MrBlueSky wrote: » My Suggestions: I think players should have three states: - Not Moving: almost instant rate of rotation, and zero-point turn radius (obviously) - Accelerating: slower rate of rotation, and mild turn radius - Maximum Velocity: much slower rate of rotation, and largest turn radius .
HellFrost wrote: » I completely disagree on this one with you. One thing that WoW, and latest blizzard games in general has spot on is combat fluidity. Blizzard really nailed user experience when it comes to combat to the point that I would call it pretty much perfect for MMORPG or ARPG(Diablo for example) In WoW combat feels extremely smooth and fluid and whenever you press the action, it actually happens like it should. You always feel that you are in control of every action that you make, there's no frustration, as character is always in your control. It's very hard to explain but if you were to play WoW and jump into something like AION, RIFT, SWOTR you'd feel that there's some kind of lag, some delay to you controlling your characters and action happening. There's just this feeling that you are not in sync to what you wanna do and what's actually happening. It's a very small lag, but it's so infuriating once you know that it could be soooo much better. For example I never bought or played RIFT, AION or SWOTR after their betas simply because they did not had smooth and fluid combat. I do agree that there's a hit in immersion when it comes to WoW combat when you are solo questing, specially if you are playing melee class. However once you are in hot combat, you don't really notice immersion, you are too focused on the action and control and that's where it matters the most. That feeling of control during highly packed action. If immersion has to take a hit I'd say lets take it as long as I feel in control of my character.
MrBlueSky wrote: » 1. I'm speaking to base movement systems, and not anything to do with combat specifics. This means I'm not concerned with how mobility skills have been implemented for each class. 2. There is a distinct difference between fluid and simplistic. Somebody who tries Super Mario 64 for the first time will suck and call that movement clunky. However if you actually play the game you find that the movement is rewarding and responsive, even fluid. By your logic, Super Mario 64 would be frustrating because you can't just do whatever you want at any time; you have to build some momentum and be decent at the game. Imagine Assassin's Creed with WoW movement.
maouw wrote: » @MrBlueSky That video is gold!!