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Why you are wrong about the combat system (From a higly skilled player)

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Comments

  • FliP said:
    Lazerou said:
    @Marzzo1337 I find it a little bit strange that you are saying you are the best player in these games, but then saying the games are easy to master just by math or memory and they take no skill. I don't see the point of elevating an achievement in something that you then denigrate.

    It's like saying "I'm the best poker player. Poker is dumb."
    Something I also find very fishy is that he said "basically all relevant pvp games" when some all time classics are not on his list. Lineage 2, BDO, Blade and Soul are just some games that come to mind that should have been on the list in order to claim that you played all relevant pvp/pve games in history.

    The second fishy thing you already mentioned. If games are easy to master, then it is no achievement to be top in those games, as there is no skill or experience involved. I could be top if I played Hello Kitty Online, but being top in that game wouldn't contribute to my own skill and experience.

    The third fishy thing is "top ranked this season". This is subjective. Being top in a season in a game which nobody really plays anymore is also not much of an achievement. Being top while a game is in its prime is something big, but being top after over 10 years of a games existance.. meh..

    If combat needs an additional layer of difficulty - fine, so be it. I still don't like the slider in its current state and can't wait to see it reworked.

    Sorry for not being clear man, as I said, wrote that whole shit in 10 min. What I meant with "Relevant games" was based on player base and amount of players watching the Esport. For example Starcraft has (had) tons of more people watching it than all those games you listen combined. (BDO, Blade and soul specificly i don't even belive have a pro scene following?). 
         With easy to master I mean easy to master the classes and combat system. It is very easy to master the WoW combat system (The most popular and copied combat system in MMO history). But, Mastering the game in general, team play, counter play, burst windows, cc patterns and combos etc is relatively difficult for the average player (again only 2-5% of gamers can do this based on statistics on WoW/SC website.
         I do agree that this season in Legion is pretty bad. But most high skilled players are still playing, only semi-casual players quit. The top 5% of wow is fairly stable. But, I do agree that my 2430rating would equal around 2200 rating during wrath and maybe 2100 rating during BC (Was only 13 back then so no idea how good I would be today). But still, the game is just as hard as your opponents and I am still statisicly, (as you can see on my character Marzzo on silvermoon EU) one of the best warriors in the world. So it is fair to say that you should atleast assume I am more compentent ont his subject than most players. But I do understand your concern with the slider, most people cant even follow a 4 button rotation, let alone actualy have to look at a casting bar.
  • The title clearly says that anyone having an opinion different is wrong.  It's simply a bad approach to a discussion to begin with.
    But I'll keep this on point myself.
    I don't like the combat bar.
    I don't need to justify that dislike.
    I'm not going to purchase a game that has an element that is really going to affect a large portion of the game and, therefore, my enjoyment of the game.
    I hope they remove the combat bar.  I hope at the very least they make it so that you can shut it off in your settings if they don't remove it entirely.  But if it's left as it is, I'm not going to purchase this game.
    There are many others that would disagree with me.  That's fine.  It's all opinion and based around what we like.  But trying to tell me I'm wrong in what I like is not a good way to discuss things.  You can say your reasons why you like it.  But projecting your own justifications onto me as a player is the problem at the get go with this post.
    And yes, it's fine that Ashes would choose to go that way, but if they go that way and I then decide to not give them money because of it, there should be a simple understanding that obviously then I'm not their targeted audience for their merchandise.
  • ArchivedUserArchivedUser Guest
    edited November 2017
    FliP said:
    Lazerou said:
    @Marzzo1337 I find it a little bit strange that you are saying you are the best player in these games, but then saying the games are easy to master just by math or memory and they take no skill. I don't see the point of elevating an achievement in something that you then denigrate.

    It's like saying "I'm the best poker player. Poker is dumb."
    Something I also find very fishy is that he said "basically all relevant pvp games" when some all time classics are not on his list. Lineage 2, BDO, Blade and Soul are just some games that come to mind that should have been on the list in order to claim that you played all relevant pvp/pve games in history.

    The second fishy thing you already mentioned. If games are easy to master, then it is no achievement to be top in those games, as there is no skill or experience involved. I could be top if I played Hello Kitty Online, but being top in that game wouldn't contribute to my own skill and experience.

    The third fishy thing is "top ranked this season". This is subjective. Being top in a season in a game which nobody really plays anymore is also not much of an achievement. Being top while a game is in its prime is something big, but being top after over 10 years of a games existance.. meh..

