WildStar: Devspeak – Ability Mechanics
September 27, 2013 Leave a comment
WildStar launches a new video aimed at showing players can expect for skill mechanics. (I added a transcript of the video as well.)
CHECK OUT WILDSTAR’S LATEST DEVSPEAK: ABILITY MECHANICS!
Come check out the latest episode of DevSpeak, where we tell you how you, the player, control what your character can do. You will learn more about how WildStar deals with the traditional Instant, Cast time and Channel abilities.
You’ll discover what we mean by “needing our players to interact with their abilities in a much more reactive way”, so be sure to watch this new episode of Devspeak!
Come check out the latest episode of DevSpeak, where we tell you how you, the player, control what your character can do. You will learn more about how WildStar deals with the traditional Instant, Cast time and Channel abilities.
You’ll discover what we mean by “needing our players to interact with their abilities in a much more reactive way”, so be sure to watch this new episode of Devspeak!
Transcript:
Welcome to WildStar, this is DevSpeak. [Disclaimerthon].
In previous episodes, we talked about how moving and aiming combat is in WildStar. After all, combat is what you will be doing most often, so we want to make sure you are having fun out there.
We showed you Crowd Control, how breakout gameplay gives you a way to fight back when disabled. But before we start talking about Classes – and we can’t wait – we need to have a little chat about the special sauce in our combat sandwich. It’s the way you, as the player, control what your character can do. I’m talking about Ability Mechanics. In other words, how you interact with the game in order to use your abilities.
Now, in most MMOs, you’ve got your standard set: instant abilities, cast time, and channel. Instant, cast time, channel. Instant, cast time, channel. Hit the button, wait for it to do its thing, make a chicken sandwich.
In WildStar, we needed players to interact with their abilities in a much more reactive way because circumstances can change, quickly. That’s why, in addition to instant abilities, we’ve made the vast majority of our cast time and channel spells mobile. Whether you’re channeling and chasing or charging and fleeing. On top of that, we’ve added a whole suite of cast methods designed to be reactive. Like rapid tap. Wait until an enemy is vulnerable and *tap* *tap* *tap*. Once you activate it, you’ve only got a short window to get your hits in, so tap it while it counts.
Ability charges have multiple uses, but no time limit. So, fire off some steady damage and keep one in reserve. Or stun this poor chum and dump all your characters…yer dead!
Charge and Release has a more reactive take on cast time. You can hold the button to charge up, but if homie pulls a fast one, fire it off and change tactics. Might not do as much damage, but it won’t go to waste.
Press and Hold is a reactive channel and feels supremely gratifying. Hold the button, people start dying. Need to react to something Just let go and do your thing.
What this approach to ability mechanics does is take a combat system built on movement and aiming and adds reactive mobile casting and variety. ‘Cos being a healer, tank, or dps, we think everyone deserves to feel like a spider monkey ninja. If they want.
Now, we’ve covered almost all aspects of the WildStar combat sandwich. We’re almost ready to take a bite and get into classes. Until then, reach out to us. Let us know what you want to see in our combat system. As always, the devs are listening.
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