Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Double-tap WASD to dodge
Brocknar
Member, Alpha Two
Wildstar Online had this amazing feature where you could double-tap WASD to dodge. This made fast-paced combat much more enjoyable, rather than having to click a specific key for it. It would be amazing to get a feature in the key bindings to recognize "double tapping" a key as a dedicated input mapping.
What do people think about this?
What do people think about this?
7
Comments
I love IS team
I'm for skill based fluid combat, mechanic counterplay, and player+build individuality.
Theorycrafter, Engineer, Car+Engine Designer/tuner. Learning UE5
AOC Fighter Main
Did it lead to any real netcode issues in ESO? I'm not familiar with it in that game.
Normally I don't like this in games with very high intended numbers of players in one space because it can get kinda fiddly or require some client-side stuff to actually feel correctly responsive, but I assume ESO would've solved it since they also have things like Animation Canceling.
No I do not think so or atleast there were no major issues with dodge roll. Actions like dodge or block would cancel the animations of skills or light attacks. Early on ESO had alot of client side actions...... which lead to Cheat engine users to play around. These actions were eventually all made serverside to prevent cheating. Which then lead to server lag/resource issues that hurt responsiveness of the whole combat system.
How ESO's combat generally works is off of a Global Cooldown system or GCD. So every second you can activate a skill. Separate from this is your left click light attack and left click hold heavy attack(charge up). Separate from that is your other core combat skills, dodge, block, weaponswap, CCbreak, Interupt(bash enemy casts).
Each second you can do the following in this order:
Why I really like AoC so far is because the combat is very similar action wise. It seems in many rpgs and mmos the goal to hit is a light-fighting game style of combat. However it doesn't follow a GCD system and instead has skill cooldowns, which doesn't have to be boring if done right. The only bad thing I can say is that inherently since light and heavy attacks can be canceled, slower swinging weapons will be vastly harder to use since players will have to be careful to not cancel their damage swings.
Note that core combat actions should always take priority to incentivize counterplay. If a less important action like a light attack or skill animation prevents you from easily blocking or rolling the game will feel clunky and combat will suffer as a whole.
I'm for skill based fluid combat, mechanic counterplay, and player+build individuality.
Theorycrafter, Engineer, Car+Engine Designer/tuner. Learning UE5
AOC Fighter Main
EDIT: I think how that happens now. It just would change how it's executed.