    If combat needs an additional layer of difficulty - fine, so be it. I still don't like the slider in its current state and can't wait to see it reworked.

    Sorry for not being clear man, as I said, wrote that whole shit in 10 min. What I meant with "Relevant games" was based on player base and amount of players watching the Esport. For example Starcraft has (had) tons of more people watching it than all those games you listen combined. (BDO, Blade and soul specificly i don't even belive have a pro scene following?). 
         With easy to master I mean easy to master the classes and combat system. It is very easy to master the WoW combat system (The most popular and copied combat system in MMO history). But, Mastering the game in general, team play, counter play, burst windows, cc patterns and combos etc is relatively difficult for the average player (again only 2-5% of gamers can do this based on statistics on WoW/SC website.
         I do agree that this season in Legion is pretty bad. But most high skilled players are still playing, only semi-casual players quit. The top 5% of wow is fairly stable. But, I do agree that my 2430rating would equal around 2200 rating during wrath and maybe 2100 rating during BC (Was only 13 back then so no idea how good I would be today). But still, the game is just as hard as your opponents and I am still statisicly, (as you can see on my character Marzzo on silvermoon EU) one of the best warriors in the world. So it is fair to say that you should atleast assume I am more compentent ont his subject than most players. But I do understand your concern with the slider, most people cant even follow a 4 button rotation, let alone actualy have to look at a casting bar.
    I don't think your competence was ever in question, just that you presume competence enhances your argument. An argument should stand, or fall on it's own merits, which is why your WoW rating is mostly ignored in this discussion, except to point out that it's a logical fallacy.

    To move on to your post, or at least the first part of it. Your point of relevancy seems to hinge on it's E-Sport potential. Based on the post I am quoting, at least.
    This is fine, but it's again quite a narrow view on relevance. Numbers are not always an indication either. Though, in a way, there is more to be said for that argument. Ironically, however. WoW's most "Relevant" years, had very little e-sports, it was essentially just beginning someway through WoTLK. And, E-Sports was not a new thing, one need only look at Starcraft 1. Which has an ongoing e-sports scene, as far as I am aware.

    Now, that being said, e-sport making games relevant is only the case if you're looking for an e-sport. Starcraft, whilst essentially a strategy game, is really barebones. There are plenty of deeper games out there, strategy games tend to take a long time however, they stretch out over many play sessions, and are somewhat slow paced. Hence they won't make a good e-sport. And many of those games are a lot more relevant to the Strategy genre than Starcraft is. They've had a lot more influence.

    Now, to circle back to WoW, and specifically the e-sport scene. You highlighted problems yourself as to why WoW, on the surface, seems simplistic to a degree. You gave a specific example, but essentially it boiled down to, every skill class X has, class Y has a skill that counteracts it, and vice versa. With DR especially, the problem starts to become visible. Every class has CC, Escapes, DPS CD's etc. What this means is that all classes become somewhat blurry. They homogenise a lot. In many ways WoW as it is now, is superior to how it used to be. But the core of the RPG elements of the game, have been lost in favour of turning, the PvP at least, into an E-Sport. Back when, and let's take the Mage as an example, as that's what I played most in vanilla. Frost damage was not all that good. It was decent, you could kill things, and people, but Fire, especially the PoM Pyro was really strong in PvP. It was very damaging, and it had far, far less kiting and rooting potential as Frost. Frost was, damage wise, the weaker spec. It however, had a lot of roots. Allowing the Mage to keep somewhat of a distance, or flee entirely. A tank in PvP, soaked a lot of damage, but the damage output he did, it tickled. Threat wasn't necessarily linked to damage. There were clearly defined roles, and differences amongst classes. And even specs. Although most boiled down to PvE or PvP. 
    Some of the uniqueness of classes got lost along the way, when they started balancing around e-sports. It's an MMO-RPG, massively multiplayer online. That first part, it's essential to the genre. And whilst you play WoW with thousands at once. If you play, LoL for example, you limit yourself to play with (is it 5v5?) So nine other people. Same holds true for arenas. Essentially, the same holds true for battlegrounds. Though the bigger they get, the more it goes at what the core of an MMO is. WoW, as it is now, has it's PvP designed, and balanced around arena PvP (They used to balance it around 3 v 3 in wotlk, not sure if that's still the case) And I wholeheartedly agree, that, in an arena, being chain CC'd constantly is anti-fun. Because it absolutely is. Especially once you've used your escape and get CC'd again. So for that combat style, DR and all that is good.

