a no go for me personally.
Sylvanar wrote: » I havent played any MMO except WoW where the combat feel is average at best...you can see the character move independent of their feet, as in floaty. Then I saw combat in New World videos before the games release and it had me very excited to try out the game. It was for multiple reasons - my growing dislike for how WoW evolved after WOTLK, time sink till AoC release and most notably the combat feel of NW. But the game released and unanimous criticism of it stayed my hand as I dont want to engage an MMO where you play it for couple of weeks and be done with everything it has to offer...has more single player feel than MMO which are suppose to last for quite sometime. Anyway, personally I would prefer that movements have some weight to them and dont look disjointed with the environment cuz at the end of the day when in the game, these movements are what we will be looking at all the time.
superhero6785 wrote: » I think split-body and "floaty" are two separate issues. One addresses the ability to move in one direction while attacking in another (run sideways and attack forward) and adding "weight" to movement is about inertia. Split body or not, if I can run full speed to the left and immediately turn around and run full speed to the right, that feels floaty. If my character has to slow down, come to a stop, then reverse course, that feels like it has "weight" to the movement. Same goes for combat. If I'm able to take a swing with my 2h sword and immediately jump backwards during the animation, that feels floaty. If my swing has inertia that impacts my ability to move, that gives it weight. Now I'm not calling for "animation locking" where once you start an animation you can't move, but what I would like to see is if I'm swinging my sword and halfway through the swing I press D to move backwards - I want to feel like the inertia of my swing is affecting my movement in a more realistic way.
Vaknar wrote: » Well, I can answer some of this for you The design team wants our combat to feel weighty and impactful. Like @George_Black said, nice animations are also a main focus for combat. There's a balance between restrictive and agile that was being played around with during the Alpha One playtest that we got some good feedback on. We will have to wait to see what the design and engineering teams have been working on most recently, but I know that they can't wait for feedback on it once they show it off I'd love to hear more about your favorite combat experiences in other games, what you liked about combat in Alpha One from what you saw or experienced, and more on what is most important to you with combat in RPGs and MMORPGs
CROW3 wrote: » I thought about you @George_Black when I read this: https://www.pcgamer.com/long-running-mmo-tera-is-closing-in-june/