The RealMalkie wrote: » TLDR: Click to craft is far, far superior to any mini game crafting in an mmo, this isn't even a debate due to the issues that arise from mmos being distributed systems, nevermind for AoC where mini game crafting has the potential to negatively impact the effectiveness of profession interdependency and by extension, the player driven economy.
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: » 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: » 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: » 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 RealMalkie wrote: » Crafting not just a click of a button...…. No.... Just no. Having varied recipe complexity and hopefully the potential for the customisation of recipes (adding extra mats of top of base recipes or something) is great, I love the idea of making an item specifically suited for my character. However, crafting not just being a button click would mean its button combos or combos with mouse movements etc to make crafting into a mini game, which is a terrible idea for several reasons. 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. This creates one of 2 scenarios: - Players invest massive effort and time to max crafting, but can't actually craft because the mini game is too hard for them at the peak of the skill (a challenging mini game). - Players max the skill and get annoyed at the time wasting of the mini game. (the mini game is easy enough so that almost anyone can do it, this is usually what happens with crafting mini games). Gating crafting skills with mini games can also lead to some skills being far more difficult than others, or worse affected by a little lag, which creates problems when crafting skills are reliant on other crafting skills as skills with difficult or annoying mini games will be massively under-utilised by the community which potentially messes with the economy. For example a processing skill with a bad mini game would leave certain craft skills too short on materials to be an effective choice. If you want to have crafting failure and the potential to lose materials, these things become even greater issues. More often than not, mini game crafting, even in single player games, serves no purpose other than bloating completion time and mildly annoying a generous portion of players after their first few times doing it. As much as I've loved some crafting mini games, I have never encountered one that didn't result in me getting annoyed at it because it became repetitive and boring and just made me want to have a skip button. Professions in mmos are something people will spend many many hours doing on repeat, no mini game will ever remain fun after that much time. Also given the number of professions in AoC, having a mini game for each is a tall order. I would far rather have robust and flexible professions with some risk than some silly mini game that will eventually turn any profession into an irritating chore. TLDR: Click to craft is far, far superior to any mini game crafting in an mmo, this isn't even a debate due to the issues that arise from mmos being distributed systems, nevermind for AoC where mini game crafting has the potential to negatively impact the effectiveness of profession interdependency and by extension, the player driven economy.
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. Ashes is an mmo aiming to be driven by player action. The interdependency of game systems is central to that design philosophy, processors need gatherers, crafters need processors, community development costs and requirements dictate the demand for crafters. The mere existence of mini games for each profession adds unnecessary potential to throw off that complex web of interdependencies. Its not about there being potential for skill expression in everything in the game, its about systems and gameplay that not only facilitate, but also promote communal behaviour, that is the entire design philosophy behind the world. Whether you want profession mini games or not, their inclusion would be contrary that design philosophy and I 100% guarantee that undermining that philosophy can only provide a net negative for the game. I know many mmo enthusiasts that would view mini games on crafting professions as a serious mistake as far as design decisions go. It will please a few players at the cost of annoying the majority (it will definitely annoy every single hardcore player I know and most of the casual players I know because it starts out interesting then gets real old, real quick when your doing it on repeat) and providing potential problems for certain interactions as well as bloating development time for something that would at the very best provide a minor benefit, and would far more likely providing a constant minor annoyance. You either make an equally compelling, equally latency-dependant mini game for each profession or it is a bad idea pure and simple and there is no way you can legitimately argue against that if you've invested a significant amount of time in any mmo before because it unbalances professions at their baseline, before recipes and material requirements even come into it. Besides, as I said before, given the number of professions in AoC, a good mini game for each would be a very, very tall order.
