How do you feel about movement in AO?

I was thinking of using other games to compare to AO so I had a basis for what to expect from the implementation of some suggestions, and one thing that stood out to me is how static AO’s movement is.

Not only does the majority of the distance you travel originate from dashes and high jumps, which are inherently snappy movements, but also, the game forces you to be static during the execution of every move (windup + endlag).

Is this a thing that some of you consciously notice and are bothered by, or do you think it plays into the ‘vibe’ of AO as a sequel to WoM and AA? Would you miss it if it were replaced by more dynamic movements?

There’s also one feature I noticed that is weird among other armor stats: Dexterity (attack speed) has a double benefit to the player in the form of both decreased vulnerability (from shorter windup and endlag) and higher offense (faster damage opportunity and higher total DPS) in combat.

Pierce and Resistance require windups and endlags to realize their full potential. This creates a conflict between Dexterity and Pierce & Resistance builds because they go directly against each other: investing in one decreases the potential of the other, thus making them incompatible.

I’m constantly reminded of this when I get an armor piece that gives Resistance (which Vetex has been adding more of) while a Dexterity build is my preference, and it’s even worse when I’m given one that has both Dexterity and Res or Pierce, because I know it’s never reaching its full potential.

Going back to how movement works, its high acceleration also decreases the impact that the player feels when they get caught by a strong attack, because when you’re dashing back and forth all the time, you can’t really notice any interruptions to your movement if you suffer one, except for magic synergies.

Last time I dueled with someone, for example, I didn’t even notice that I was on the brink of death because I wasn’t looking at the HP bar, and that’s concerning because it means the game didn’t give me enough reason to fear I was suffering a lot of damage. This breaks the immersion a little bit for me.

Gliding around or falling and then getting stopped mid-motion by a heavy attack feels much more impactful, gives you an actual sense of threat because it forces you into vulnerability, and reminds you that blocking and parrying is critical, but since in AO the player is always snapping back and forth, any attack that could do that (besides grabs and magic synergies) just feels like another high damage number next to your character.

What do you think of this? Do you enjoy playing more when you have high dexterity or agility? Did the change to make the self-explosion spell not static make it more fun or usable to you? Would you like to see higher acceleration movements (like boat sailing) implemented in combat?

Here are some changes you could think about:

  1. Remove Dexterity entirely and automatically add it as the player levels up, capping at a high number (like 300) at max lvl (I think the removal of Agility was well-received, so this shouldn’t be too extreme)

  2. Add more dynamic movements to AO (like the recent self-explosion change)

  3. Add a ‘roll’ move in the ctrl key, which gives the player a dash shorter than the regular one but that also fully inherits velocity at a lower deceleration (letting you travel around with more control but interrupting upon damage at a certain % of HP) (this would also mean that the sprint key goes to shift and flaunting goes to another one)

rest in piecse slow magics :wing:

wdym self explosion change? it’s still the same as before FR

0/10 ragebait this is slop

Legitimately same level as suggesting permadeath in ao

2 Likes

are we fr gang.

your screen turns red when you get lower health and you can just take a glance at your health for like a split second

It reads like AI the way they’re making up shit like “dexterity increases your dps” (cooldowns are unchanged) or “the self explosion changes” (what change?).

But if I was to engage with this: clearly you’ve never fought Jarl Ivar if reducing mobility in combat is a good idea to you.

Additionally, it’s really obvious you didn’t think about your ragebait if you suggest move canceling from damage, given such sources as light magic, annihilation spell, javelin spell, ash and poison magic, etc. Metal Magic found dead in an alleyway.

Also, the unusual combat is AO’s whole thing, ripping off deepwoken just makes it into blox fruits. Just get used to it, it’s fun.

Level up your fishing skill to 10 and come back with better bait

2 Likes

:popcorn:
don’t even need to say anything

I’m guessing it was removed for the game, but on the day of Full Release and the day afterwards, you could move while self-exploding with mage

I haven’t even played or watched Deepwoken.

I’m just curious to know if this is something people care about.

I’ve fought Ivar and the main problem with that fight for me was how laggy everything was, but I also remember it feeling stiff due to this same problem. It took me aroud 6 tries no ghost

Also, what do you mean by reducing mobility? If you’re talking about the suggestions, none of them reduce mobility except for the interruption one, but it doesn’t have to be an HP percentage, it can also be hand selected moves.

