AI generated combat ideas

How can vertex improve the combat system to fit all the build and be smooth. My example is to have a sekiro and elden ring combat system

Here’s the example I came up with

  • Animation Cancelling: Implementing animation cancelling mechanics can allow for more fluid and responsive combat. Players can interrupt attack animations with dodges, blocks, or other actions, enabling quicker reactions.
  • Smooth Transitions: Focus on seamless transitions between actions. For instance, transitioning from a sprint to a roll, seamlessly chaining combos, and smoothly integrating dodges into attack sequences can enhance the overall combat flow.

2. Weapon Variety and Techniques:

  • Weapon Arts: Introduce weapon-specific abilities or “Weapon Arts” that provide unique techniques and effects for each weapon type. This enriches combat diversity, allowing players to customize their approach based on weapon choice.
  • Stance System: Implement a stance system similar to Elden Ring, where players can switch between different combat stances for various advantages. Each stance could have its own set of attacks, blocks, and counters.
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image
deepwoken did it

in all seriousness, fromsoft’s games are all about commitment to an attack. you charge an attack against a fast enemy in elden ring with an ultra greatsword? you’re TAKING that hit

weapon arts… already exist. multiple of them. like, that’s the entire point of weapons
stance system isn’t something that can even be put in a game like AO

Elden ring and sekiro is ground based combat, does not fit with AO at all

The only change i think that’s needed is to stop giving m1 attacks airstall. No one use m1 mid-air and it makes NPCs look goofy af lmao

I love From Soft’s design methodology from their recent games, however… no this is not at all what AO needs

Sir this is a Wendy’s

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Sometimes I feel like we (and even Vetex) forgets the combat boils down to pressing buttons to throw shit at people, including your own body at times.

AO combat:

AO combat be like

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Me vs that one light user with 200+ agility next update

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To be honest though these changes would not fit in AO. Both games you listed are mechanics based around grounded combat. AO does not have much grounded combat, and when dark sea comes along with dodge reflexes this is going to be lessened more.

Also weapon arts are already a thing in the game. Every weapon has unique skills, save for some which repeat maybe 1 skill from another weapon, but this was never a problem in the first place with warriors.

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and they’re based around SHIT combat :rage:

Yeah but bro m1s people like a level 160 NPC.

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You dont need agility, when you can block and your attack size if that of Munera island.

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Ok but imagine what look like if we can uppercut someone in air and combo them

It becomes trash game then

Blud learnt ‘3d’ combat from shinobi life

Shinobi life 2 is a great game but the reason why I said that was because in combat style you can do uppercuts but you don’t get sent to the air

We already have weapon arts LOL
Stance changing??? More like no one fucking uses them and that adding them delays shit we actually want

Pov your a player with bounty:

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The idea of cancelling animations with blocks, dodges etc is a horrible idea for pvp. I’m saying this because the only way you can even hit someone with agility is with endlag and needing to commit to moves, so being able to just dodge out of using something would break the game.

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Mf we already have rushdown we don’t need uppercut bs :sob: