Great edits that focus on the parts you found interesting. For example the point about the environment being dangerous and the player not knowing where the danger is exactly and the area not being 100% covered with mobs. Thanks for showcasing that info.
I also agree, I like a little slower attacks that have a bit more behind them rather than a ton of faster hits that feel so irrelevant. Especially when it comes to larger weapons. However more of a finesse or smaller weapon feel better with faster attacks.
@@AdamBaird also from my many years of playing mmos, people have always had a ton of fun trying to hit the largest damage numbers possible. I play mmos for many reasons but combat is one of the main reasons weather it be pvp or pve. It's one of the main things many MMO lovers are chasing when trying to find a good MMO.
there is at times a notchy animation to the sword that doesnt feel natural, however id imagine that they will be polishing this stuff as its kind of a first look at this point. still looks good
@@supraman2j83 Yeah there is always place to polish things, but i really don't want them to make it more realistic... the TESO combat is boring has hell.... I prefer the quickness of BDO, GW2 or any MMOs... over realistic, slow and boring combat.
The speed of his attacks are passable, but the animation is kinda weird. I agree that realistic is not always better. I just feel like the animation needs to be polished.
I like the feeling of progress in any game. So if im a level 1 id expect slow- movements, parried more oftenand interrupted often, charge cycles, wind ups and specially releases, as well as general swinging animations on a 2 hander. Not many games have any progressing animation but go full badass/superhero from lvl 1 onward to max without any visible difference beside numbers and acquired gear.
@@AdamBaird yeah i agree they could always polish it aswell ! lets see where it goes !! But i'm pretty sure they will make it right since they already prove they listen !
they should stylize the combat text beside colors with unique fonts for different kinds of weapons with receiving beside outigoing damage . for example daggers should have a sharp pointed and angular text but hammers and great sword should have bold text with greatsword being angular and hammers boxy. spell damage should be serpetine and fire with a two tone yellow and orange with either a heat sign wave pattern or flame design.
I think it is best to have a standard version across all weapons by default, and then let the player customize. I think this will be good for new players so they dont get confused.
@@AdamBairdyeah, as a main default, but added flavor fitting the ideals of the Developer's style could bring more appeal to the game as well as add more excitement to the basics.
I feel what he said about crap being everywhere, I literally just said something similar about retail WoW the other day. There is like 5 million spinning, moving, patrolling things inside of dungeons and in the world (you don't interact with or closely observe any of it), it's epilepsy, anxiety, stressful, overwhelming, pointless, um, don't know what the hell is going on without name plates, when you do turn on name plates there's like 999 things on screen, some of it is neutral, some of it is hostile, some of it is moving around, some of it is standing still, some of it is chained to other packs and you can barely even tell, also nothing telegraphs anymore with animations, it's all color aura swirly particles. It's serious eye vomit and it's unplayable to me.
Yeah, I like that comment as well. I how they find a good balance. I can't wait to see more of the world design come out. Thanks for the good comment man!
Keep in mind its been in production for a little bit and likely wont be out any time soon. Which isnt necessarily a bad thing unless your like a good percentage of the instant gratification gaming crowd, but keep your expectations in check and wait for it.
Great edits that focus on the parts you found interesting. For example the point about the environment being dangerous and the player not knowing where the danger is exactly and the area not being 100% covered with mobs. Thanks for showcasing that info.
Thanks! I will let my editor know!
The combat system looks amazing. They really put a lot of work into that. :)
Yeah its getting better every time they share it! Cant wait to see the full progress!
Customising damage numbers. I hope its personal and others dont see it like in Maeplestory was back in the days lol. Such eyecancer.
haha yeah we will have to see how much freedom they give us.
I also agree, I like a little slower attacks that have a bit more behind them rather than a ton of faster hits that feel so irrelevant. Especially when it comes to larger weapons. However more of a finesse or smaller weapon feel better with faster attacks.
Yeah. We didnt get to see any other weapons besides those 2. I feel like they need to slow the great sword down just a tad.