    But I ask you, is that what you want from an MMO? Or do you want, like Ashes suggests, to form a raid on a caravan to garner resources, or stop enemies from getting resources at least. Work in tandem with countless other people who live in the city you and your friends live in, in order to take down the enemy node level? And don't have the PvP balanced, and in my subjective view tainted, by small scale, e-sport-esque. Balancing and homogenisation? That melee guy should not have a chance against that frost based sorcerer who keeps rooting you. But that same Frost based sorcerer would get annihilated by a Rogue sneaking up on him. Whilst that rogue would not do too well against someone actually prepared for melee combat. All classes and specs should NOT inherently be able to stand up against all other classes and specs. Unless your mastery and skill is through the roof.

    And if it is, why bother playing an MMO? When there are countless other options, like FPS games, or MOBA's?  And if you like to do other things too, why not play two games? I play RPG's like Oblivion, Skyrim and Morrowind because I like the genre. I'm not going to complain about it's lack of strategic depth, or that I feel that using two daggers and sneak feels less effective than being a mage at the later stages. If I want the reaction and twitched based gameplay, I'll play some CS, or Overwatch, or whatever. I recognise that the systems that are in these games, when brought over to the MMORPG, it will water down the core elements of what makes RPG's so enjoyable.

    And as a final note. Action based combat is very fun, even in RPG's but not if that means unfair advantages for me because I have a strong internet connection and live close to the server. Or the opposite
  • @PaxImperium That's why I really like their approach to pricing the final product. I don't agree with all this early adopter crap, but the final pricing structure is what I would like to see more off in multiplayer focused games. It gives me this opportunity to simply try the game out for a while without this "huge" initial financial commitment that MMOs nowadays have, or at least have until they crumble under their weight of pure greed. Around 15bucks for a month to simply try it out vs the standard full price + an initial subscription plan for another 30 to activate it. It's a lot more reasonable.
  • To be fair I can't judge the combat system just based on videos alone. I have to get my hands dirty, and play it 1st hand. Plus, this is only alpha 0 coming up, and tons can change from now to Gold live launch.
  • I too am a higly skilled player.
  • Granthor said:
    To be fair I can't judge the combat system just based on videos alone. I have to get my hands dirty, and play it 1st hand. Plus, this is only alpha 0 coming up, and tons can change from now to Gold live launch.
    Exactly, it's way to early to be talking about the combat system. We also don't know how the customization between tab targeting and action oriented combat (using the skill tree) is going to work. Neither what the final product of the quick time feature will look like.

    No I'm with you, I'll wait and judge it once they have built their version of combat. Also it may be more fun to play than watch also, we just don't know that much right now, beside a very far from finished demo at PAX.
  • I don't get the way too early argument, I really don't. Based on what we see, any feedback/criticism is not only warranted, it should be an obligation. If you go "It's just alpha, or beta" you miss the idea of what these are. It's not just bugs, it's testing the systems, see what works and what doesn't. If players in beta are massively against the current iteration, it's too late to make any significant changes. 

    If anything now IS the time to provide feedback. One need not have played the game itself. The system as it currently stands with QTE things, has been done before. @DeathsProxy has mentioned several examples in previous topics. 

    We've all been around long enough, and tried enough systems to be able to extrapolate. And thus the argument "You can't really speak because you have not played it." is not only very weak, it's false, as there are examples of it being done already. And one needs to mention this as EARLY AS POSSIBLE in a game's development, because during a beta (which is what most people will have) it's already way too late. 
  • Mmmmm. Sounds like you want a play style that favors you. After spending thousands of man hours on various mmo forums I have concluded that 99% of suggestions are usually for the good of the poster and not the overall game. The game is already geared at high end PC users and now you want the game to favor dynamic movement play styles. I say no to this.

    Personally I want to come to the game to enjoy it in a hardcore/casual way....casual when I want it that way and hardcore when I see fit to put in that kind of effort....what you would like is hardcore 24/7. Sorry but I do not want to spend 8 hours painting and sculpting only to come home and try to get sore/swollen hands zipping around my keyboard competing with someone who spent the day napping like a cat. Is it action filled? Certainly so. But I already spent the day being active.
  • im a highly killed player always will be  ill be highly killed in alpha  highly killed in beta and super highly killed in live ill be highly killed using tab highly killed using action highly killed using hybrid with qte  in just so absolutely awesomely highly killed>:) >:)
  • I'm sorry but my biggest problem with the combat (thus far) is that horrid quick time bar, you will be so focused on doing your quick time that will take away from the combat, AND the world itself. They could implement a better way of handling the quick time so it doesn't have to be such an ugly, not fun (in my opinion) way. 

