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Types of skill (WARNING - RANT)

2

Comments

  • AntVictusAntVictus Member, Alpha One, Alpha Two, Early Alpha Two
    pffft. I play these games on a 2002 DDR game pad. Wanna talk about skill, get on my groove yo.
  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    nanfoodle wrote: »
    nanfoodle wrote: »
    nanfoodle wrote: »
    Cypher wrote: »
    nanfoodle wrote: »
    Ostaff wrote: »
    So, I think we can all agree that most people disagree on what they think is the best type of combat. I do believe AoC is wanting to use a hybrid system of TT and AC, so why not let them do what they want and enjoy the game they offer us? :)


    Also, you couldn’t have possibly “backed this game because it was a tab target game” because it never was. It’s always been said, since Kickstarter, that it was going to feature a hybrid combat system in which both action and tab target combat styles will exist. And the action players want their side to be good, not just “tab target but you kinda aim”

    I 100% did. When they first showed in game footage of the combat a number of people got vocal and said the combat was too slow. So Steven took them as the majority and changed the path to action combat. I 100% did back the game because of tab targeting. I am tired of the constant flow of failing MMOs that have been a carbon copy of action combat. Its ok, I will try their combat system. If I dont like it I will walk away.
    I find action combat gets repetitive and grows old quickly. There are some expectations to that and I hope Ashes is one of them. P.S. dont tell people what they did or didnt do. I 100% know why I dropped my money on this game.


    For me, this is the frustrating thing about this argument. Action vs tab is a character controller. If you found action combat game repetitive, the combat would have also been repetitive if it was tab too.

    What's your favorite tab game and would it magically become repetitive if was converted to an action game?

    Whatever you like about tab games is not intrinsic to the targeting system so please ask for that instead of acting like the game will end up like your favorite tab game just because it uses tab. If you don't like aiming, cool, please say that, but please stop acting like the game will come with other features just because it uses a tab targeting system.

    Reason it get repetitive is two fold.

    1. Dodge becomes the most important skill. Not strafing or walking out of the way. Or planning smartly where to stand next. So combat starts to look like Super Mario over a fight with block and parry. Most action combat only avoidance is dodge. Like no other defense skill exists.

    2. Reason is the skills. Short cool downs and normally lots of insta casts. So its more about the quickest order you can press skills as fast as you can to have the highest DPS. So you pick skills for what dumps DPS fastest over planning what skill will counter or work for that situation. Sure action combat does have skills that do that too but fastest DPS dump normally wins first. I played ESO for years and GW2 and a nomber of other MMOs with action combat and thats what most builds are made around. What order to spam DPS. ((yawn))

    1. dodging doesn't have to be a part of an action system

    2. skills don't need to be short cooldown and instant.

    Sorry i misinterpreted this but this goes back to what i said with tab/action are player controllers. None of this is intrinsic to the system. This can also be implemented in a tab system.

    If that is what you don't want, then say that. I also don't want innate dodges for everyone and skills to be a spam-fest.

    Yes but action combat games have more of this and is normally the main staple. Tell me an action MMO that does not? Both not insta cast heavy and people hopping around like bunnies? My guess you will have a hard time. I have been MMOing for almost 23 years and played more MMOs then I cant count. Maybe your exp is different but that has been mine. Like I said above, there is exceptions to the rule. I have played some action combat games I liked but most I do not. I hope Steven can pull this off but I have my doubts and I could list many. Most of all, I dont think action and tab targeting skills sets will balance well in PvP. Sure np in a PvE game. Its Gun vs Bat IMO.

    Darkfall, free aim system, had none of that. No dodge, all magic skills had casts.

    GW2, a game you brought up and accuse of being action, is technically a tab game or at least a hybrid which ashes aims to be.

    Your experience is irrelevant, it's the designers experience that matter. They can't read your mind. When you are saying you don't want action, you are taking about a targeting system and not what you mentioned. If you don't want those things, then you need to say that instead of assuming the designers have your mindset and associate the two.

    Ashes is trying to have a hybrid system. Saying you don't like action would either write off your opinion on the subject as that aspect of the system is not target towards you or assume you don't like the aiming aspect. The action side of their combat system doesn't need to include anything you mentioned so being specific gives them more information.

    Once again, i like action but i also don't like either of the things you mentioned

    Who does not like it when a game designer pulls off what they plan and execute it well. My exp is not irrelevant as most action hybrid games dont play well, like GW2. I cant wait to see the masses playing this game so I can judge better. As for not speaking my mind, I have and yet here we are. Action combat people vs tab targeting players on either side. Much like the OPs asking us not too. This is on IS to sell us what they are making. Here's hoping!
  • mcstackersonmcstackerson Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited March 2021
    Vhaeyne wrote: »
    Hay mist,

    Since I am one of the guys in the "AC vs TT" thread who did say AC requires more skill than TT. I would like to clarify my position and potentially ease your mind.

    I only agree that AC requires more skill than TT if all other aspects of the combat system are the same. You can have variable complexity under both systems. There can be TT content and bosses that are harder than AC bosses and vice versa.

    Assuming that the content is just as complex in a hypothetical system. The addition of aiming skills in AC is normally more difficult. Not to say that correctly selecting a target is not a skill with TT. It just seems like a skill that is mastered faster.

    I would say they are both chess, but in one version of chess you have to toss the pieces from your chair to move, and the first square it touches is where it moves so long as the move is legal. If you are good at tossing a small peice of plastic in this case. You are playing the same game.

    If one player is tossing their peices and the other is not, I would let the player tossing pick who is going first to reward them for their risk.

