- The action mode camera is tied to the to the player's reticle. A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab targeted combat modes.
- Soft locking is when the reticle moves over a target in action mode. Their targeting plate will appear slightly grayed out to indicate that this is a soft-lock target. If the reticle moves away from the target or the target moves away from the reticle, the target is lost.
- Hard locking is when the player uses right-mouse on a soft-locked target. Their targeting plate will no longer be grayed out to indicate a hard-lock target. Unlike soft locking, if the target moves out of the reticle the target is not lost. Tab will still cycle between hard-locked targets in action mode based on proximity priority.
- There will likely be a hotkey that when held down will allow free camera movement in action mode.
- In future the user will have the ability to choose from different reticle appearances.
- Attacking without a target (blind firing) is possible in action mode for templated abilities. If a player moves into the path of the projectile it can be struck.
- One of the differences between tab and action combat mode is you can launch projectiles in action combat mode as a blind fire option, and if a target or if something moves in the way between the time of that projectile launching and impacting either its max distance, or a piece of terrain, or another target, it's possible that players might move into that projectile. – Steven Sharif
- Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities. – Steven Sharif
- Action oriented and tab oriented versions of skills will have different characteristics.
- It may not be possible to be able to fully spec into just action or tab targeted skills. There might be a 75% cap on choosing skills from any one type.
- Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.
- Variables will change based on which version of a skill is chosen.
- For the purposes of balance, certain skill types will be either tab or action oriented skills.
- As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage. – Steven Sharif
Q: What the benefits are for tab versus action. I feel like a lot of people feel like tab is just easier so why would I use action?
A: If you're in a massive brawl, the ability to pick and choose targets that are far in the back line that might might be more advantageous towards tab target users because they're able to click, but the reaction time to acquire a target for a cursor versus acquiring a target for a reticle is much faster and less cumbersome because it doesn't require as many actions on behalf of the user. – Steven Sharif
- 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.
- There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.
More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to kind of just making it smaller for one and not the other. – Jeffrey Bard
We don't have separate types of hitbox categories, for example. There's no head hit box in the MMORPG like there was in APOC. So from a critical standpoint you're not going to see a greater risk of critting for a larger hitbox. – Steven Sharif
- We really wanted to build the combat system to- like i said earlier- be as physical as possible. So we have it very animation driven. Everything is handled based on a reference of animation as opposed to nebulous timings, which allows it to feel very impactful and very responsive. – Keenan Reimer
- We're not going to be having I think unique combat animations. However we will have unique non-combat animations, such as your idle, your walk, your run cycle: things that the combat attacks do not have to blend back into. – Steven Sharif
- Animation tells.
- Livestream, March 26, 2021 (1:11:25).
- Livestream, August 28, 2020 (1:15:39).
- Video, September 30, 2022 (17:03).
- Livestream, September 30, 2022 (41:06).
- Livestream, August 27, 2021 (1:16:04).
- Livestream, June 25, 2021 (22:34).
- Livestream, November 16, 2017 (30:45).
- Video, September 30, 2022 (17:00).
- Livestream, March 26, 2021 (59:21).
- Livestream, June 25, 2021 (27:43).
- Livestream, April 30, 2020 (1:09:51).
- Livestream, September 30, 2022 (49:16).
- Livestream, June 25, 2021 (26:11).
- Livestream, September 30, 2022 (52:33).
- Livestream, September 30, 2022 (48:10).
- Livestream, 2018-04-8 (PM) (37:57).
- Podcast, August 4, 2018 (1:07:59).
- Livestream, August 28, 2020 (1:12:50).
- Podcast, August 4, 2018 (1:11:05).
- Livestream, September 30, 2022 (54:35).
- Interview, March 27, 2020 (15:20).
- Livestream, October 30, 2020 (1:15:59).
- Video, June 30, 2022 (20:29).
- Video, June 30, 2022 (21:19).
- Livestream, June 30, 2022 (53:33).
- Livestream, December 22, 2020 (1:12:56).
- Livestream, November 22, 2019 (1:09:37).
- Livestream, May 17, 2017 (1:05:11).
- Livestream, June 28, 2019 (1:19:00).
- Livestream, May 22, 2017 (49:38).