TheAccursedRat wrote: » I think it's confirmed that you can do great in this game through RPG elements exclusively. I think the wiki lists a lot of it.
Kingzookins wrote: » Overall my opinion has changed, I will probably play it but hoping they don't go lazy on mechanics
Blandmarrow wrote: » A game of skillfull combat as you describe would've been Tera, I truly enjoyed that game from a combat perspective when it came out, but was bogged down by so many other things sadly.
ariatras wrote: » Blandmarrow wrote: » A game of skillfull combat as you describe would've been Tera, I truly enjoyed that game from a combat perspective when it came out, but was bogged down by so many other things sadly. The problem with a skill based system. (Where skills are player skills not character skills like a fireball for example.) Is latency. I even recall a video on Tera's combat a while back that explored that very thing. Resulting in less dps even with "autoattacks" only. Let's take shooters for example. Which are very skillbased for the most part. Those games, especially at the higher level rely on insane monitor refresh rates and low latency. Which, as you can imagine is fine for most shooter games. However, for an MMO you must make certain concessions.
Blandmarrow wrote: » ariatras wrote: » Blandmarrow wrote: » A game of skillfull combat as you describe would've been Tera, I truly enjoyed that game from a combat perspective when it came out, but was bogged down by so many other things sadly. The problem with a skill based system. (Where skills are player skills not character skills like a fireball for example.) Is latency. I even recall a video on Tera's combat a while back that explored that very thing. Resulting in less dps even with "autoattacks" only. Let's take shooters for example. Which are very skillbased for the most part. Those games, especially at the higher level rely on insane monitor refresh rates and low latency. Which, as you can imagine is fine for most shooter games. However, for an MMO you must make certain concessions. I rarely had issues with latency from what I remember back when I played. But I do remember I had to pick a server that had 60-80 ping or less for the experience to be enjoyable.
ariatras wrote: » Blandmarrow wrote: » ariatras wrote: » Blandmarrow wrote: » A game of skillfull combat as you describe would've been Tera, I truly enjoyed that game from a combat perspective when it came out, but was bogged down by so many other things sadly. The problem with a skill based system. (Where skills are player skills not character skills like a fireball for example.) Is latency. I even recall a video on Tera's combat a while back that explored that very thing. Resulting in less dps even with "autoattacks" only. Let's take shooters for example. Which are very skillbased for the most part. Those games, especially at the higher level rely on insane monitor refresh rates and low latency. Which, as you can imagine is fine for most shooter games. However, for an MMO you must make certain concessions. I rarely had issues with latency from what I remember back when I played. But I do remember I had to pick a server that had 60-80 ping or less for the experience to be enjoyable. Yes, but that's just allegory. Even though connectivity around the globe is getting better and better. There are still plenty of people with problematic bandwidth. Not to mention inherent advantage based soley on geographical location. For example. In the Netherlands, where I live. I live quite close to the most often used servers. They tend to be in Amsterdam/Paris/London. So you want to try and design a skill based system. But you want it to be somewhat forgiving. I couldn't tell you how to do that though. But I suspect that's one of the reasons why things like a GCD exist.
Blandmarrow wrote: » ariatras wrote: » Blandmarrow wrote: » ariatras wrote: » Blandmarrow wrote: » A game of skillfull combat as you describe would've been Tera, I truly enjoyed that game from a combat perspective when it came out, but was bogged down by so many other things sadly. The problem with a skill based system. (Where skills are player skills not character skills like a fireball for example.) Is latency. I even recall a video on Tera's combat a while back that explored that very thing. Resulting in less dps even with "autoattacks" only. Let's take shooters for example. Which are very skillbased for the most part. Those games, especially at the higher level rely on insane monitor refresh rates and low latency. Which, as you can imagine is fine for most shooter games. However, for an MMO you must make certain concessions. I rarely had issues with latency from what I remember back when I played. But I do remember I had to pick a server that had 60-80 ping or less for the experience to be enjoyable. Yes, but that's just allegory. Even though connectivity around the globe is getting better and better. There are still plenty of people with problematic bandwidth. Not to mention inherent advantage based soley on geographical location. For example. In the Netherlands, where I live. I live quite close to the most often used servers. They tend to be in Amsterdam/Paris/London. So you want to try and design a skill based system. But you want it to be somewhat forgiving. I couldn't tell you how to do that though. But I suspect that's one of the reasons why things like a GCD exist. Well, you're not wrong. From what I remember when I read about WoWs development from The WoW Diary by John Staats, I believe he mentioned that the game was tailored with latency in mind.
Kingzookins wrote: » I am the kind of player who hates PVP or PVE really, I dont like it.
Vhaeyne wrote: » All jokes aside, we clearly want some of the same things for AOC. -Crafting to not just be a click of a button. -Player driven economy. -Dodging and Aiming in combat. -Minimal NPCs. I think we will get all of the above.
The RealMalkie wrote: » Crafting skills are something you level up meaning they are based on your character's stats/abilities/profession trees etc. sticking a mini game on top of this would basically be adding an extra barrier to making things.
Noaani wrote: » By requiring at least 25% of your chosen skills in combat to be each action and tab abilities, the above is exactly what Intrepid are doing with combat. There are people I have played MMO's with that simply do not have the physical ability to use action based abilities, and ass such they will be unable to function 100% with any class in Ashes. If it is ok for them to create this skill gap (even if the skill cap is very low for an able bodies person), then it is perfectly fine for there to be a skill gap in crafting.
The RealMalkie wrote: » Noaani wrote: » By requiring at least 25% of your chosen skills in combat to be each action and tab abilities, the above is exactly what Intrepid are doing with combat. There are people I have played MMO's with that simply do not have the physical ability to use action based abilities, and ass such they will be unable to function 100% with any class in Ashes. If it is ok for them to create this skill gap (even if the skill cap is very low for an able bodies person), then it is perfectly fine for there to be a skill gap in crafting. Combat and crafting are two very different beasts with different requirements and goals. The two activities are completely different, saying that because something exists in one system it should exist in the other is just wrong. Whether or not that thing should exist in both systems depends on whether or not it is appropriate for that system. For example, if I was baking a cake I wouldn't add a gear lever just because my car has one.