    I do agree that quickly pressing skills is not automatically skill.

    Thanks for that, I understand what you mean, although don't agree completely. To me, both TT and AC are hard for different reasons.

    - Tab Targeting is easier to attack with but harder to defend against.
    - Action Combat is harder to attack with but easier to defend against.

    Yes, tab is hard to defend against because you can't. You have no defensive option. You have to focus on your skills which is the same thing you would be doing in an action system but in an action system, you have an extra layer of skill where you have to aim and have an option of defense.

    Tab targeting vs action/free aim are not different games, they are different player controllers and should be compared as such. You should not think about them like different games like chess vs starcraft.

    You are comparing a controller the requires the user to click on their target once and have all their skills go towards that target vs a controller that has the user constantly aim each ability at the target. Which is harder?

    If you strip them down so there is only one skill, which one is more challenging or takes more skill? If you do the opposite, find the most difficult tab game and change it to an action game, which version would require more skill?

    Not saying that action doubles the skill requirement or anything, aiming is not that hard, just that it does ask more of the player.

    In a tab target system you have to be much more aware of your overall positioning, as well as the enemy ranges and cooldowns. If you put yourself in a position where you can't hit your opponent but they can hit you, you are screwed. An action combat system is much more forgiving when it comes to things like this because you can simply side-step to avoid getting hit as you reposition.

    I feel like you ignored my whole argument and focused on a scenario you experienced in a tab game but haven't in an action one.

    I don't know how positioning is any less important in an action game. Just because dodging is an option, doesn't mean you should be out in the opening. Positioning is a huge part of a lot of fps games. It's not like an action system means you can dodge everything with 100% accuracy.

    Please, whatever tab targeting system you are thinking of, change all skills so they have to be aimed. Why would your positioning matter less in the action system than the tab one? If you still think it would, tell please tell me the tab game you are thinking of so i can go through it with you.

    if you are talking about iframes then those aren't necessary for action or never can be included in tab.
  • mcstackersonmcstackerson Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    nanfoodle wrote: »
    nanfoodle wrote: »
    nanfoodle wrote: »
    nanfoodle wrote: »
    Cypher wrote: »
    nanfoodle wrote: »
    Ostaff wrote: »
    So, I think we can all agree that most people disagree on what they think is the best type of combat. I do believe AoC is wanting to use a hybrid system of TT and AC, so why not let them do what they want and enjoy the game they offer us? :)


    Also, you couldn’t have possibly “backed this game because it was a tab target game” because it never was. It’s always been said, since Kickstarter, that it was going to feature a hybrid combat system in which both action and tab target combat styles will exist. And the action players want their side to be good, not just “tab target but you kinda aim”

    I 100% did. When they first showed in game footage of the combat a number of people got vocal and said the combat was too slow. So Steven took them as the majority and changed the path to action combat. I 100% did back the game because of tab targeting. I am tired of the constant flow of failing MMOs that have been a carbon copy of action combat. Its ok, I will try their combat system. If I dont like it I will walk away.
    I find action combat gets repetitive and grows old quickly. There are some expectations to that and I hope Ashes is one of them. P.S. dont tell people what they did or didnt do. I 100% know why I dropped my money on this game.


    For me, this is the frustrating thing about this argument. Action vs tab is a character controller. If you found action combat game repetitive, the combat would have also been repetitive if it was tab too.

    What's your favorite tab game and would it magically become repetitive if was converted to an action game?

    Whatever you like about tab games is not intrinsic to the targeting system so please ask for that instead of acting like the game will end up like your favorite tab game just because it uses tab. If you don't like aiming, cool, please say that, but please stop acting like the game will come with other features just because it uses a tab targeting system.

    Reason it get repetitive is two fold.

    1. Dodge becomes the most important skill. Not strafing or walking out of the way. Or planning smartly where to stand next. So combat starts to look like Super Mario over a fight with block and parry. Most action combat only avoidance is dodge. Like no other defense skill exists.

    2. Reason is the skills. Short cool downs and normally lots of insta casts. So its more about the quickest order you can press skills as fast as you can to have the highest DPS. So you pick skills for what dumps DPS fastest over planning what skill will counter or work for that situation. Sure action combat does have skills that do that too but fastest DPS dump normally wins first. I played ESO for years and GW2 and a nomber of other MMOs with action combat and thats what most builds are made around. What order to spam DPS. ((yawn))

    1. dodging doesn't have to be a part of an action system

    2. skills don't need to be short cooldown and instant.

    Sorry i misinterpreted this but this goes back to what i said with tab/action are player controllers. None of this is intrinsic to the system. This can also be implemented in a tab system.

    If that is what you don't want, then say that. I also don't want innate dodges for everyone and skills to be a spam-fest.

    Yes but action combat games have more of this and is normally the main staple. Tell me an action MMO that does not? Both not insta cast heavy and people hopping around like bunnies? My guess you will have a hard time. I have been MMOing for almost 23 years and played more MMOs then I cant count. Maybe your exp is different but that has been mine. Like I said above, there is exceptions to the rule. I have played some action combat games I liked but most I do not. I hope Steven can pull this off but I have my doubts and I could list many. Most of all, I dont think action and tab targeting skills sets will balance well in PvP. Sure np in a PvE game. Its Gun vs Bat IMO.

    Darkfall, free aim system, had none of that. No dodge, all magic skills had casts.

    GW2, a game you brought up and accuse of being action, is technically a tab game or at least a hybrid which ashes aims to be.

