Ashes of Creation: Freedom in Combat is the Future



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35 thoughts on “Ashes of Creation: Freedom in Combat is the Future”

  1. The weighted animation was what the players wanted, Ashes gave them what they wanted.
    Now the players have changed their mind, and Ashes gave them what they wanted, again, and that's the important takeaway here.

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  2. Would be cool if specific races had exclusive unlockable combat animations for certain primary archtypes. E.g. Playing a Ren'Kai Orc fighter and having special 2h animations such as samurai thrusts and slashes to reflect their culture. This would help create more aesthetic variance among players in combat and potentially satisfy a wider range of personal character preferences that make playing a certain race feel unique without feeling like you HAVE to play it for class optimisation. I would not like it to go to the extent where it becomes a racial skill that is a 'must have' performance changing spell/ability like what we saw in Vanilla WoW with Dwarf Priests and 'fear ward'.

    Not sure what others thoughts are on this?

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  3. hey guys! I really appareciate everyone being here for this early part of the channel's growth! Our discord is very close to being able to apply for partnership so if you wanna do a little extra to help the channel grow before i evidably starting shilling with raid shadow legends sponsors… Join the discord:
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  4. I agree that some of the animations were amazing and it would be a shame to waste them. But I'd rather see them make a comeback for specific abilities that you use by pressing a button. I think having the end of the attack chain lock you into animation could be even worse than full animation lock because it makes your movement inconsistent

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  5. Hey are you doing this full-time now? Been watching for a while so if you made it that far, let me congratulate you! Otherwise, keep going man! It's great content for AoC.

    Sidenote: ……………is that the Valheim sailing music in the background? >.>

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  6. Great vid as always!
    I think that BDO's combat is not fitted for ashes flow, as many of BDO's skills are basically modified weapon attacks and in Ashes most of the skills are more usual MMOesque like WoW's for example, but AoC devs can still learn from BDO's combat composition, as you've said I think it would be a great idea to make all weapon attacks have split body animations for maximum control and make the last attack of combo a directional attack as BDO does it (with stationary variant too ofc)

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  7. Looks like eso now and most melee attacks feel like crap on that game. And I’ve even playing eso for over 6 years and I stay away from almost on melee weapon skill lines because of that
    Wish I could test ashes to help

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  8. I feel like animation lock should be a thing in a lot of attacks. Also animation cancel. I practice MMA and did some sword training and there's a lot of things you can't change once you swinged or thew a punch/kick. Games with good animation lock makes me feel as I'm really fighting and that's very fun

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  9. These lovely animations can be added to skills. Similar to something like Guild Wars 2. You can move around generally but some skills lock you in place but they can be cancelled via weapon sheathing or dodging

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  10. I like the idea of the staff doing magic damage. Maybe the first two or three swings could be a regular attack with the last combo attack slamming the staff on the ground dealing magic damage to everyone in front of you.

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  11. Hey hey, commenting to give an interesting feedback!

    I believe, that Intrepid should not only keep the current free movement basic attacks, but (Hold on to something)

    They should also keep the fixed animation attack, (They should bind it to a key so you can change instantly between them) that would deal higher damage, and have a knock back effect for every 4th swing!

    It would be ideal for higher damage at close range for stationary targets (But it also locks you into an animation) and the knock back would deepen the possible combo variatons, for example in pvp, you knock back the enemy, dodge away and run among other things. And if you are the chaser, you can use light attacks while running, to hunt down the running guy, or pack together mobs.

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  12. I don't know how you don't have more subs. I think there aren't a lot of people looking to follow/ get updates on Ashes at the moment. Hope your channel grows.

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  13. I personnaly disagree with you. For me that kind of combat design is old and tight to early MMOs.
    I don't think WoW or Final Fantasy success is due to their combat itself. Their raids are well design for their own combat gameplay. But simply because it has not been done right before, does not mean that a good raid can't be design for a more action gameplay.
    If you go more towards a GW2 combat then you become just a turret waving sword around and rely on tab target for the rest. And for WoW you just rely on tab target and skill rotation.
    For New World part, it does feel heavy and too much commitment in it, (it's not perfect), but I still like it and when you see the feedback on social media, a lot of people really do enjoy the gameplay and it has a lot of success.

    I think MMOs need to evolve not only in term of content, but also in term of gameplay. A simple tab-target/free split body animation is a more "lazy" way to go and I think action combat is the way to go. As I mentioned in an other video of yours, for the PvP, the competitivity and simply the FUN you have while in combat it's important. As for the PvE I'm sure it is possible to design gameplay for the mobs and boss that can fit that kind of combat.
    Because at the end of the day, there might be tons of new content and social stuff, but what you do the most in that kind of MMO is being in combat. So it needs to be fun, rewarding, skillfull and NOT REDUNDANT. What I dislike now in most MMOs since I have tried a lot of action combat gameplay is the REDUNDANCY of the combat, and as the time pass, you don't really have fun anymore in the combat itself and I think it's sad. The tab-target / split body animation does make the combats very redundant.
    In addition, in a more economic thinking, if you want to retain a player base and even attract new people (which is hard after few months/years for MMOs) you might think only about content, but having a fun and not that much redundant combat gameplay will help hell a lot in my opinion.

    It does not necessarily have to be as fast as BDO in term of pace for it to work. But simply allowing more freedom in directions would be a first good progress. And from there you can build and keep progressing to make it better.
    But well, that's just my personnal opinion 😀

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  14. I agree with everything in the video. Free movement is the way to go. 4th weapon attack should lock the player into a good animation that feels right (doesn't move the player 5 steps forward). Weapon tree skills can add effects to the special attack, and maybe even reduce it from 4th attack to 3rd attack.

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