Ashes of Creation Alpha Two Basic Melee Weapon Attack Update



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We are extremely excited to give you an update on the Ashes of Creation Basic Melee Weapon Attacks! This 4K video is just a taste of what’s to come!

Reminder that Ashes of Creation is an open and transparent development project. As such, you will see work-in-progress art, systems, and mechanics. Leave us your thoughts on our progress in the video comments!

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24 thoughts on “Ashes of Creation Alpha Two Basic Melee Weapon Attack Update”

  1. Thank you everyone for watching our combat update! This is the first of many to come on the road to Alpha Two. Please feel free to give us your feedback on the direction taken, it is very important to our development. We love and appreciate our glorious community and cannot wait to see you in Verra!! ❤️💪🙏

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  2. I hope you can refer to the fighting style of Black Desert (without affecting your creation), and the fighting posture can be more handsome when the sword is raised but there is no battle
    (personal opinion)
    PS, although this fight clip is already good!

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  3. It looks great! Can't wait to see how summoner and necromancer companions work and if there will be any variations on what you can summon based on world achievements? I also hope how to see tank , healer and aoe abilities moving forward they are normally my favorites.

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  4. Hey Steven and Ashes team. Love following the progress on this amazing game you are creating! Some feedback here:
    Abilities/spells: looks really good 10/10 perfect 👌
    Floating Combat text: looks perfect 10/10 👌
    Graphics: fucking sick 20/10 🤩
    Basic attacks animation: looks too fast IMO, I would maybe make them just a little bit slower? 🤔
    Camera angle: I would love if you could make it so the camera doesnt follow the character. So when you press S on keyboard, the character will turn around and walk back that direction, but you will still look the same direction you were facing. Like "controller movement". I hope you understand what I mean. 😂 Just my opinion. 😂 All in all the game looks better and better, so keep up the good work!!

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  5. I cant imagine how horror making mmorpg fantasy now is, player really have high expectation about everything, especially gamer, combat boss must take example from Dark Souls, heavy mob fighting like Diablo, world must interactive like GTA, PVP maybe like Dota for complexity & teamfighting. Imagine that… 😀

    Appreciate for Ashes of Creation team for holding the ambitious project like this, keep up the good work.

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  6. To be honest, i am more of a Tab targeting guy, but this lookes amazing. I really hope it will feel like it looks, I, or rather we, will see it in alpha 2 <3

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  7. Impressive, most impressive.
    Foremost for me; I really appreciate the minimalism on light/motion effects. Some of your peers/competition do nothing but bury their animations in visual clutter and it is refreshing to see a reasonable focus on physicality within these fantastical/thematic animations.
    There did appear to still be a little bit of "choppy-ness", between contact, which may be a stylistic choice, and I guess the answer there is more/refinement to the audio cues to represent more of that "weight" – but, ostensibly, with more spell effects going over/laced between these attacks, there might be some interaction we aren't yet seeing/hearing.

    Yeah, this demonstration was really great and exciting. Big <3 to your dev team for some really respectable updates since the last combat overview. Looking forward to the next. Stay healthy, AoC team!

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  8. While I like the animations, you've fallen into the GW2 trap of too much bright stuff. The strikes had too much yellow streaking. Not too much in solo combat, but a 5 v 5 weaponmaster furball, all that could be seen is a blur of yellow. Since you talked about giving live info to the animation engine, how about lowering the intensity with additional players, and make the enemy weaponmaster's streaks a different color, say silver. Other than that, I really liked what I saw.

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  9. Hi guys this looks so strong. My only question/worry is if the aoe tanking will be made braindead by the mechanics of basic attacks having an area damage component to them? Thanks for your hard work!

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  10. Overall, this looks awesome! Not sure if it's just because the enemies are stone, but the weapon (especially as a heavy weapon) should have more impact on the enemy. Maybe a slight knockback or stagger from the final hit combo. The effect on the ground looks great, love the slam and the whirlwind looks fun. I love how much faster the daggers are. They look great. This may have been discussed already but is there going to be a damage modifier for weapons vs certain mobs? Similar to V Rising ie. Stone creatures may be more susceptible to blunt weapons rather than daggers etc. I love the mob death animations. The way the head falls off the big guys and the little roley boys exploding looks great.