    Your experience is irrelevant, it's the designers experience that matter. They can't read your mind. When you are saying you don't want action, you are taking about a targeting system and not what you mentioned. If you don't want those things, then you need to say that instead of assuming the designers have your mindset and associate the two.

    Ashes is trying to have a hybrid system. Saying you don't like action would either write off your opinion on the subject as that aspect of the system is not target towards you or assume you don't like the aiming aspect. The action side of their combat system doesn't need to include anything you mentioned so being specific gives them more information.

    Once again, i like action but i also don't like either of the things you mentioned

    Who does not like it when a game designer pulls off what they plan and execute it well. My exp is not irrelevant as most action hybrid games dont play well, like GW2. I cant wait to see the masses playing this game so I can judge better. As for not speaking my mind, I have and yet here we are. Action combat people vs tab targeting players on either side. Much like the OPs asking us not too. This is on IS to sell us what they are making. Here's hoping!

    So you are saying that when you say you don't like action combat, the designers are supposed to assume that you don't like the aspects you mentioned?

    Are the things you mentioned, the only thing that makes a game an action combat game?

    You do realize i'm not disagreeing with you, i just think you need to be more specific? As i have said, i also don't like dodging and skill spam. I just don't think saying you don't like action combat is too generic and doesn't help this conversation.
  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    nanfoodle wrote: »
    nanfoodle wrote: »
    nanfoodle wrote: »
    nanfoodle wrote: »
    Cypher wrote: »
    nanfoodle wrote: »
    Ostaff wrote: »
    So, I think we can all agree that most people disagree on what they think is the best type of combat. I do believe AoC is wanting to use a hybrid system of TT and AC, so why not let them do what they want and enjoy the game they offer us? :)


    Also, you couldn’t have possibly “backed this game because it was a tab target game” because it never was. It’s always been said, since Kickstarter, that it was going to feature a hybrid combat system in which both action and tab target combat styles will exist. And the action players want their side to be good, not just “tab target but you kinda aim”

    I 100% did. When they first showed in game footage of the combat a number of people got vocal and said the combat was too slow. So Steven took them as the majority and changed the path to action combat. I 100% did back the game because of tab targeting. I am tired of the constant flow of failing MMOs that have been a carbon copy of action combat. Its ok, I will try their combat system. If I dont like it I will walk away.
    I find action combat gets repetitive and grows old quickly. There are some expectations to that and I hope Ashes is one of them. P.S. dont tell people what they did or didnt do. I 100% know why I dropped my money on this game.


    For me, this is the frustrating thing about this argument. Action vs tab is a character controller. If you found action combat game repetitive, the combat would have also been repetitive if it was tab too.

    What's your favorite tab game and would it magically become repetitive if was converted to an action game?

    Whatever you like about tab games is not intrinsic to the targeting system so please ask for that instead of acting like the game will end up like your favorite tab game just because it uses tab. If you don't like aiming, cool, please say that, but please stop acting like the game will come with other features just because it uses a tab targeting system.

    Reason it get repetitive is two fold.

    1. Dodge becomes the most important skill. Not strafing or walking out of the way. Or planning smartly where to stand next. So combat starts to look like Super Mario over a fight with block and parry. Most action combat only avoidance is dodge. Like no other defense skill exists.

    2. Reason is the skills. Short cool downs and normally lots of insta casts. So its more about the quickest order you can press skills as fast as you can to have the highest DPS. So you pick skills for what dumps DPS fastest over planning what skill will counter or work for that situation. Sure action combat does have skills that do that too but fastest DPS dump normally wins first. I played ESO for years and GW2 and a nomber of other MMOs with action combat and thats what most builds are made around. What order to spam DPS. ((yawn))

    1. dodging doesn't have to be a part of an action system

    2. skills don't need to be short cooldown and instant.

    Sorry i misinterpreted this but this goes back to what i said with tab/action are player controllers. None of this is intrinsic to the system. This can also be implemented in a tab system.

    If that is what you don't want, then say that. I also don't want innate dodges for everyone and skills to be a spam-fest.

    Yes but action combat games have more of this and is normally the main staple. Tell me an action MMO that does not? Both not insta cast heavy and people hopping around like bunnies? My guess you will have a hard time. I have been MMOing for almost 23 years and played more MMOs then I cant count. Maybe your exp is different but that has been mine. Like I said above, there is exceptions to the rule. I have played some action combat games I liked but most I do not. I hope Steven can pull this off but I have my doubts and I could list many. Most of all, I dont think action and tab targeting skills sets will balance well in PvP. Sure np in a PvE game. Its Gun vs Bat IMO.

    Darkfall, free aim system, had none of that. No dodge, all magic skills had casts.

    GW2, a game you brought up and accuse of being action, is technically a tab game or at least a hybrid which ashes aims to be.

    Your experience is irrelevant, it's the designers experience that matter. They can't read your mind. When you are saying you don't want action, you are taking about a targeting system and not what you mentioned. If you don't want those things, then you need to say that instead of assuming the designers have your mindset and associate the two.

    Ashes is trying to have a hybrid system. Saying you don't like action would either write off your opinion on the subject as that aspect of the system is not target towards you or assume you don't like the aiming aspect. The action side of their combat system doesn't need to include anything you mentioned so being specific gives them more information.

    Once again, i like action but i also don't like either of the things you mentioned

    Who does not like it when a game designer pulls off what they plan and execute it well. My exp is not irrelevant as most action hybrid games dont play well, like GW2. I cant wait to see the masses playing this game so I can judge better. As for not speaking my mind, I have and yet here we are. Action combat people vs tab targeting players on either side. Much like the OPs asking us not too. This is on IS to sell us what they are making. Here's hoping!

