WildStar: More on Movement

With Carbine releasing a new Movement DevSpeak video, we interview Lead Combat Systems Designer Chris Lynch, and Lead Class Designer Hugh Shelton about this key aspect.

How important are class specific movement abilities, such as the Spellslinger being able to trade places?

Shelton: It’s pretty important, because I think the movement abilities are one of the big things that help for our "class-feel". The Spellslinger having that ability - they also have an ability called Gate where they blink forward - it feels really different from a Warrior’s Leap or an Esper’s Projected Spirit ability, which transforms them into a different thing and dashes them across the screen. It gives the player more tools to evade telegraphs or to close distance on enemies, or just move around on the gameplay space, but I think it’s definitely important.

Lynch: There’s a lot of immersive gameplay that’s actually occurred toward the end, with our raid and our dungeon content, where there’s a lot of movement based encounter stuff in there as well. Like there’s one in Stormtalon’s Lair, we just released this in beta and had people play it in Arkship EU.

So if you’re familiar with the air elemental boss Aethros, there’s a particular phase in that fight where he’s casting the big spell, and you’re trying to get through the gauntlet, that’s where movement abilities come in play again. You can actually traverse this gauntlet easier with movement abilities if you put them on your bar.

So they actually lend themselves to how we design dungeon fights and raid fights later in the game. It’s kind of immersive, it feels like the players are figuring this out on their own, and it makes it feel better to them.

Will we start seeing combos with class movement abilities like double-jump – gate?

Shelton: Those things have already come up. They’re not explicit combos, so you’re not going to see something pop up on your screen like a movement combo or anything like that, they just work well together. If you want to close the distance quickly you’re going to sprint until your endurance is out, then you’re going to dash, then then you’re going to gate if you need to. You can cover a huge amount of ground really quickly if you need to chase somebody down, or if you need to get away from somebody.

Why call it Dash rather than Dodge?

Lynch: We actually started calling it a dash because the original animation and feel of it was that you would dash to the left, or the right, or the back - there was no actual roll to it. So I think that term just stuck over time, but the animation clearly used to be a dash where you would literally dash and slide across the ground and avoid that attack or just cover the ground.

There used to be a hold at the beginning of the dash, and the hold didn’t feel that good, so we shortened the distance the dash would go, and made it to a seamless thing where there’s no hold:  you can dash, roll back to your feet and keep moving. That goes back to our movement thing, over time we just made it feel smoother and more polished. Back when it first came out it was a little bit rigid, and we’ve moved away from that.

Shelton: Since the animation wasn’t spot on, we have got a new animation and we’ve got player feedback that the name doesn’t quite fit. It might not be called dash at launch; it might be called dodge or roll.

How important is it to mix things up with low-gravity areas such as Halon ring?

Shelton: Jeremy Gaffney, in a lot of interviews he does, he always talks about how he wants to keep things interesting for players. So adjusting gravity is just one of those ways of making things more interesting, because it just changes things on you - it makes you have to think about your environment in a different way.

We’re not exposed as much to the open world content as some of the other teams, and so it’s interesting when we find other teams taking stuff and applying the combat that we’ve worked on into those new environments like the low gravity.

I’ve already experienced falling damage in Deradune. Will there be cunning ways to avoid it?

Lynch: I already exploit the falling damage personally on my Spellslinger – I’m playing a Spellslinger currently in beta – I will cast gate at the last second. It’s almost like skydiving and pulling your parachute at the last second. If I cast gate at the last second, I’ll actually gate, eliminate all that falling momentum, and then I’ll fall safely to the ground with no falling damage. So there are clever ways to do it. I can’t promise they’ll be there at launch, but right now I haven’t found any exploits due to this, so it’s fun to do and I do it all the time.

Shelton: But then you have other abilities that give you absorption effects, so you can prevent taking too much damage when you land. There are instant casts so you can cast them when you’re falling - things like Phantasmal Armor on the Esper. Besides that, we might add some slow-fall type abilities that you’ll see throughout the game. They might not be on the classes specifically, but you might get them as buffs here or there. Also, when you’re doing some of those super jump puzzles, while you’re playing through content, you usually won’t take any fall damage.

Lynch: We’ll usually give you a buff that protects you.

Screenshot

Does this mean nightmarish jumping puzzles?

Lynch: I’ve seen some elaborate ones in Closed Beta 2, they’d be in Deradune.

Shelton: I have fallen in lava a number of times playing through dungeons where there are jumping puzzles. I don’t think I’m a bad gamer, but I have been punished on jumping puzzles.

How do you feel about mounts (and possibly flying mounts) circumventing movement?

Lynch: I can’t really go into details on the flying mounts - that’s really an internal discussion right now, but we definitely are going to have regular mounts. I personally have no problems with people getting to their destination faster.

Our mounts are going to be different from what you’d experience in other games – I can’t go into details as to why yet because we’re saving that for a reveal later on, but I think people are going to be very pleased with what we’re presenting.

And finally, before we wrap up: who is Disclaimer Guy?

Lynch: Actually, I don’t know…

I’d like to thank both Chris Lynch and Hugh Shelton for taking the time to share their knowledge of movement in Carbine’s upcoming MMO. WildStar is currently in Closed Beta, with launch currently planned for later this year. And Disclaimer Guy, whoever you are: keep up the good work.

