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Not currently planned. Skills will be learned.
This branch would be updated a couple weeks before big updates and give brave players a chance to check out the new features and give feedback before they launch.
This is a bit scary for us though because players already have tough time remembering that the game is in Early Access. I'd be afraid we'd get a slew of people testing the beta branch and leaving their feedback in the form of negative reviews.
As for weapon skill/combos: We've been thinking about adding chain combos to basic weapon attacks mostly just for some juicy visual feedback, but potentially to add a bit of bonus damage for landing consecutive hits on an enemy.
I know the combat feels a bit clunky and stale right now, but that's because we're trying our best not to overdesign it because of future plans for weapon abilities.
These abilities (along with passive effects) will be unlocked through skill trees at certain weapon levels and can then be equipped to the E and Q keys (LB and RB on a gamepad) and can be triggered with a cooldown, or perhaps draining an energy bar. We think these skills will bring a whole lot to the combat, especially with the magic update which could add a whole lot more versatility to your skillset.
Isn't Early Access kinda "Beta/Alpha test already xD" sure we get the STABLE updates but I bet you can select few member that can play test the "unstable" version of the game under NDA.
One thing I like about Sword's Magic and Stuff combat is even in its simple form, its enjoyable. If player will just stand around and do nothing they will die. Moving around, jumping, dodging and blocking all have their purpose here. It feels great when I know exactly that the enemy is about to attack ( for example goblins like to jump into the air and do two attacks ) because the player knows it he can then dodge the first attack and jump over or move away from the second attack. Then there is a brief pause which allows players to hit the enemy. BUT it is possible with fast hitting weapons or dual wielding to dodge INTO the enemy and hit them from behind twice. Heck you can even double jump to avoid the attack and come crashing down with a smack of a zweihander.
I do not want for the game to loose that feeling of combat. Timing, positioning, knowledge of enemy attack patterns and finally counters. If you can expand on those aspects and add more challenging A.I movesets then I think combat will be amazing. Also please add more enemies in Farmlands ( bandit ambushes, ranged enemies as there arent many that I know of or even healers so players will have to adjust their strategy ).
I wish you all the best and I hope you can pull it off.
This is already a thing actually, and has been so for a while.
In case of the other stuff you mentioned about more enemies and random encounters. That is already planned. I'm just not sure if that's in the farmlands, as the farmlands is considered the warm up zone after the east start on azura. The next big area (bone reach) should be giving you more of a challenge with combat as far as I've understood things