    So you are saying that when you say you don't like action combat, the designers are supposed to assume that you don't like the aspects you mentioned?

    Are the things you mentioned, the only thing that makes a game an action combat game?

    You do realize i'm not disagreeing with you, i just think you need to be more specific? As i have said, i also don't like dodging and skill spam. I just don't think saying you don't like action combat is too generic and doesn't help this conversation.

    Im saying the things I listed are what I dislike in action combat. Its the crutch that action games seem to land on. Im also saying of my 23 odd years of MMOing. Hybrid combat systems rarely work out, thats what Ashes is heading for. They fail for more reason then I have listed. Hybrid combat systems end up feeling flaky. Of the MMOs I have played, pure tab targeting MMOs have been my favorite. Its why I am always on the look out for a new tab targeting MMO. Lastly, Im almost 50 and action style combat is hard on the wrist. So my play times end up being shorter on that style of game. You wanted specific, there is more. I could write a wall of text on this subject but it will matter little. IS is already running in a direction. Hybrid Action MMO. Hope they pull off the landing.
  • OstaffOstaff Member, Alpha Two
    Seems to me that TT vs AC is a close kindred to Religion and Politics

    None of them are wrong and none of them are right and everyone has a very opinionated opinion about them. :)
  • mobtekmobtek Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    I would love to see a battlemage with a sword have certain AC 'spells' and if you change to an axe there are different axe 'spells'
  • DreohDreoh Member, Alpha Two, Early Alpha Two
    edited March 2021
    Cypher wrote: »
    nanfoodle wrote: »
    nanfoodle wrote: »
    Cypher wrote: »
    nanfoodle wrote: »
    Ostaff wrote: »
    So, I think we can all agree that most people disagree on what they think is the best type of combat. I do believe AoC is wanting to use a hybrid system of TT and AC, so why not let them do what they want and enjoy the game they offer us? :)


    Also, you couldn’t have possibly “backed this game because it was a tab target game” because it never was. It’s always been said, since Kickstarter, that it was going to feature a hybrid combat system in which both action and tab target combat styles will exist. And the action players want their side to be good, not just “tab target but you kinda aim”

    I 100% did. When they first showed in game footage of the combat a number of people got vocal and said the combat was too slow. So Steven took them as the majority and changed the path to action combat. I 100% did back the game because of tab targeting. I am tired of the constant flow of failing MMOs that have been a carbon copy of action combat. Its ok, I will try their combat system. If I dont like it I will walk away.
    I find action combat gets repetitive and grows old quickly. There are some expectations to that and I hope Ashes is one of them. P.S. dont tell people what they did or didnt do. I 100% know why I dropped my money on this game.


    For me, this is the frustrating thing about this argument. Action vs tab is a character controller. If you found action combat game repetitive, the combat would have also been repetitive if it was tab too.

    What's your favorite tab game and would it magically become repetitive if was converted to an action game?

    Whatever you like about tab games is not intrinsic to the targeting system so please ask for that instead of acting like the game will end up like your favorite tab game just because it uses tab. If you don't like aiming, cool, please say that, but please stop acting like the game will come with other features just because it uses a tab targeting system.

    Reason it get repetitive is two fold.

    1. Dodge becomes the most important skill. Not strafing or walking out of the way. Or planning smartly where to stand next. So combat starts to look like Super Mario over a fight with block and parry. Most action combat only avoidance is dodge. Like no other defense skill exists.

    2. Reason is the skills. Short cool downs and normally lots of insta casts. So its more about the quickest order you can press skills as fast as you can to have the highest DPS. So you pick skills for what dumps DPS fastest over planning what skill will counter or work for that situation. Sure action combat does have skills that do that too but fastest DPS dump normally wins first. I played ESO for years and GW2 and a nomber of other MMOs with action combat and thats what most builds are made around. What order to spam DPS. ((yawn))

    Oh my god where is that @Dreoh kid, because here is literally someone on this forum calling GW2 action combat and he said he’s never seen it. THIS is why I constantly bring up the fact that people think GW2 is action combat when it’s literally tab-lite.

    Also, nanfoodle, you say yawn for an exciting action system when tab target is literally just pressing the next hot bar action that comes off cooldown which will give you the most DPS. Everything you’re complaining about is the same with a tab system, the only difference is you think action combat is button mashing, when in reality you have the same if not MORE positioning, dodging, skill choice and then reflexes on top of all that. Maybe you’re just not good at action combat and that’s why you find it boring. You like the computer telling you that your skill hit the target when you couldn’t hit the broad side of a barn with your “bat” to use your own poor analogy.

    Ok, you were right about people on here calling the hybrid combats of GW2 and ESO action combat I concede that point Mr. "Adult".
    Cypher wrote: »
    @nanfoodle Lmao okay bud :) first paragraph was not directed at you, but it was in reference to you calling GW2 and others action combat games specifically. I think I can agree with you that GW2 is all about spamming your cool downs (not to mention you have so few skills). But try out Vindictus, I know it’s old and doesn’t have an open world but for arguments sake the combat is so nice in that game. It’s not spammy, you have to position and time your strikes between the boss attacks. You do have to have a general sense of aim but it neither requires pinpoint accuracy nor is it automatically going to award you a hit if you clearly didn’t hit. That goes for melee and range.

    If you think GW2 is all about spamming cooldowns you haven't really played much of it even though you say you have. It's a gross oversimplification. Maybe in PvE that is the case in the majority of the more lax content. In PvP half your skills are used in reaction and you save them for specific scenarios and such. Of course there are a select few classes (much like any game has) that do spam abilities so I'll get that out there before you rail on me for that.