@@AdamBaird also from my many years of playing mmos, people have always had a ton of fun trying to hit the largest damage numbers possible. I play mmos for many reasons but combat is one of the main reasons weather it be pvp or pve. It's one of the main things many MMO lovers are chasing when trying to find a good MMO.
i agree on the " too snappy " part
I just think the broad sword is too snappy. Needs to be heavy.
So excited for this game to come out! Thanks for the awesome vid! :)
Hope you enjoy it! Thank you for the nice comment!
I don't agree with you, the sword animation is not too fast, that is what it make it different and unique... i really like it
there is at times a notchy animation to the sword that doesnt feel natural, however id imagine that they will be polishing this stuff as its kind of a first look at this point. still looks good
@@supraman2j83 Yeah there is always place to polish things, but i really don't want them to make it more realistic... the TESO combat is boring has hell.... I prefer the quickness of BDO, GW2 or any MMOs... over realistic, slow and boring combat.
The speed of his attacks are passable, but the animation is kinda weird. I agree that realistic is not always better. I just feel like the animation needs to be polished.
I like the feeling of progress in any game. So if im a level 1 id expect slow- movements, parried more oftenand interrupted often, charge cycles, wind ups and specially releases, as well as general swinging animations on a 2 hander. Not many games have any progressing animation but go full badass/superhero from lvl 1 onward to max without any visible difference beside numbers and acquired gear.
@@AdamBaird yeah i agree they could always polish it aswell ! lets see where it goes !! But i'm pretty sure they will make it right since they already prove they listen !
they should stylize the combat text beside colors with unique fonts for different kinds of weapons with receiving beside outigoing damage . for example daggers should have a sharp pointed and angular text but hammers and great sword should have bold text with greatsword being angular and hammers boxy. spell damage should be serpetine and fire with a two tone yellow and orange with either a heat sign wave pattern or flame design.
it’s a generic colour and text size in the video because you’re able to change it yourself they’ve said
@@lewisjohnson27 i get that, but i mean a developer signature style - default setting that makes the kind of combat text instantly identifiable.
I think it is best to have a standard version across all weapons by default, and then let the player customize. I think this will be good for new players so they dont get confused.
@@AdamBairdyeah, as a main default, but added flavor fitting the ideals of the Developer's style could bring more appeal to the game as well as add more excitement to the basics.
I feel what he said about crap being everywhere, I literally just said something similar about retail WoW the other day. There is like 5 million spinning, moving, patrolling things inside of dungeons and in the world (you don't interact with or closely observe any of it), it's epilepsy, anxiety, stressful, overwhelming, pointless, um, don't know what the hell is going on without name plates, when you do turn on name plates there's like 999 things on screen, some of it is neutral, some of it is hostile, some of it is moving around, some of it is standing still, some of it is chained to other packs and you can barely even tell, also nothing telegraphs anymore with animations, it's all color aura swirly particles. It's serious eye vomit and it's unplayable to me.
Yeah, I like that comment as well. I how they find a good balance. I can't wait to see more of the world design come out. Thanks for the good comment man!
nice beard anyway i never heard of this game before but i see this is something with boats or something
Yeah its an MMORPG. Its got boats and lots of other stuff too. :) Thanks for commenting!
Keep in mind its been in production for a little bit and likely wont be out any time soon. Which isnt necessarily a bad thing unless your like a good percentage of the instant gratification gaming crowd, but keep your expectations in check and wait for it.
@@Arthillis agreed
looks nice but the sword swings seem laggy...maybe work on smoother animations for it? :)
Yeah, the animation is a bit weird. I how the smooth that out after feedback.
I wish the great sword had more of a monster hunter feel maybe not as slow but reduced attack speed/swing speed and increased damage.
Yeah I could see that. I am gunna wait until I can play, but yeah, the speed does seem really fast.
BOATS
I know! I am so excited!
BOATS!
This looks awful dude. What are you talking about
The progress is what is amazing. Agreed that It still has a lot of work needed.