And no, I wasn’t suggesting move cancelation, just momentum stopping

yeah so it scales like shit to offset it

my screen turning blood red and a massive

2000!

on my screen as im being eaten by a white eyes

am i supposed to take this seriously
Also as someone pointed out your screen slowly turns red with more HP lost

i mean, somewhat?
except the movement stop would make everyone spec into high damage high attack speed builds only and mass stomp anything by locking it in one place, every other build instantly becoming pointless

me at lvl 800 having 0 endlag between island-sized nuclear bomb level attacks (im using a dagger as a savant)
agility being removed was well recieved because it wasnt removed, it was turned into a gem secondary stat for out-of-combat only (was it swimming speed before becoming movement speed? unsure)
agility was annoying cause PvP would become trackstar marathons and PvE had no reason for it in-combat, essentially making it a useless stat in a fight
current solution both solves the PvP and the PvE issues (one by making it out-of-combat and one by putting it as a relatively irrelevant jewel secondary stat)

idk i dont play mage

im really unsure what this means
“fully inherits velocity” as in of the running speed? whats the point then?
“at a lower deceleration” implying its closer to the dash, but this means its just a shorter but faster dash? why do we need it?

if you want precision, choose between a normal dash and a jump dash. if both are too big, then run.

in general you are kinda missing why AO combat is fun. the switches between massive AoE that you either run from or parry and quick mosquito attacks taht you either dodge well or parry or something in-between that you either deal with or parry, all nonstop, while only opening up when attacking yourself, means there is both tactical/strategical AND mechanical parts to the combat that are both equally levelled AND can be boosted in-game (dex/blocking power), with neither being a total answer (dex scaling/parry cap at 90%? forgot)

i tried both PvP and PvE pre-release, and the biggest issue was only the meta builds being unbearable to fight with non-meta, but that is the whole point of “meta”, so no real qualms here.
while NPCs are defenitely unfair in both stat scaling and parry opportunity, that is needed to make PvE not a snoozefest. Currently the only bosses that I have personally fought and I believe deserve the hate are Captain Maria and Jarl Ivar due to their specific mechanics (invincibility/mass AoE in VERY encased space) being annoying to deal with from a player perspective. From a GAME perspective, the bosses have their own gimmicks and are completely playable, which I do not want to argue with

yap sesh for the week done, im going back to farming maria

The player shouldn’t be locked in place for using every move because it really screws with the flow and pacing of the game. I don’t care if it’s a “staple” part of Vetex’s games or if it’s used as a shitty way to balance combat, being able to move and attack at the same time adds so much more dynamic (hence why almost every non-turn-based RPG game lets you do that) but it sucks that Vetex still uses this old and outdated design choice.

Also Dexterity and anything that affects startup and endlag shouldn’t exist to begin with, especially since they reduce the time you’re stuck while using a move which is pretty advantageous, but Dexterity is also much harder to make useful in low amounts in comparison to other stats.

This is literally not an excuse for bad balancing/game design lmao. If you mean being unfair by having higher health/damage or more moves than the player then it’s fair, but shit like being able to spam big attacks while requiring no real strategy to beat is not good.

pls read the second part of that:

edit:
what i meant is that the quoted part of the post should give an idea of what I personally consider unfair. Something like Allanon having massive AoE does not feel unfair to me cause his AoE is easy to read due to the windups and easy to punish for the same reason. I do agree close-range builds kinda get cucked in this specific fight but this is just the cons of not being an all-rounder i guess? really cannot say anything here, i mostly play warrior so i have answers to most situations

If you were able to move and attack at the same time a lot of things would be genuinely unpunishable. The primary thing that keeps mages from absolutely dominating every elysium lobby is the fact that to attack they have to leave themselves vulnerable by being frozen in place.

1 Like

yea ur right but this also apply to many build too like Warrior although to certain degree

certain moves also do allow you to move while charging (if you are on the ground)

like the whirlwind/tempest moves, if you stay on the ground you can walk while charging

idk abt any other moves though

i feel my fingers pressing wasd and it feels good

You must have never played a game where players can move and attack at the same time. Of course removing anchoring from most skills would require a lot of consideration, but I’d rather have the devs take their time making a fundamentally-good combat system than leaving it as a fundamentally-flawed one