    I could just as easily as you say Vindictus is just spamming your abilities to keep enemies in hitstun.

    And Vindictus does not have large-scale battles. People keep bringing up examples of action combat in games that do not do Massively Multiplayer. The biggest issue (not a unsolveable one mind you) with Action combat is getting it to work in a "more than 10-person battle" setting. I personally think Action combat in a Massively Multiplayer Online game CAN work if done well, but it requires a very good system and the rest of the game needs to also suit it.
  • CypherCypher Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited March 2021
    nanfoodle wrote: »
    Cypher wrote: »
    @nanfoodle Lmao okay bud :) first paragraph was not directed at you, but it was in reference to you calling GW2 and others action combat games specifically. I think I can agree with you that GW2 is all about spamming your cool downs (not to mention you have so few skills). But try out Vindictus, I know it’s old and doesn’t have an open world but for arguments sake the combat is so nice in that game. It’s not spammy, you have to position and time your strikes between the boss attacks. You do have to have a general sense of aim but it neither requires pinpoint accuracy nor is it automatically going to award you a hit if you clearly didn’t hit. That goes for melee and range.

    That was a good combat system but you did prove my point. You could only list one action combat game that pulled that off =-) Ashes going down that path, I hope they end up being among the few that pulls it off. IMO they have a tall order to do so. Mixing action and tab skills in one game only makes that hander. Again, I hope they manage to pull it off. I just wish they had stuck with their OG plan. But thats my opinion and in no way think you should agree with me.

    Uhm, no I *chose* to list one in particular. Another is Black Desert which pulled it off arguably better than Vindictus. Just unfortunately was a shallow game. Certainly on the fence but PSO2 as well. See, what you’re not understanding is the reason MMOs are still to this day trying to go tab target is because they’re expensive to make and so they usually just copy WoW because it was, without question, the most popular MMO of all time. If I recall, there hasn’t been another MMO with actual action combat besides Vindictus, BDO, and Revelation online (maybe, I don’t really remember much from my time playing it). I’ve never seen another MMO with the style of combat outside of those I’ve just listed for you. Everything else is Tab or Tab-lite (what you guys call hybrid). And again, the OG plan was always a hybrid system, not tab. Idk when you backed but I’ve been a backer since the first days of Kickstarter and that’s one of the selling points that got me to back. And to clarify, when I backed, I was under the impression that a “hybrid” system would yield good action combat as well as tab combat, so all players could be happy. It’s only been over the past year or so that I’ve become worried that Steven’s definition of hybrid is essentially Guild Wars 2. Which can’t even accurately be called hybrid because the only aspect of “action” is the ability to dodge. All skills auto target or are AOE templates on the ground. And furthermore all skills are on your hotbar, nothing is combo’d.
  • CypherCypher Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited March 2021
    Dreoh wrote: »
    And Vindictus does not have large-scale battles. People keep bringing up examples of action combat in games that do not do Massively Multiplayer. The biggest issue (not a unsolveable one mind you) with Action combat is getting it to work in a "more than 10-person battle" setting. I personally think Action combat in a Massively Multiplayer Online game CAN work if done well, but it requires a very good system and the rest of the game needs to also suit it.

    My other example I like to use is Black Desert Online. Which does in fact have true action combat in a “Massively Multiplayer” setting. Hundreds of players can and do participate at once in large battles. The place where BDO falls short is everything else besides combat. There’s not really a PvE experience outside of mob grinding, and the life skills are bland to say the least. It’s a shallow game. But it can’t be argued that the combat system is anything but excellent. All I’m wanting is for AoC to give a tab style of combat for the tab crowd and give us action players actual action combat. That’s what I backed for and that was the interpretation I think a lot of others also had when they backed.
  • DreohDreoh Member, Alpha Two, Early Alpha Two
    Cypher wrote: »
    Dreoh wrote: »
    And Vindictus does not have large-scale battles. People keep bringing up examples of action combat in games that do not do Massively Multiplayer. The biggest issue (not a unsolveable one mind you) with Action combat is getting it to work in a "more than 10-person battle" setting. I personally think Action combat in a Massively Multiplayer Online game CAN work if done well, but it requires a very good system and the rest of the game needs to also suit it.

    My other example I like to use is Black Desert Online. Which does in fact have true action combat in a “Massively Multiplayer” setting. Hundreds of players can and do participate at once in large battles. The place where BDO falls short is everything else besides combat. There’s not really a PvE experience outside of mob grinding, and the life skills are bland to say the least. It’s a shallow game. But it can’t be argued that the combat system is anything but excellent. All I’m wanting is for AoC to give a tab style of combat for the tab crowd and give us action players actual action combat. That’s what I backed for and that was the interpretation I think a lot of others also had when they backed.

    Splitting up combat in an attempt to please both parties will only end in failure. It's either lean in one direction, or make them hybrid target. Having some TT and some Action Target abilities will be confusing and unintuitive.

    Because we're forced to have at least 25% of either, we're essentially going to be forced to switch back and forth between action camera mode and tab target camera. I'm sure you can see how that's not ideal.
  • edited March 2021
    Dreoh wrote: »
    Splitting up combat in an attempt to please both parties will only end in failure. It's either lean in one direction, or make them hybrid target. Having some TT and some Action Target abilities will be confusing and unintuitive.

    Because we're forced to have at least 25% of either, we're essentially going to be forced to switch back and forth between action camera mode and tab target camera. I'm sure you can see how that's not ideal.