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  11. in most 3rd person games when you move the camera left or right the character stands still. the character only orients its forward vector once u actually move the character. in ashes if u look left or right with the camera, the character turns left or right as fast as u move the mouse. looks and feels bad when. games do this. if u are only turning the camera and not moving the character, then the character shouldnt be turning in my opinion. what I'm recommending is how eso and most other games handle it.

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  12. As I believe Dragon Nest still has the best combat system ever, I've got some remarks that I believe are crucial for PVP and could be borrowed from DN:
    – LMB and RMB attacks should indeed have some kind of impact / stagger, whatever. It shouldn''t be there just to inflict that basic DMG which can be tanked by the opponent anyways. It should, for example, let you maintain an air combo, ground combo, it should be a combo filler INBETWEEN skills. It gives players a lot of different ways of executing combos as well as simply makes bigger variety of combos possible,
    – each class should have an "aerial escape" or whatever you will call it. Perfectly, I would say each class should have two of them but 99% of games will give you just one chance of escaping a combo. However, I believe that if you want to make fights fast-paced, two escapes should be allowed so that the fights don't just boil down to making ONE mistake and then you either play safe for the cooldown or kite / run away. With two escapes you keep risking and fighting, making the fight dynamic.
    – ideally, different skills should be granting either iframes / super-armor / immunity to stuns, etc. It's another thing that affects builds and, in general, makes the skill ceiling A LOT higher. Dodging a skill with another i-framed skill gives much more ways of gamestyle, same as tanking a skill with a super-armored one. This way, it doesn't only boil down to avoiding the opponent with "shift".
    – skill interruption, camera locks – I think there should be different approaches, variety again. Some skills should be camer-locked, some you should be able to stop in the middle of casting to make them smoother / faster. Don't just stick to "you pressed '4' so you will cast the skill no matter what" because it makes the fights even more static.
    – well, this is something I know will never be implemented because you simply have too many different classes / skill combinations for it to work but I have to mention that as it was crucial to DN too – EACH AND EVERY skill had certain Super-armor and Super-armor-break value. Say, you are casting a skill that gives you 500 points of Super-armor (SA) and has 600 points of Super-armor-break (SAb). Your opponent has 4 options now: he tanks it with a skills that has more than 600 SA, he interrupts your skill with a skill that has more than 500 SAb, he uses an i-frame or he uses a few quick skills with low SAb to interrupt your skill (SAb stacks), let's say he casts two skills with 350 SAb each.
    See how many opportunities it gives? Now, imagine you have to get to know those values, you have to know when you can tank something, when you can break something, etc. Players even made a spreadsheet with specifict values for EVERY skill in the game and the very top players basically knew it by heart.

    I believe there is much more to that and I think you should really get to know Dragon Nest's combat mechanics because A LOT can be learned from that. All the examples I pointed above made DN the greatest PVP game I've ever played and I spent around 8 years in it, only doing PVP. The fights weren't dragged out because skills still dealt nice DMG but… It gave you so many different ways of dealing with those skills instead of just tanking them or spamming SHIFT that each fight was different.

    You can check some of my old videos for reference.

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  13. My main concerns are these:

    1. A normal swordblow doesn't need some big yellowish effect. Looks in my oppinion much too anime jrpg like. That is really something I don't like.

    2. The heavyness in the two handed sword and these rock creatures is missing, felt like it was way too fast.

    3. The numbers popping out of the creatures I didn't like, I would prefer healthbars, also helps you to see precisely on what health status creatures are that are in a bulk.

    The general direction I like very much, also the animations

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  14. Here's a suggestion: Depending on how "hard" the enemy is, you should get some (minor) displacement to show more impact. Also the SFX need some work, but I guess that's WIP.

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  15. I see some slight stagger on the monsters when the sword hits them. Thats very good and adds to the impactfulness and responsiveness. I feel like it could be more, eg. The monster flashing in a certain color. I think Black Desert and Lost Ark did this and it felt great!

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  16. This sord looks like a heavy weapon..and such quick basic attacks feals off…more feating for daggers or rapier. Also that glowy yelow on basic looks to bright like anime exaggeration (don't like that at all in any kind). But abilities (I supouse that was abbilities) looks nice, that's fitting for abbilities 🙂

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