consultant wrote: » Well this post will be short and sweet. The lower the gcd the more fast paced the game will be and the longer the gcd the more fluid it will. One of the problems with the one second GCD is all your animations have to be in one second. But for like Ultimate abilities well animation most likely will be longer than one second. Well I just want to point out is hat you do not have to choose. Some abilities could cause a one second GCD and a more powerful abiltiy with longer animation could have a 1.5 to 2 GCD. Globa Cycle would have to be regulated. For example not point in casting a long gcd ability cause takes to long and is actaully less dps. But in all actuallity Even differtent classes could have different GCD as part of their class. For example a rogue that uses daggers could have a GCD of one second denoting thier speed. While other classes may differ. So the point is you have a choice and not tied down to a certain number as far as Global Cooldowns.
jahlon wrote: » To me, a 0.5 second GCD should be enough. This means anyone with a 499ms ping or lower shouldn't really notice a casting delay - and I think the only major(ish) group of people with a serious risk of breaking that are Australians. With a 0.5 Second GCD, you'd feel the difference between 10 ms / 180 ms / 230 ms/ and higher We see this all the time in Archeage with Archers and Endless Arrows. Ability works fine in Korea, but works like shit for some people. Plus, good thing Australians are getting their own server.
jahlon wrote: » I'm not quite sure you understand the concept of GLOBAL cool-down.
seaber wrote: » jahlon wrote: » I'm not quite sure you understand the concept of GLOBAL cool-down. I'm not quite sure you understand the difference between a CONSTANT global cool-down and a global cool-down.
arzosah wrote: » I hate when games add long global cooldowns, it makes combat feel slow and boring. FFXIV's 2.5 second global cooldown was my biggest gripe with the game, I always felt like I was sitting around waiting to do something, and as a tank it made it frustrating to react to changes in the fight.
atama wrote: » Many MMOs don’t have GCDs. Instead they have a mix of activation times and cooldown timers. So say you have an ability called “Mighty Slash” and another called “Spinning Cut”. The Slash might have a one second activation time, which means that from the moment you activate the skill you can’t activate another skill for one second, until it’s done. It then goes on a three second CD and can’t be activated again for 3 seconds. The Cut has you spinning around, slashing all enemies in a circle, and has a two second activation time. You then have a 5 second CD before it can be used again. Sometimes “activation time” is called “animation time” but that implies that the ability’s animation is for that duration, but that doesn’t have to be the case. A move might have an activation time shorter or longer than the actual on-screen animation of the move. If all abilities have a minimum activation time, that’s a de facto GCD, but it doesn’t have to be a formal thing. And some classes/specializations may be faster or slower than others and have faster or slower ability activations. So again, my point is that a GCD seems like something I don’t see often in modern MMOs. And many older ones didn’t have it either. It’s not something all MMOs have, I’m not sure if AoC will have one.
atama wrote: » Well, City of Heroes is a game I’ve been playing lately without a GCD. It’s not new. Neverwinter Online seems to not have one. Star Wars Galaxies didn’t have one. (But SWTOR does.) I thought Secret World Legends didn’t, but it does. I’m just looking up random MMOs and it seems 50/50. GCDs are definitely not universal, or needed.
seaber wrote: » atama wrote: » Many MMOs don’t have GCDs. Instead they have a mix of activation times and cooldown timers. So say you have an ability called “Mighty Slash” and another called “Spinning Cut”. The Slash might have a one second activation time, which means that from the moment you activate the skill you can’t activate another skill for one second, until it’s done. It then goes on a three second CD and can’t be activated again for 3 seconds. The Cut has you spinning around, slashing all enemies in a circle, and has a two second activation time. You then have a 5 second CD before it can be used again. Sometimes “activation time” is called “animation time” but that implies that the ability’s animation is for that duration, but that doesn’t have to be the case. A move might have an activation time shorter or longer than the actual on-screen animation of the move. If all abilities have a minimum activation time, that’s a de facto GCD, but it doesn’t have to be a formal thing. And some classes/specializations may be faster or slower than others and have faster or slower ability activations. So again, my point is that a GCD seems like something I don’t see often in modern MMOs. And many older ones didn’t have it either. It’s not something all MMOs have, I’m not sure if AoC will have one. If one cannot use a skill for an amount of time after using a skill, then the game has a global cooldown. It's just called animation time et al.
noaani wrote: » atama wrote: » Well, City of Heroes is a game I’ve been playing lately without a GCD. It’s not new. Neverwinter Online seems to not have one. Star Wars Galaxies didn’t have one. (But SWTOR does.) I thought Secret World Legends didn’t, but it does. I’m just looking up random MMOs and it seems 50/50. GCDs are definitely not universal, or needed. Neverwinter Online had one last I played it, though I believe it wasn't actually displayed on screen in any manner. While there are some games out there that don't have what players call a GCD, they ALL (in my experience) have a mechanic that performs the same function. That function is - specifically - having a server -side buffer that is enforced after the completion of one skill and the initiating of the next to account for differences in latency between the server and multitude of clients. A game simply can't function in a balanced manner without it. I might look at CoH at some stage, as I've never played it. That said, even with a somewhat different combat system to most MMO's, I would be shocked if it didn't have a mechanic in place to fulfill the same role as a GCD, as it is an essential component of MMO combat. My assumption is there would be a hidden server-side ability queue allowing players to activate one ability before the previous one has finished, and the server simply holds on to that command until it is needed. This wouldn't be a GCD by name, but even though players don't see it, it is a GCD by function.