    Those are some pretty bold statements, almost a dismissal of the hybrid combat as a whole, especially when we don't have the finished product for proper measure or possible comparison to other hybrids like GW2 which did their combat very well.
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  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Dreoh wrote: »
    Cypher wrote: »
    Dreoh wrote: »
    And Vindictus does not have large-scale battles. People keep bringing up examples of action combat in games that do not do Massively Multiplayer. The biggest issue (not a unsolveable one mind you) with Action combat is getting it to work in a "more than 10-person battle" setting. I personally think Action combat in a Massively Multiplayer Online game CAN work if done well, but it requires a very good system and the rest of the game needs to also suit it.

    My other example I like to use is Black Desert Online. Which does in fact have true action combat in a “Massively Multiplayer” setting. Hundreds of players can and do participate at once in large battles. The place where BDO falls short is everything else besides combat. There’s not really a PvE experience outside of mob grinding, and the life skills are bland to say the least. It’s a shallow game. But it can’t be argued that the combat system is anything but excellent. All I’m wanting is for AoC to give a tab style of combat for the tab crowd and give us action players actual action combat. That’s what I backed for and that was the interpretation I think a lot of others also had when they backed.

    Splitting up combat in an attempt to please both parties will only end in failure. It's either lean in one direction, or make them hybrid target. Having some TT and some Action Target abilities will be confusing and unintuitive.

    Because we're forced to have at least 25% of either, we're essentially going to be forced to switch back and forth between action camera mode and tab target camera. I'm sure you can see how that's not ideal.

    I don't think this is how it will pan out at all.

    I don't even see how someone could think this is how it will turn out.
  • DreohDreoh Member, Alpha Two, Early Alpha Two
    edited March 2021
    Noaani wrote: »
    Dreoh wrote: »
    Cypher wrote: »
    Dreoh wrote: »
    And Vindictus does not have large-scale battles. People keep bringing up examples of action combat in games that do not do Massively Multiplayer. The biggest issue (not a unsolveable one mind you) with Action combat is getting it to work in a "more than 10-person battle" setting. I personally think Action combat in a Massively Multiplayer Online game CAN work if done well, but it requires a very good system and the rest of the game needs to also suit it.

    My other example I like to use is Black Desert Online. Which does in fact have true action combat in a “Massively Multiplayer” setting. Hundreds of players can and do participate at once in large battles. The place where BDO falls short is everything else besides combat. There’s not really a PvE experience outside of mob grinding, and the life skills are bland to say the least. It’s a shallow game. But it can’t be argued that the combat system is anything but excellent. All I’m wanting is for AoC to give a tab style of combat for the tab crowd and give us action players actual action combat. That’s what I backed for and that was the interpretation I think a lot of others also had when they backed.

    Splitting up combat in an attempt to please both parties will only end in failure. It's either lean in one direction, or make them hybrid target. Having some TT and some Action Target abilities will be confusing and unintuitive.

    Because we're forced to have at least 25% of either, we're essentially going to be forced to switch back and forth between action camera mode and tab target camera. I'm sure you can see how that's not ideal.

    I don't think this is how it will pan out at all.

    I don't even see how someone could think this is how it will turn out.

    Because they've shown in the dev streams that they even have a hotkey for swapping between action cam and regular MMO cam. Also because they said that you will be forced to have at least 25% of tab target or action on your skill bar, and action combat skills require an action camera to aim (unless we're considering ground-traveling projectiles or ground-target AoE's as action skills, which they usually aren't considered as such)

    Tbh I'M surprised people think you won't have to do that.

    GW2 ESO and Wildstar had true hybrid combat, everything Intrepid has shown so far has hinted that they are having two separate systems you swap between.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited March 2021
    Dreoh wrote: »
    unless we're considering ground-traveling projectiles or ground-target AoE's as action skills
    Steven has said several times that they are indeed considered action skills - at least ground targeting AoE's.
  • DreohDreoh Member, Alpha Two, Early Alpha Two
    Noaani wrote: »
    Dreoh wrote: »
    unless we're considering ground-traveling projectiles or ground-target AoE's as action skills
    Steven has said several times that they are indeed considered action skills - at least ground targeting AoE's.

    Yea but that was just once and he's not the combat dev team. He also at that time said it in a way that implied that he thought ground target aoe's were the pinnacle of MMO action combat, though that could have been me misreading him.
  • OkeydokeOkeydoke Member, Alpha One, Alpha Two, Early Alpha Two
    edited March 2021
    Player A has mastered twitch aiming skills. Player B is about average at twitch aiming. Player B might understand his class better than Player A understands his. Player B might even understand all the ins and outs of Player A's class more than Player A even does. Yet..
    Player A wins the vast majority of fights against Player B in an action combat game.

    Player B has mastered the tactical aspects of combat and skills of his class in a tab target game. Player A is average skill in the tactical aspects of skill rotation, timing etc.
    Player B wins the vast majority of fights against Player A in a tab target game.

    It's two different skillsets. In general I'd say action takes "more" skill. Consistently aiming good is hard. The drawback of aim/action based games is that the game becomes 90% about aim. With the bottleneck of having to aim removed though, the game becomes more of a thinking man's game. You can't just out aim someone to death. However, in an action game with 2 players with equal and godly aim going up against each other, the difference between them then becomes how good they are at playing that thinking man's game. So the pendulum swings back.

