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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Giving PVP a Skill Gap
Arsan
Member
I know this game is going to have rock paper scissors pvp. On top of that, stuns are going to have diminishing returns, and with there being a low number of skills, if the game wants to have genuine competitive PVP, there has to be some kind of mechanic that separates skilled players from unskilled players, allowing them to win regardless of whatever rock paper scissors effect is in play.
Some games utilize animation cancelling to achieve this.(mostly Asian MMOs, like Black Desert Online, Blade and soul.)
Blade & Soul - https://www.youtube.com/watch?v=Gz2bFMqeg6Q @0:14
Black Desert Online - https://youtu.be/R179Zu_9vNM?t=131 @2:11
This mechanic basically works when a few skills can be cancelled into each other, but requires an extremely strict, almost frame perfect rythm to not break the chain and end it almost completely. The skill gap came from players with high APM being able to master the rythm and perform it faster and faster to fit as much damage into a stun as possible.
There should never be a moment where a worse skilled player kills a better skilled player when they both play to the best of their ability simply because one guy plays a class.
With this game including 1v1 arena's and planning on having a ranking system based on it. What are you planning in order to ensure that skilled players are allowed to strive besides just choosing the class that has the least counters and praying you down queue into one of those counters?
Some games utilize animation cancelling to achieve this.(mostly Asian MMOs, like Black Desert Online, Blade and soul.)
Blade & Soul - https://www.youtube.com/watch?v=Gz2bFMqeg6Q @0:14
Black Desert Online - https://youtu.be/R179Zu_9vNM?t=131 @2:11
This mechanic basically works when a few skills can be cancelled into each other, but requires an extremely strict, almost frame perfect rythm to not break the chain and end it almost completely. The skill gap came from players with high APM being able to master the rythm and perform it faster and faster to fit as much damage into a stun as possible.
There should never be a moment where a worse skilled player kills a better skilled player when they both play to the best of their ability simply because one guy plays a class.
With this game including 1v1 arena's and planning on having a ranking system based on it. What are you planning in order to ensure that skilled players are allowed to strive besides just choosing the class that has the least counters and praying you down queue into one of those counters?
0
Comments
Since Aion i despise any work-around an intended skill mechanic or system in the game. One of the most fluid combats i've actually experienced was in GW2, and that one barely has any animation cancel, if you can even call teleporting mid-animation for reposition as an "animation work-around".
All that is stated above is my personal experience, treat it as such please.
But we barely know anything about the current situation of the pvp, heck, we dont even know 4 of the classes skill sets and playstyles, and the current 4 that we do know are in constant motion, i believe its way too early to talk about any applicable mechanics that will keep skill in-check in pvp.
The rock-paper-scissors is way too vague right now, since we have only 1 "rock". And Steven said that their goal is not to work around a 1v1 balance, but around a group balance.
Lineage2, which AoC took massive chunk of inspiration from was and is still a highly social, strictly group/clan aimed game, where more than half of the classes cant even 1v1 properly(speaking of classic iteration, not main or essence), yet there is an olympiad system of 1v1, go figure...
They don't want PvE players to take it seriously, so why should they want PvP players to take it seriously?
Not to say I want it dumbed down to a point where you just click and hope for the best but there should be a nice middleground. WoW is a good example where skill matters but it's not too overboard as is L2.
I'm fairly certain this will be the case as the game will be so much balanced around group PvP. There is certain classes that are doomed to lose.
I don't think it should reach the levels of BDO and BnS due to the reach of AoC and the amount of players it intends to have.
Yeah, they don't seem to want this from their top end PvE players, so why should they want it from their top end PvP players?
The top end of both of these groups seem to not be at all what this game is targeted at.
Are you really that sore about damage bar? You can show how serious you can get when you start calculating that stuff without a damage bar looking at combat logs and not keep whining about it.
I'm simply a realist.
Look at the game, tell me what there is about it that appeals - in it's current state - to a hardcore PvP player or a hardcore PvE player.
The answer, right now, is absolutely nothing.
I understand how you see it but I'd rather it be the opposite. I'd rather give the win to the good communication. I just think creating these niche mechanics that you need some content creator to point out to you are not a good thing. It's just different view of what you want determines the winner of the fight.
This is how it seems to be as per the game now, and fortunately for you it is the way that is best suited to PvP players that are not playing at the top tier - so it is likely to stay this way.
I agree that face mashing the buttons shouldn't get you the win but there's thing such as positioning, when you flag and who will you challenge and when you initiate the fight in the first place that determines PvP intelligent.
I know and this is one of the many reasons I follow this game.
I want to see whats fucking happening. Skilled players will manage resources, buffs, debuffs and positioning better then their opponent. Even in rock paper scissor scenarios, usually against your anti-spec you can still pull out the W. Against an equally skilled opponent you should feel handicapped imho.
I see no issue if youre a high burst rogue and you cannot kill the Tank with Sub class Cleric or Fighter. Or a melee hero who cant touch mages with blink for another example.
Having the rock paper scissors element is what further creates diversity in builds but also friends and nemesis's based on the different types of builds/spec's you encounter.
I played a stamina nightblade in pvp Elder scrolls Online for years. Pure 110% raw gank spec no Impen all Divines. I had 1 nemesis who was the worst. He was a full glass cannon magicka nightblade who spammed revealing flare. This flare would literally burn me for 80% of my hp as a dot if i got hit by it. I could then not go back invisible with my cloak skill and had to either heal or purge the DoT. Every time he saw me and lost me due to stealth he would frantically run around looking for me throwing flares everywhere. I would eventually gank him and kill him being a pure glass cannon. The rush of knowing he could be at the same castle as me was always fun. He's caught me a couple times with his flare and got me zerged down. Where ive killed him so many times hes scared of me. Just good times that i will always remember.
U.S. East
What I'd be against is Combo Skipping (What some call Animation Cancelling). Combo Skipping really ruins games, Animation Cancelling rather than Static Situations enables fluid combat.
In Combo Skipping you can weave attacks together, but, in the Animation Cancelling I want it would simply end the Static Skills so you can move, rather than Combo Weave.
The difference between Fluid Combat and Static Combat really adds higher skill.
U.S. East
It is a difficult balance to be sure, you don't want it too static, you don't want it too fluid, but, you don't want it simple either.
U.S. East
WoW. You must love lopsided combat. A game created in such a way will shed players, because, true PvPers won't stomach it, there will be no competition, balance will be non-existent and there will be no skill whatsoever, just run behind your target, cling to the back of the target and win every fight.
I'm pleased you aren't a Developer. I never asked for Combo Chains, Supreme Synergies or any Ability Aggregations which means the combat would be simpler than others. Yet, such an approach doesn't mean it should be so simplistic, no tactics except hide and seek can be deployed.