Gareth “Gazimoff” Harmer, Senior Contributing Editor

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Please no flying mounts!
# May 10 2013 at 3:53 AM Rating: Decent
Make the community happy and forget about flying mounts all together! It ruins immersion & player interaction! Why create beautiful maps, just to have players yo yo flying around the maps, to escape the dangers on the ground ?

Edited, May 10th 2013 5:53am by Mothr
Please no flying mounts!
# May 10 2013 at 9:35 AM Rating: Good
First of all, not everyone hates flying mounts. Claiming the whole community agrees with you is lying. You claim flying mounts ruin immersion... how exactly? Just because you are flying, doesn't mean the world feels smaller. Does the Earth feel smaller to you if you fly on an airplane? Usually MMOs let you buy flying mounts at max level. At that point, you have already gone through the leveling content. There is no need to force the player to walk through the same content over and over. Usually people who hate flying mounts praise GW2, because they don't have any. But they fail to realize that GW2 has a teleportation system which allows players to skip "the beautiful maps" even faster than on a mount.
Please no flying mounts!
# May 10 2013 at 1:41 PM Rating: Default
In comes the nitpicker. Bored much ?

People who loves flying mounts are the same kind of people, who chickens out in outdoor pvp and flies off the second decent opponent appears.
You want to have flying mounts ? fine. Then forget about world pvp for that will be non existent, if flying is implemented. I know what I would choose when it comes down to it...

Gw2 is a great game btw. in its own accord though it has no world pvp, and if wildstar wants to be such a game then its their accord, but I wont be playing it then. Flying mounts basically killed world pvp in wow, and why in gods name have pvp servers, when everyone is doing their best to avoid it by staying up in the air? Keep the portals, heck let the settlers build it them at posts with the help of other players, and have them be maintained by other players etc. That would bring people together, instead of solo flying all around the place. Look at wow (god forbid wildstar becomes what wow has turned out to be = a flying mount display in Org or SW, where people just idle on flying mounts instead of playing the game.)
My point still stands, forget about flying mounts and the game will be better from it.
Please no flying mounts!
# May 10 2013 at 7:14 PM Rating: Good
You must have played or play on a very different server in WoW then I currently do.
*Note I play on a PvE, because I don't like forced open world PvP*


Flying has always been one of the rewards for being at Cap level in WoW, with old "caps" now unlocking increase to flight speed.

Flying mounts in no way would hinder a game's immersion for the player. Travel time with in a game is a big deal to me, and I'm sure many others. Instant Blimp/boat rides in WoW, portals, and fast flight help get me around the globe (or world(s)) in a nice timely fashion.

One thing that annoyed me when I played FFXI was chocobos only last about 30min (you had to rent them), the "free" chocobos one had to raise didn't last as long and it took a large investment of time to train one to even move near/faster than a rented one, Teleports only got you close to where you are headed, boat rides were 10min, and you only moved at 2 speeds: Normal run/jog and "aw crap what button did I just hit to make me tip-toe around like a snail!?" . . . AKA: Travel in FFXI was a drag, it took up so much actual play time.

Until info is actually gave on how the mount system will work, one shouldn't knock the idea of flying. If this game's world is large enough, why not allow people to travel around it faster?
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Sandinmyeye | |Tsukaremashi*a |
Please no flying mounts!
# May 12 2013 at 2:26 AM Rating: Decent
Naturally I played on a different server than you, the propability is rather large with the big amount of servers in wow. Mine was one of two: Thunderhorn/pve and Tarren Mill/Pvp.

In pve its nice and cozy to fly around, though extremely dull, and non immersive to just go yo yo between points of interest with out a risk of any danger happening. If that is what I'd want then Id play any solo player game out there. On a pvp server it is a way to avoid what the server was actually about at its core = PVP. In wow a flying mount is used only for getting away from pvp, so you can do /spit /laugh bla bla. at your opponents from high up in safety. Ive seen gankers do that very thing every time they faced a worthy opponent, and thus they have a way to allways gank without anyone beign able to do anything about it. Now where is the fun in that ? Isnt a pvp server about pvp at its core ?

Btw. flying was NOT allways the reward for getting to highest lvl. In vanilla we didnt have that, and that was Wow in its finest state when we are talking about world pvp! (It had other flaws, but looking back every expansion since then have had their "challenges" in class balance.) Tarren Mill zergs or Glades random encounters comes to mind.

I am not against moving around maps faster, I am against the notion that flying mounts is a necesity. I see flying mounts as beign extremely dull, and after seeing how wow turned out, I'd hate to have the same thing happen to Wildstar, which is a game I am looking forward to immensely. Like I stated earlier:

- Let the settlers build small camps/towns with portals in them, which people can use at certain intervals.
- Dont for the love of god, make this game into another easy piecy cuddly game, where everything is handed to you on a platter, like Lfr, honour points grind. If you do, I can guarantee that it will turn out like wow or Diablo = a nightmare filled with bots!

Edited, May 12th 2013 4:27am by Mothr

Edited, May 12th 2013 4:28am by Mothr
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