George Black wrote: » I love engaging combat and mastering ones class. Back in 2005 c3 L2 my Gladiator class was underperforming. However I spected towards health and dmg as opposed to atk speed and dmg and I did much better than any1 else on my server, due to hours of fighting every other class with the aim of becoming the best. Combat is not everything in mmorpgs. For me open world encounters, systems, guild gameplay and rivalries, longevity of the journey to lv cap are more important than combat. However the year is 2020 and some minimum standards must be met. Classes, depending on their type, should have active: Shield Block Weapon Parry Dodge Roll This is action/reaction and judgment. Cooldowns, depending on the impact and effect of an ability, play an important role in avoiding stale, BiS cookie cutter playstyles. Another thing I would wish AoC manages is to avoid the mess ESO did with animation cancelling. AC in eso takes 30mins of practice (supposedly that is skilled gameplay...), but a lifelong time of ugly looking, glitchy combat with characters performing seizure like actions. In addition, I want to see many abilities accessible on the skillbar, not 6+6 like eso did (in order to cash in on consoles). Depending on whether I face robe, leather or plate I want to utilize the skills that fit the pace of the combat. Not a boring rotation, one-size-fits-all, like in bdo and eso.
George Black wrote: » You have 64 potential themes. Your guilds will force you to play 15 of them only, if not less and that is because only 15 of them will perform at a viable level.
George Black wrote: » I heard on the devs update that active shield block is hard to implement. I dont understand why they said something like that.
Undead Canuck wrote: » Bring on the walls of text! Everyone be ready to prove that their ideas are the best and Intrepid had better change the whole game to implement them!
leonerdo wrote: » And I want to press roughly 1 button per second in combat. Or more accurately, I want to do 1 action (which might require a multiple-button hotkey or whatever) per second. On average of course. The pacing can/should vary. For comparison, that means I want to press fewer buttons than I would in a fighting game or rhythm game, but enough that I am actively engaged. (Some MMOs like to start off way too slow, like the first 100 hours of FFXIV. Thankfully my friend got me to push though it to the better parts of the game. Blade and Soul, on the opposite side, was a bit too button-mashy.)
Ventharien wrote: » @Wandering Mist Man i have to start watching you guys on sundays hahah. I gotta disagree with the thought that it would be hard to implement. You used the example that some of the only games you could think of that used active blocking were fighters, and that this occurred at too fast a speed to react to other than guessing what your opponents next move was, which would bring ping issues in the equation. But that isn't really the case, since we've all been reacting to moves enemies make in group combat since forever. What's the difference between seeing a boss activate a big move, or seeing the telltale animation of a player move and activating an active mitigation ability, and pressing another button that activates an ability that has no cooldown, and most of the time some other restriction, resource usage, a small "cast" time, etc. Also yeah active blocking has been in a whole lot of games, some of which we would consider MMO's.
Wandering Mist wrote: » With regards to blocking in fighting games, it's not so much the ping that's the issue but the gameplay itself. Remember that fighting games like Street Fighter V are 1v1 matches in a 2D area. The way the combat is designed makes it very easy to balance blocking around, and the blocking adds a huge amount of depth to the system.
Ventharien wrote: » Wandering Mist wrote: » With regards to blocking in fighting games, it's not so much the ping that's the issue but the gameplay itself. Remember that fighting games like Street Fighter V are 1v1 matches in a 2D area. The way the combat is designed makes it very easy to balance blocking around, and the blocking adds a huge amount of depth to the system. Oh no, my bad if i was unclear. I was referring to Pacha and You talking about the ping of active blocking in an mmo environment, not ping in the fighting games. I find the blocking in fighting games much more (and i honestly can't think of a better phrasing for this) clicky, as in the blocking is embeded into the rest of their moves often repeatedly pressing the block button during an encounter. As opposed to the more prolonged hold blocking in a lot of rpgs, and the few MMO's it's made it to.
Wandering Mist wrote: » mmorpgs aren't designed like that though. For one thing, it is very rare to fight 1v1 and generally speaking you don't have different height attacks and different types of blocks to counter them. Usually the only difference you have in an mmorpg is magic vs physical damage, but it's usually pretty obvious what kind of damage each class is going to do so there's really no choice in which kind of block to use. On top of that, mmorpgs typically have slower attack animations than anything you'll find in a fighting game, so its very easy to react to what your opponent is doing, hence why active blocking in mmorpgs is usually very overpowered.