    One idea being they could make the quick time into a color based event. Such as it changes the color or transparency of your spells / abilities. This way you don't have to stare at an ugly bar at the bottom of your screen, and in the process allow you to watch what Is going on around you, or be able to enjoy the world while you are in combat. 

    They are creating such a beautiful world, I just don't want to see that ruined by such an ugly little thing. Also I'd like to add that such a small thing as this could potentially push so many potential players away. I realize some of you may think that's ridiculous but I've been through many, many games and the combat has been a huge deciding factor, even for MMORPGs. Just seeing most people's reactions through plate forms such as YouTube, and Twitch, shows how critical people are of combat in games. 

    I realize some in the community wants to sit here and praise everything that is being released thus far, but you need to point out the flaws such as this in the early stages before it's to late. We all know how the gaming community is as a whole. The smallest of bad choices could cause a fatal blow before the game is even out of the alpha. I want this game to be the successor to WoW, and eventually take the top spot when WoW steps down from the throne. I will with confidence say that if this old way of quick time events stays in. It'll be one more reason for people who want good combat to not even bother to give it a chance.
  • ArchivedUserArchivedUser Guest
    edited December 2017
    Not a bad post, good thread. I almost didn't read it because you cited 'WoW' and 'LoL'. Staying cool, having the experience to know what to do and having good reactions are all key factors, then theres some luck with dmg numbers/crits/evades/misses etc. Also connection lag can play a role.

    First alpha is soon, hopefully there is a good spread of players who can offer constructive thoughts and testing on the systems.

    I was top 5 on my WoW server in vanilla. Time spent ftw ;)
  • Great post OP, my thoughts exactly!
  • /yawn
    /tl~dr

    this thread should be renamed "Blow ones own trumpet"
  • Grisu said:
    I don't really care what people suggest when it comes to actual facts. I can make that much distinction so I am sure I have not seen it in any of your posts, but I am fairly certain they did mention that focus will have other uses aside from the ultimate activation
    Well, AFAIK the current system from PAX is the only hard fact, which was based on one skill ultimates, obviously due to the system that ultimate is "augmentable" but will still remain one skill. 

    If there is a statement as you claim then you need to provide a source for it. Everything outside the "hard facts" is merely concept or idea they are playing with. Not a confirmed Iteration of the combat development. So most of my suggestions stem not so much from what they have "said" but what they have "shown". And soon they will show new changes. Alpha Zero hype?
    That the ultimate will remain based on one skill is what needs a source provided for it.
    We had a very limited number of skills at PAX.
    Just as we only had one weapon ability at PAX even though we were told that an advanced weapon can have as many as five weapon abilities, it may be that we will more than one ultimate ability and that we can have more than one ultimate ability slotted on the hotbar.
    Actually, that seems likely for a variety of reasons.

    Which is why people really need to play in order to provide meaningful critiques.
    And have in depth conversations with the devs about the specifics.
    And... see how the mechanics develop over time.

    But, while we wait...
    speculate, speculate, speculate.
  • Catering to the top 1% is the death of any MMO.  They peak very early, then the masses realise that the time/effort required to play the game to an average level (as in, to the the level needed to complete quests, dungeons, raids) is too high and the leave.  The MMO is then left with a tiny population that cannot sustain the game and it either goes f2p, p2w or is abandoned.  I'm all for trying new things, but statements like "this game should be based around high skill players" only ends badly. 
  • Lol that ego
  • Well, looks like I was right, focus is not exclusively used for the ultimate skill but rather for a variety of skills as seen in Stevens Alpha Zero stream. So you will have to pick and choose depending on your situation most likely. This assumes obviously that the skills are well balanced which we just have to believe in.
    Now we can once again sit back and wait for their iteration on it to see if it might work in actual play.
  • In this post I will explain why the combat system (Yes, including the timing bar) is potentially a very good thing for AoC. I also include the movement, combo aspects of the combat system.