    Both types take a lot of skill. There is a lot of skill gap in both types as well. Action may take a bit more skill. But they're both very valid skillsets. Just depends on what type of game the developer wants to make. I just hope Intrepid doesn't make the mistake of trying to please both but pleasing neither. But I'm confident they'll nail it eventually, whatever path they go with.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Dreoh wrote: »
    Noaani wrote: »
    Dreoh wrote: »
    unless we're considering ground-traveling projectiles or ground-target AoE's as action skills
    Steven has said several times that they are indeed considered action skills - at least ground targeting AoE's.

    Yea but that was just once and he's not the combat dev team. He also at that time said it in a way that implied that he thought ground target aoe's were the pinnacle of MMO action combat, though that could have been me misreading him.

    He may not be on the combat development team, but he is telling the combat development team what to develop.

    A point to keep in mind - Ashes of Creation is Stevens game. The rest of us are just here for the ride.
  • DreohDreoh Member, Alpha Two, Early Alpha Two
    Noaani wrote: »
    Dreoh wrote: »
    Noaani wrote: »
    Dreoh wrote: »
    unless we're considering ground-traveling projectiles or ground-target AoE's as action skills
    Steven has said several times that they are indeed considered action skills - at least ground targeting AoE's.

    Yea but that was just once and he's not the combat dev team. He also at that time said it in a way that implied that he thought ground target aoe's were the pinnacle of MMO action combat, though that could have been me misreading him.

    He may not be on the combat development team, but he is telling the combat development team what to develop.

    A point to keep in mind - Ashes of Creation is Stevens game. The rest of us are just here for the ride.

    You're right of course, but he's not creating the entire game himself. He oversees everything and makes the final decisions yes, but he's one man.

    Like Jeff Kaplan, he is the spokesperson and a main lead, but he doesn't know or control everything about his game either.
  • FavstFavst Member
    Pressing a lot of buttons pointless does not require any skill, that's true. On the other hand, deliberately pressing a large number of buttons in the right order, observing the changing situation on the battlefield and adapting them to it, knowing all the mechanics, combos, all numbers (how much damage a given skill does, what additional effects it imposes, etc.) requires a lot of knowledge, experience and skills.
  • OkeydokeOkeydoke Member, Alpha One, Alpha Two, Early Alpha Two
    Everything else being equal, action players who don't miss are going to be gods in a hybrid system. Action skills will do more damage than tab in order to balance out the fact you have to aim them. CC's will be tied more to action skills. The problem is it's 2021. There are players who exist that never miss, or very rarely miss at best. They will break the system balance unless Intrepid has clever ways to deal with it.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Dreoh wrote: »
    Noaani wrote: »
    Dreoh wrote: »
    Noaani wrote: »
    Dreoh wrote: »
    unless we're considering ground-traveling projectiles or ground-target AoE's as action skills
    Steven has said several times that they are indeed considered action skills - at least ground targeting AoE's.

    Yea but that was just once and he's not the combat dev team. He also at that time said it in a way that implied that he thought ground target aoe's were the pinnacle of MMO action combat, though that could have been me misreading him.

    He may not be on the combat development team, but he is telling the combat development team what to develop.

    A point to keep in mind - Ashes of Creation is Stevens game. The rest of us are just here for the ride.

    You're right of course, but he's not creating the entire game himself. He oversees everything and makes the final decisions yes, but he's one man.

    Like Jeff Kaplan, he is the spokesperson and a main lead, but he doesn't know or control everything about his game either.

    He has written a several thousand page design document for the game.

    While he may not control every single aspect, things like what is considered an action combat ability are right up there in the realm of things he will have control of.
  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    I'm not convinced AC Skills should do more damage than TT Skills. There wont be balance 1vs1 but how will you balance groups when a group might be TT vs AC. There would only be balance between TT vs TT and AC vs AC which does not equate to a hybrid system at all.
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  • OkeydokeOkeydoke Member, Alpha One, Alpha Two, Early Alpha Two
    I mean you just went down even further in the rabbit hole. I'm not convinced either that action should do more damage, but logically it seems like it should. But it's all complicated. There's a million different ways they could go with this. Action skills could do more damage, but tab could end up being superior for...reasons (action combat hit boxes are super small, movement is janky so hard to aim, any number of reasons thought of and unthought of). Who knows, gonna be hard to get right.
  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    Yeah, I mean the amount of min/maxers we have on the forums would mean if AC does more damage than TT then the cookie cutter choice would equate to AC.

    In terms of risk vs reward, I understand AC has more risk, but, if you gimp TT skills too much then those who do TT will be put off.
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  • OkeydokeOkeydoke Member, Alpha One, Alpha Two, Early Alpha Two
    There will probably be metas that develop where action vs tab is better or worse in individual classes. "We'll take an action blade dancer in our group but we don't want a tab one." And vice versa. The fact that they have stated they're balancing the game around group combat instead of solo combat will ease things some. But they have a monumental task of making a hybrid system work. I don't envy them.
  • PatsoldPatsold Member, Alpha Two
    I really like the TT system. With the AC system, you also have to pay attention to the height and correct orientation of the mouse. that thinks that you shouldn't make the game unnecessarily complicated. in the end we only use the most efficient system anyway and not what we would like to play. and here the TT system is superior to the AC system. Of course, I also think it's important to have the right skills at the right moment. and that is only rewarded with the TT system. If a warrior is waving in front of my nose and I'm a mage and as a result I miss half of my skills, that's not exactly nice and at least from this point on I use the TT system
  • McMackMuckMcMackMuck Member
    edited March 2021
    Oh look, it's become an
    endless "tab vs action combat" debate

    The original post was on the subject of whether hitting lots of buttons quickly counts as skill, if I have summarized correctly.

