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Clunky Combat

    • 235 posts
    August 28, 2019 7:34 AM PDT

    I'm sure this is being looked at and worked on (based on the jump animations from a recent newsletter), but really looking forward to seeing more fluid combat animations. Not trying to throw rocks, but a lot of the combat I've seen reminds me of the old SNES FF games. Walk up to mob, quick slash animation, walk/jump back and wait for the next turn. It will be nice to see when more polish is added.

    • 872 posts
    August 28, 2019 10:42 AM PDT

    We'll see.  In my "opinion" I think this is where they should be spending the majority of their time (the mechanics/features and intuitive game interaction).  If they don't absolutely nail the gameplay it won't matter how "pretty" the trees are.   Graphcis and content don't matter if they are too cumbersome to interact with.  I have the same concerns as you; The "combat" mechanics I've seen reminds me of EQ. 

    But hey... they have several years to get it right -_- 

    • 4419 posts
    August 28, 2019 4:02 PM PDT

    As long as plans haven't changed too dramatically, you can expect to see some pretty significant improvements in this area with the release of Project Faerthale. Ever since the game was first shown on Twitch in early 2016, people have been commenting about the animations. And it is an important aspect of the game. It's not THE most important. But it really does make players feel more in tune with their characters, which just makes the game more fun. So this is something they're definitely working on improving. We've already seen some of the early improvements at the end of this stream:

    • 235 posts
    August 29, 2019 7:04 AM PDT

    Yeah, I don't expect, or even want, really, the disco light show of some games, or the characters that move at mach 2 between enemies like a gust of wind or river tributary. Something beyond characters moving robotically in a Minecraft-esque fashion would be good, though. Hopefully PF will re-energize us on that front.

    • 872 posts
    August 29, 2019 7:48 PM PDT

    @Bazgrim The Faerthale video referencing voice of terminus was a good listen (I haven't watched those in a few months).  That made me feel a lot better about the focus of project Faerthale's direction of focusing on the core mechanics and not just the aeshtetics.

    • 93 posts
    October 30, 2019 6:04 PM PDT
    I can't wait to see updated and improved animations. I'm perfectly fine with slower combat, however it currently seems fragmented and clunky.

    I agree combat/animations are not THE most important, although it is very high up in my list given how much time we will be fighting. I'm not expecting action-rpg combat nor want it, but rather it's the awesome looking abilities and skills which draw me to a class. So far the melee for rogue and ranger in particular is a very plain slash/stab with kicks rotated in (both classes look similar when fighting). I suppose these could very well be placeholders. I'm hoping animations eventually feel fluid and special each time you use them. I'm happy to know that the animations are on their radar, so we just have to sit tight for now.
    • 872 posts
    October 30, 2019 6:42 PM PDT

    @Geoffrey - I'm 100% with you on this.  If the animations and hit boxes are too similar to EQ (like they currently "appear" to be from the streams) there will absolutely need to be some adjustments.