    Before I share my oppinions I would like to prove that I am competent regarding this matter so people don't use the argument that I am bad at MMOs. Also, sorry for the kinda clickbait title, I do not regard my self as a highly skilled player I am just top 0.5% of most major games.

    http://euw.op.gg/summoner/userName=Ranksor 
    Top 0.5% of LoL players in Europe (Basically Europe+America) Have been top 0.2% aswell but just playing casually and as Lee sin.

    https://worldofwarcraft.com/en-gb/character/silvermoon/marzzo 
    Top 50 Warriors in the world during Last season (Caster dominated meta tought)

    Other than this I have also been compentent in Overwatch, Starcraft (Only in EU, no chance in asian servers), Guild Wars, Runescape, Rift and Star wars (Basically all relevant PVP/PVE focused games in history.
         With that out of the way let's talk about the combat system even though we are in alpha state which means we need to take everything with a pinch of salt. 
         Normally we have two kind of combat systems in MMOs, Tab targeting style (wow) or some kind of action type style (terra). Both have their ups and down and some of them include

    Tab Targeting:
    +Less affected by Ms/lag
    +More persistent control
    +Easier to balance the game
    +Easier to create fair and challanging Pve content
    -Less immersive
    -Clunky
    -Limits potential of gameplay
    Action Style
    +More action filled (duh)
    +More gameplay for "skilled play"
    +Less chess like gameplay
    -Extremly affected by ms/lag
    -Non targeting focused classes will be a lot easier to play than others

    So why do I think all of the fairly hated systems are good for an MMO? Because they make combat acutally matter. What do I mean by this? Well, in most games (Wow, Lol, and most other MMOs) there is a mathematicly optimal way to play. By this I mean that there is no individuality in most MMOS and Online games. An example of this would be this:

    https://www.icy-veins.com/wow/arms-warrior-pve-dps-rotation-cooldowns-abilities

    If you wonder what that is, that is a one page explanation on the most optimal way to deal damage/play a class in World of warcaft. Any slight variation in that step by step guide and you will be worse than 50% of the Wow playerbase. The thing is, all your favorite classes, heroes, champions and weapons from your favorite games are all just numbers and math, they are not real, just simple and very badly calculated numbers and math equations and there is always a right and wrong in math. One additional problem is that most of the times it takes just 1-2 hours of real practice to learn the optimal order to click on. 
         This all comes down to that all players will play on the same level and the only difference that will matter in a game is Knowledge, Tactics, teamwork and choices (By choices I mean in the character selection screen when you choose the best classes). Funny thing is that 90% of the world don't even bother to play optimally and will do whatever they please (Which is also why most people are shitty in PVE (Cant do highest difficulty content) and PVP (Cant actually play the game). But, for the rest of the 10% that actually want to be good and compete in a game it is very important to have a high skillcap. This can't be achived with only Tab targeting or only action gameplay. The reason for this is because humans are to smart (most of us) to only memorise 10 abilities and use them in the correct order. That is literally children level. This is the reason all of the systems AoC uses are needed, they add extra shit to think about (Timing, positioning and combos). This will make class mastery more satisfying, bosses more challenging and PVP fair(er).

    By using only tab targeting the game will have wow style problems, these include a rock paper schisor luck based PVP, and 100% boss mechanic knowledge PVE. Your abilities will just become a premanent rotation that you will simply stop caring about and it will only be a tool and everyone will use the exact same playstyle as you. I as a top 50 warrior world with 8 years of exp play my class just as good as my friend who only played warrior for 2 months. The only thing that differs us is that I know all the classes and cross class combos like the my genitals and he does not. This is not true skill.
         Full action gameplay will also have a rotation but this time lag and MS will play a larger role and class balance will be practially impossible. Also, Large scale battles like this turn into the craziest spam 21323412 fest in history (See blitzkrieg for reference)

    By using the systems that AoC want to implement, we will not get rid of the problem, but we will add extra layers of depth into the combat system that will raise the skillcap and hopefully create. 
         The timing bar will stop you from spamming a rotation and reward people who can be ice cold during stress (true skill stuff). Movement based abilities will reward people with mechanics, sense of where to be and tactical knowledge (true skill).

    To conclude. Tab target and full action systems are to linear, they are too basic. In fact they are so basic that literally everyone will be at the same level and play in the same way that gameplay will be an illusion, it will all just be a God of War quick time event. 
         To combine the two, and put extra stuff to think about during combat, is more realistic, engaging, immersive and most importanly, fairer. Also, it will reward people who actually want to be good, or play their character in a unique way.

    (Sorry for misspelings, english is not my language and wrote this in 10 mins).

    I agree give this man a beer
  • but is not it better to play pleasure, without all these TOP? because the main pleasure of playing and socializing. ;)
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