    I understand that the feel of the combat is vitality important and everyone has their own preferences, but the AC vs TT debate is focused on individuals. It is not even the full skillset required for combat in an MMO. Working as a team, being a team player, managing a team with varied personalities. Those are the skills that will determine group success in combat. But then, it's not even as simple as that as combat "success" ties in with other MMORPG elements.

    Outside of combat you also need to acknowledge the skills required to run a guild to make sure that resources are efficiently manipulated so that the guild is wealthy and guild members have good gear.

    Outside of the game you also need to acknowledge guild level negotiations in Discord (or similar).
    Guild A with 80% efficient button pushers will rule over Guild B with 100% efficient button pushers, simply because Guild A was more skillful at negotiating in Discord such that Guild B is beset on all sides by enemies.
    Guild B might be awesome in battle, but they will lose the strategic war and all it took was skillful communication.

    So, I've added nothing to the AC vs. TT debate, but I hope that I have highlighted that there are skills that some may have overlooked.
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  • Wandering MistWandering Mist Member, Founder, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited March 2021
    McMackMuck wrote: »
    Oh look, it's become an
    endless "tab vs action combat" debate

    The original post was on the subject of whether hitting lots of buttons quickly counts as skill, if I have summarized correctly.

    I understand that the feel of the combat is vitality important and everyone has their own preferences, but the AC vs TT debate is focused on individuals. It is not even the full skillset required for combat in an MMO. Working as a team, being a team player, managing a team with varied personalities. Those are the skills that will determine group success in combat. But then, it's not even as simple as that as combat "success" ties in with other MMORPG elements.

    Outside of combat you also need to acknowledge the skills required to run a guild to make sure that resources are efficiently manipulated so that the guild is wealthy and guild members have good gear.

    Outside of the game you also need to acknowledge guild level negotiations in Discord (or similar).
    Guild A with 80% efficient button pushers will rule over Guild B with 100% efficient button pushers, simply because Guild A was more skillful at negotiating in Discord such that Guild B is beset on all sides by enemies.
    Guild B might be awesome in battle, but they will lose the strategic war and all it took was skillful communication.

    So, I've added nothing to the AC vs. TT debate, but I hope that I have highlighted that there are skills that some may have overlooked.

    You're right, we have been going off-topic with the AC vs TT debate (myself included)

    My OP wasn't supposed to be about AC vs TT, but instead about the intensity and tempo of the combat. So, let's look at the following example:

    You have 2 classes, a Ranger and a Mage. Both classes deal the same dps, have the exact same stats and are both fully Tab Target. The Ranger needs to do 1 button press every second, whereas the Mage needs to do 1 button press every 2 seconds.

    Does the Ranger require more skill to play than the Mage just because you have to press a button twice as much? I would argue no, neither one is harder than the other, they are just different playstyles.

    That's my point here. You can offer a playstyle that requires less button clicks without "dumbing down" the gameplay.
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  • CypherCypher Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Dreoh wrote: »
    Noaani wrote: »
    Dreoh wrote: »
    Cypher wrote: »
    Dreoh wrote: »
    And Vindictus does not have large-scale battles. People keep bringing up examples of action combat in games that do not do Massively Multiplayer. The biggest issue (not a unsolveable one mind you) with Action combat is getting it to work in a "more than 10-person battle" setting. I personally think Action combat in a Massively Multiplayer Online game CAN work if done well, but it requires a very good system and the rest of the game needs to also suit it.

    My other example I like to use is Black Desert Online. Which does in fact have true action combat in a “Massively Multiplayer” setting. Hundreds of players can and do participate at once in large battles. The place where BDO falls short is everything else besides combat. There’s not really a PvE experience outside of mob grinding, and the life skills are bland to say the least. It’s a shallow game. But it can’t be argued that the combat system is anything but excellent. All I’m wanting is for AoC to give a tab style of combat for the tab crowd and give us action players actual action combat. That’s what I backed for and that was the interpretation I think a lot of others also had when they backed.

    Splitting up combat in an attempt to please both parties will only end in failure. It's either lean in one direction, or make them hybrid target. Having some TT and some Action Target abilities will be confusing and unintuitive.

    Because we're forced to have at least 25% of either, we're essentially going to be forced to switch back and forth between action camera mode and tab target camera. I'm sure you can see how that's not ideal.

    I don't think this is how it will pan out at all.

    I don't even see how someone could think this is how it will turn out.

    Because they've shown in the dev streams that they even have a hotkey for swapping between action cam and regular MMO cam. Also because they said that you will be forced to have at least 25% of tab target or action on your skill bar, and action combat skills require an action camera to aim (unless we're considering ground-traveling projectiles or ground-target AoE's as action skills, which they usually aren't considered as such)

    Tbh I'M surprised people think you won't have to do that.

    GW2 ESO and Wildstar had true hybrid combat, everything Intrepid has shown so far has hinted that they are having two separate systems you swap between.

    Yes you can switch camera modes, but you are incorrectly assuming you will have to switch back and forth depending on the ability you’re casting. Sure, some projectile action skills will be far easier to aim in reticle mode, but that’s not every action skill. A tab player can stay in tab mode, an action player can stay in action mode. Both can use every skill. If you’re hardcore tab, you probably won’t take any projectile action skills for your 25% action. You’ll likely take some melee skills which don’t require aim, or some wide effect skills or even skills that don’t require aiming (think of the mage blink or the tank lockdown or whatever it’s called where he becomes next to invincible).
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