Here is how you make people like your Combat
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BDO's combat does "feel" more impactful. Be that from just fooling our brains into thinking that or if it's really as impactful as it seems, but even from a few hours that I've played of it, I loved its feeling way more than most other mmos.
Obviously you want/need proper mechanics and interesting designs within your combat system, but most people will judge it in the first few hours of playing, where usually there are no interesting mechanics, so if you don't give them the feeling of "ooh, this combat feels/looks cool" - they might dislike it and disregard any future system-based improvements to it. And that's assuming that people won't just judge it through Asmon's stream or some other video (which they most likely will). So as much of a memey post as this one is, you do in fact want to have at least some of those features.
And if this post wasn't meant as a meme - good feedback it is
This is all great Feedback, but I figure Intrepid already knows how to do most of this, with the amount of experience on their team.
Knowing when it is NOT correct to do it is the part a lot of designers struggle with.
But I definitely think the 'initial pitch' really helps get people to the point where they keep playing for long enough to find the depth if it is there. If they can nail all the prerequisites of those three steps, I'm pretty sure the combat will be great. Or at least two, since they already disqualified one of them.
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I believe you mean 'the type of particle effects shown in that video'.
Intrepid
absolutely should
'fool' a certain set of people into liking their systems, because the number of gamers who simply don't have the time to go through all of that data to be sure that they should play a game, even if they are otherwise good players with good intentions, is quite high.
@Liniker
made a post that might have come off a little snarky, but it absolutely says 'Here is how to appeal to the masses', almost in a 'please remember to do this stuff' way. And even ends with 'I'm not talking about making actual good combat' (implying that it's separate), 'just how to get the masses to look at it'.
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Those aren't in there when you're playing, they are in videos to be flashy and impressive (and of course to show off the talent of the art team).
As part of my usual study I've asked someone to play that class (someone who actually has the instincts for a Greatsword Fighter type). It's good. Like, legitimately good. They're working very hard to make the game better. The process is just VERY VERY slow given the terrible foundation it is built on.
Visually, it's quite satisfying in combat on a high end machine/PS5. The flashiness doesn't detract much, since like most games, once you know 'what each flash means' and 'what it is an indicator of', it's easy to 'know why it is happening' and 'tune out some of the more egregious sparkles'.
Camera Shake has a toggle but does not (as of last check for me) have a slider.
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They have. Multiple times. Making a drawing is way faster than making a full 3d model. But yes, if you hate fomo cosmetics, the game is most definitely not for you. There's hundreds of them and they'll be all around you every hour of every day.
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So my reverse psychology tricked worked. Great.
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I'd figure that Ashes would just use the same method to 'sell' the concept that they want instead. Their previous stuff did look something like that, right? But BDO has the 'good sense' to never show any PvP in trailers like that. Wouldn't want to remind people that they might get stomped by someone else playing the same class but better than them.
Showing the right 'big bosses', 'Node Siege', etc, and using all the flashy particle effects that Ashes already has, but giving a more representative slice of their own gameplay, could probably do the job quite well. E.g. by contrast the Throne and Liberty trailer which is
much much better
.
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