Thursday, December 17, 2009

Aion's aerial gameplay issues

At first glance, flight in Aion seems like a good idea. But the more I experience it, the more I start to see areas that don't seem to be as well thought out or nailed down. In general, they've designed combat and classes to work a certain way. However, these combat mechanics and classes have to work both on the ground and while flying. While they work for the most part on the ground, they do not completely translate to a similar visceral experience in the air. I thought about it for a little yesterday, and the following are what I believe some of the reasons are:

Flight speed is faster than running speed

While not instantly obvious, this has very significant implications for combat and mechanics. All abilities in the game are tuned for run speed and do not readily work in the air without mechanic adjustments. E.g., how a 3s ability works on the ground is not the same as 3s in the air. Even quick melee abilities suffer, since quick on the ground often translates to "target is out of range" in the air. To have combat feel as good in the air as it does on the ground, they should have done something like shorten cast times by the % difference of run speed vs flight speed. Then, reducing defense stats while flying should keep it balanced.

Animation root
Many abilities have an ending animation root. While it is annoying enough on the ground, it is exacerbated in the air because more distance can be covered over the time that someone spends being rooted by animations. E.g., get caught in an animation snare in the air and your opponent can be long gone. They should shorten or remove animation root when flying.

The factors above are reasons for aerial class disparities, and why some classes appear to have a significant advantage over other classes when in the air. The classes that benefit from fighting in the air are the classes that have low/instant cast times and short/no animation snares. 

Area effects are 2-dimensional
Many AE abilities (e.g., buffs, mantras, fear, heals) only work in 2-D. If a target is on a different z- coordinate, they will not be affected.

Flight as transportation
I believe that this is a bad idea. It implies that long flight times are necessary and goes against original intent that flight should not be overused. When players roam around in a typical 'grounded' or 'no-fly' zone, they can run around indefinitely. They can run up hills, down hills, glide across vallies, into caves, around rocks, sit, hide, etc. However, this is not the case in the Abyss. Once you're in the air, your flight timer starts to tick down.

The Abyss is mostly empty space
In fact, too much empty space. Each layer of the Abyss is a large zone, sparsely populated by islands that only have 1 or 2 levels of flat land (but typically only 1). While this is fine if flight combat was not clunky or if Aion was a space/flight simulator where you could actually have fun fights in open space, this is not the case in Aion and battles in open space are clunky. It's also easier to run away from a fight in the air than it is in the ground, and lame strategies such as running someone's 5-10 minute flight timer down are common. As vast as the Abyss is, there's a lot of wasted or practically unusable space. They should have scattered more platforms or large asteroids all over the place to make things more interesting. They could also have added more features to the Abyss islands' terrain. E.g., caves, tunnels (think Star Wars), and more levels.

Flight time
Everyone can easily consume flight time potions to stay in the air for a long time. Why not just allow everyone to fly for 5 minutes if that's the kind of combat they are trying to encourage? Right now, the zone layout and flight mechanics require that people chain-chug flight time potions like water in the Abyss.

No special flight abilities
This is especially disappointing for me. Flying in Aion is pretty much like running in 3-D. You don't get any acceleration from diving toward the ground or any variation in speed at any time. You are just an object that moves at a constant speed in 3-dimensional space and there are no special aerial attacks or maneuvers. There's also a lame limitation that prevents you from falling too far. If you tried to fold your wings and dive, the game won't let you go very far before crashing you into some invisible plane. Basically, being in flight dumbs down each class and renders many abilities virtually ineffective.

Despite these gripes I have, flight can still a good idea, provided that the developers make an effort to tune and clean up the mechanics, and rework the flying zones. Being able to fly is still great, along with being able to fight in 3-D. But the developers really need to get off their thumbs and put more thought into their flight system (combat, mechanics, zones) if they want a winning product. Just allowing people to move (like they were running) in 3-D and passing that as 'flying' does not cut it.

Currently, aerial combat is a dumbed-down, more restrictive, and more broken version of ground combat; with the exception that you can move in the vertical direction as well.

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