- Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.
- Previously it was said that crouching may not be in the game.
- Prone will likely not be in the game.
- Moving backward will likely not affect block and parry.
I think that that generally we want to tend to be more mobile in our classes. I think that it's a fundamentally old-school philosophy to have a lot of stuck in place type skills. That isn't to say we won't have skills that have mobility restriction on them- that require you to channel or require a casting time where you can't move; but I think it's a blend between the two. It's neither extreme. – Steven Sharif
It'll be something that you can spec around to. Again it's gonna be a risk/reward thing. We put a lot of thought into what skills are overpowered or have kind of this overpowering nature to them and those are the kinds of skills that will generally find that will be like in-place type of skills; where you are now at risk if you are going to cast this spell, but there's a big reward if you do manage to get it off. – Jeffrey Bard
|Skill||Icon||Rank 1||Rank 2||Rank 3|
|Blink||Blinks forward in the direction you are traveling.||Now deals damage to enemies surrounding your departure location.||Reduced cooldown.|
|Jump||Dash with cooldown.||Cooldown is replaced by charges with individual cooldown.||Drops a bear trap at the location the ranger dashed from.|
|Rush||Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.||-||-|
|Sprint||Increases movement speed. Using an ability ends sprint.||Increased resistance to disable abilities.||Clears crowd control when sprint starts and removes silence.|
I've instructed design to incorporate a mana consumption that's percentage based for sprinting. So it'll be a similar amount of time that each class, regardless of their mana values, will have in order to sprint and it will not be accessible while in a combat. – Steven Sharif
There is a toggleable walk/run (autorun) capability.
There is not going to be any "go to waypoint" (auto-pathing) mechanics.
- Inertia and momentum physics will help prevent blocking doorways/access points. This is based on a character's direction and movement speed, and can be used to push people out of the way.
- The developers are considering the inclusion of dodging in a subset of universal skills that apply to all classes.
- Hybrid combat will likely have true evasion skills relating to action-oriented combat and also have I-frames (invincibility frames) that apply to tab targeting.
- Q: Will there be evade frames/ I-frames on dodge?
- A: I would say it's a safe bet with regards to how we're approaching the hybrid combat that not only are gonna have true evasion skills that apply to more action-oriented skills that are coming your way, but you'll also have you know I-frame type skills that would apply perhaps to a tab targetable skills coming your way. So I think you're gonna have a healthy balance of both with it when it comes to skills that you can spec into. – Steven Sharif
- Jumping puzzles are present in early Alpha-1 dungeon gameplay footage.
- Jumping were present in the Alpha-0 Dünheim dungeon.
- Characters are able to utilize their abilities while in the water.
- Stamina does not limit swimming, however breath does.
- The goal is to give more agency to the player and achieve a more fluid flow of combat with greater mobility when using abilities.
- The current hybrid tab and action combat system will remain after the revamp.
- This revamp will not represent the final form of combat, but will set the general direction that combat will be taking.
- The revamp will be iterative and will be rolled out to testers in different phases.
- Q: Based on recent feedback, what direction are you leaning towards in regards to split-body versus root-motion?
- A: We are leaning towards split body. – Steven Sharif
- Flight paths via flying automated creatures that link nodes within a specific region.
- Airships that link scientific metropolises in different regions.
- It is possible that some public transportation services could be player-driven.
One of the nodes has the idea of an airship that can go from node to node and I'm certain that we will have harbors that do similar things with other node types... It might be something that could be player-driven... We're sure to have a taxi system you know where you load up a couple people and you drive them somewhere while you AFK. – Jeffrey Bard
- Mounts are generally able to be summoned during combat in the open-world.
- Animal husbandry mounts are summoned via an item that is obtainable from a stable (husbandry stall).
- A player can dismount and have their mount follow them.
Right now we don't have it where the mount is separate from the player per-se. You automatically mount the mount when you summon it in the in the alpha. But in the future you'll be able to summon it and you won't have to automatically mount it. It'll just be standing next to you. It'll follow you around and then you'll be able to mount it. – Steven Sharif
- Mounts provide faster travel.
- There is very little teleportation in the world.
- There is not going to be any "go to waypoint" (auto-pathing) mechanics.
There is very little teleportation in the world. Some of that does get unlocked through metropolises of a certain type. Additionally there are mounts that are faster travel and there are services that are fast travel between nodes. – Steven Sharif
- Player ridden mounts.
- Mounts will have varied speeds.
- Flight paths between nodes within a specific region.
- Airships between scientific metropolises.
- Teleportation between scientific metropolises and their vassal nodes.
- Family summoning.
Even though there's not fast travel, there is faster travel. So you know mount ridden. There will be connection points between certain nodes via the use of like flying automated creatures that you can use. Stuff like that. – Steven Sharif
- Livestream, 26 February 2021 (27:41).
- Video, 26 February 2021 (6:17).
- Livestream, 30 April 2020 (1:17:13).
- Livestream, 8 May 2017 (43:30).
- Livestream, 23 December 2021 (55:32).
- Video, 23 December 2021 (23:53).
- Livestream, 26 June 2020 (1:30:40).
- Livestream, 30 July 2021 (31:22).
- Interview, 13 June 2021 (4:12).
- Livestream, 28 May 2021 (1:13:05).
- Video, 23 December 2020 (1:17).
- Livestream, 31 July 2020 (57:33).
- Video, 22 December 2020 (7:35).
- Livestream, 16 October 2017 (45:52).
- Livestream, 16 October 2017 (46:22).
- Video, 25 May 2017 (0:02).
- Livestream, 30 July 2021 (1:11:29).
- Livestream, 4 May 2018 (51:57).
- Livestream, 15 December 2017 (1:35:38).
- Interview, 27 March 2020 (15:20).
- Livestream, 28 August 2020 (1:19:24).
- Livestream, 26 June 2020 (1:24:06).
- Livestream, 19 November 2021 (50:38).
- Livestream, 30 January 2020 (1:34:12).
- Video, 31 May 2020 (26:42).
- Livestream, 28 July 2017 (39:49).
- Livestream, 9 February 2018 (10:42).
- Livestream, 31 July 2020 (1:42:41).
- Livestream, 29 January 2021 (1:00:57).
- Livestream, 19 May 2017 (38:46).
- Livestream, 30 September 2020 (55:39).
- Podcast, 11 April 2021 (36:43).
- Livestream, 28 May 2021 (1:14:50).
- Interview, 7 February 2021 (49:18).
- Livestream, 27 August 2021 (1:15:39).
- Livestream, 17 May 2017 (1:05:11).
- Livestream, 4 June 2018 (45:30).
- Livestream, 17 November 2017 (50:52).
- Livestream, 25 February 2022 (1:14:21s).
- Livestream, 28 August 2020 (2:06:42).
- Interview, 17 August 2018 (24:48).
- Livestream, 30 April 2020 (56:16).
- Livestream, 8 April 2018 (AM) (12:34).
- Livestream, 30 April 2021 (1:10:04).
- Livestream, 17 November 2017 (33:17).
- Livestream, 30 April 2021 (1:08:10).
- Interview, 19 July 2020 (1:05:50).
- Node series part II – the Metropolis.
- Blog: Know Your Nodes - Scientific Node Type
- Interview, 19 July 2020 (1:20:58).