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: » Finally made my account because the original post in this thread utterly confuses me thanks to this: Kingzookins wrote: » I am the kind of player who hates PVP or PVE really, I dont like it. I don't understand why you are interested in an mmo if this is the case. You're saying you don't like 99.9% of typical content. Every system in ashes is designed to incentivise PvP conflict, whether its people fighting over resources, nodes, castles/prestige, guild conflicts or people hiring merc players to destroy your business or whatever. If you don't like PvE or PvP then mmo is the wrong genre for you, nevermind an mmo that specifically aims to base its longevity on PvP relationships and rivalries that develop naturally as the server ages. As for putting the RPG back in MMORPG, that to me would suggest more in depth character building as, at least systemically, that's the basis of an RPG. Intrepid seem to be doing really, really well on that front as far as I can tell, I mean as much as I would like even more freedom to customise my build, what they have is already bordering on insanity when it comes to balancing. Though it helps that there won't be damage meters or addons as that'll make it more difficult to develop cookie cutter builds. 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. Crafting not just a click of a button...…. No.... Just no. Having varied recipe complexity and hopefully the potential for the customisation of recipes (adding extra mats of top of base recipes or something) is great, I love the idea of making an item specifically suited for my character. However, crafting not just being a button click would mean its button combos or combos with mouse movements etc to make crafting into a mini game, which is a terrible idea for several reasons. 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. This creates one of 2 scenarios: - Players invest massive effort and time to max crafting, but can't actually craft because the mini game is too hard for them at the peak of the skill (a challenging mini game). - Players max the skill and get annoyed at the time wasting of the mini game. (the mini game is easy enough so that almost anyone can do it, this is usually what happens with crafting mini games). Gating crafting skills with mini games can also lead to some skills being far more difficult than others, or worse affected by a little lag, which creates problems when crafting skills are reliant on other crafting skills as skills with difficult or annoying mini games will be massively under-utilised by the community which potentially messes with the economy. For example a processing skill with a bad mini game would leave certain craft skills too short on materials to be an effective choice. If you want to have crafting failure and the potential to lose materials, these things become even greater issues. More often than not, mini game crafting, even in single player games, serves no purpose other than bloating completion time and mildly annoying a generous portion of players after their first few times doing it. As much as I've loved some crafting mini games, I have never encountered one that didn't result in me getting annoyed at it because it became repetitive and boring and just made me want to have a skip button. Professions in mmos are something people will spend many many hours doing on repeat, no mini game will ever remain fun after that much time. Also given the number of professions in AoC, having a mini game for each is a tall order. I would far rather have robust and flexible professions with some risk than some silly mini game that will eventually turn any profession into an irritating chore. TLDR: Click to craft is far, far superior to any mini game crafting in an mmo, this isn't even a debate due to the issues that arise from mmos being distributed systems, nevermind for AoC where mini game crafting has the potential to negatively impact the effectiveness of profession interdependency and by extension, the player driven economy.
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.
Kingzookins wrote: » I for the longest of times have wanted a mmorpg that I could enjoy, not tolerate but enjoy. I might dream way to big and...
PoliceGirl wrote: » Kingzookins wrote: » I for the longest of times have wanted a mmorpg that I could enjoy, not tolerate but enjoy. I might dream way to big and... Gotcha. I am very interested to hear; what was the last mmoRPG that you really enjoyed?
Asgerr wrote: » I think you're likely mistaken about what this game wants to be or is likely going to be. It might be a good RPG, however this game is looking to put the first M of MMO back into MMORPGs, as most MMORPGs right not are just MORPGs. The focus here is about forcing in game community engagement, interaction and dynamics. This is not going to be a solo PRG. I'm sure you can get by playing solo, but good luck running most of the content that is designed for parties (it appears to be that there will be no party finder).
bloodprophet wrote: » The crafting systems look very promising and close to what you sound like you are looking for. Check the wiki(my phone doesn't like to link or I'd link it for you). Almost all gear will be player made.
Kingzookins wrote: » The problem is that not much is actually known its all been combat posts.
bloodprophet wrote: » They are looking to have crafting on par with what SWG had way back when. Being this early into development there is a lot they haven't shared yet. Personally I prefer combat over crafting. I get bored with that stuff pretty easy. Other people get all into non-combat stuff. To each their own. Just like the RP crowd. Not for me but I hope they have fun with it and get some neat tools for all the thee's and thou's they can handle.https://ashesofcreation.wiki/Artisan_classes