falcorpix wrote: » this topic is really tiresome, there is nothing tab-target can do that action combat cant, it doesnt have any limitations. All the limitations I see imposed here come from little experience with action combat or not understanding if theres a problem there is a solution. In fact, action combat is literally tab-target without the tab-target limitations.
Noaani wrote: » falcorpix wrote: » this topic is really tiresome, there is nothing tab-target can do that action combat cant, it doesnt have any limitations. All the limitations I see imposed here come from little experience with action combat or not understanding if theres a problem there is a solution. In fact, action combat is literally tab-target without the tab-target limitations. See, I don't disagree with you here. In fact, this is kind of my point. The thing is, you need to take the content in to account as well - a discussion about JUST the combat system is stupid. In terms of content, when combined with a combat system, developers can (and usually do, in most games) create situations where players are at 100% engagement. In an action combat game, most of this is applied via the combat system. In a tab target game, most of it is applied via the encounters. What this means is that it is blatantly inherent that tab target games will inherently have greater variety of encounters. That is my entire argument, and literally no one has ever come up with a point that even remotely argues against this. Fact is, if we assume that developers are aiming for 100% engagement (and won't go over that), then the simpler the combat system is, the more of that engagement can be put on the encounters. The more of the engagement put on the encounters, the more variation those encounters can have from each other. So yes, generally speaking, action combat requires a little more from players (not a lot more, and tab target doesn't require no skill as many people have suggested 0 nd this is a generalization and not a rule). However, it is this extra that action combat requires from players that is it's downfall on top end PvE content.
Enigmatic Sage wrote: » huh? In context to the MMORPG that ashes is aiming for, the combat system is directly involved with the encounters mechanics.
Noaani wrote: » Enigmatic Sage wrote: » huh? In context to the MMORPG that ashes is aiming for, the combat system is directly involved with the encounters mechanics. I'm talking more generalizations than anything Ashes specific. My thoughts on how it will relate specifically to Ashes are that if the game has encounters that are anything even remotely compared to top end encounters in the few games that I consider to have them, then players will need to spec more tab target than action. I also expect players that are soloing or expecting PvP to spec mostly action. What I don't expect is for people to put a whole lot of thought in to this - the above will just be what people consider the best specs for each content type to be.
Enigmatic Sage wrote: » So, if those dragon fights are anything to go by, they have lots of potential for engaging encounters regardless of the TT vs AC features we currently are aware of.
Noaani wrote: » Enigmatic Sage wrote: » So, if those dragon fights are anything to go by, they have lots of potential for engaging encounters regardless of the TT vs AC features we currently are aware of. My take on those encounters (or, perhaps my hope on them) is that they are placeholder encounters so that Intrepid can show off the models. To me, the encounters displayed in those encounters are the base level building blocks of an encounter. The are the equivalent of what you get in your class kit in the first 10 levels of a game - you still have the abilities from the remaining 40 levels that is where all the interest and uniqueness of your class is to be found. If what we have seen so far is representative of what will be in game, then not only will action vs tab not matter, but the content itself won't even matter. The encounters as shown so far are boring, lacking flavor and lacking uniqueness. However, at this point in development, I don't expect any raid encounters to be finished - which is why I am assuming they are placeholders right now. If the game does indeed have the raid encounters that I am hoping, it may well be impossible to use action combat with them. I mean, one of the things that is key in a good number of raid encounters that stand out to me is the ability to be attacking in one direction, but looking in another direction (keeping an eye out for any number of things). This is straight up not possible with action combat. Even without that, if the encounters have as much going on as I would expect, you likely won't have the time in combat to deal with what you need to deal with, as well as dealing with having to aim your abilities and use the appropriate abilities at the appropriate time (which is not necessarily something that only affects your performance - it can affect the entire raid). On the other hand, the game could have stripped down, dumbed down raid encounters like BDO or Archeage.
Enigmatic Sage wrote: » But as mentioned, good thing they have toggle for the reticle aiming so players can switch during the encounter if need be as perhaps certain mechanics may require both style of players to utilise one and the other at some point. I can definitely see the higher end difficulty maybe being more demanding of this in certain scenarios compared to more lower difficulty and forgiving mechanics.
Noaani wrote: » Enigmatic Sage wrote: » But as mentioned, good thing they have toggle for the reticle aiming so players can switch during the encounter if need be as perhaps certain mechanics may require both style of players to utilise one and the other at some point. I can definitely see the higher end difficulty maybe being more demanding of this in certain scenarios compared to more lower difficulty and forgiving mechanics. Regardless, the need to switch between action and tab mid encounter - assuming the encounter has everything else going on that top end encounters have going on - could make for some awesome and unique encounters.
Noaani wrote: » See, I don't disagree with you here. In fact, this is kind of my point. The thing is, you need to take the content in to account as well - a discussion about JUST the combat system is stupid. In terms of content, when combined with a combat system, developers can (and usually do, in most games) create situations where players are at 100% engagement. In an action combat game, most of this is applied via the combat system. In a tab target game, most of it is applied via the encounters. What this means is that it is blatantly inherent that tab target games will inherently have greater variety of encounters. That is my entire argument, and literally no one has ever come up with a point that even remotely argues against this. Fact is, if we assume that developers are aiming for 100% engagement (and won't go over that), then the simpler the combat system is, the more of that engagement can be put on the encounters. The more of the engagement put on the encounters, the more variation those encounters can have from each other. So yes, generally speaking, action combat requires a little more from players (not a lot more, and tab target doesn't require no skill as many people have suggested 0 nd this is a generalization and not a rule). However, it is this extra that action combat requires from players that is it's downfall on top end PvE content.
falcorpix wrote: » Im genuinely curious what type of encounters you think are possible in tab target games that arent possible in action combat games.
Noaani wrote: » mcstackerson wrote: » Noaani wrote: » mcstackerson wrote: » Noaani wrote: » mcstackerson wrote: » Noaani wrote: » mcstackerson wrote: » Tab just means the delivery system, it has nothing to do with the rest of the combat system. @mcstackerson I'm a little disappointed you haven't come back to this yet, as I have a question for you. Guess I'll just ask you anyway. If the difference between tab and action is the delivery system, since all melee in both games require you to be within melee range and facing your target, does that mean there is no tab target melee combat? This is why this definition of yours just doesn't work. Sorry for letting you down. There is an extra step you are missing. For a tab melee ability to function, you need to have the target you are trying to melee selected. This is a reason i'm arguing what i am. A tab ability is one that goes to your target and only your target. In melee, this extra step of selecting your target seems unnecessary to me. In many games (EQ2 for sure, others as well but I cant name them right now - I generally play casters) you dont. If you activate a melee ability with no target, it will activate and you will automatically acquire the first target it hits. By your definition, would this make all EQ2 melee combat action? If the attack is hitting whatever is in front of you, regardless of if it is your target or not, then yes, it's an "action" ability. If you have a target and it is out of range (including off to the side or behind) you will get an error saying your target is out of range, even if you have a different target right in front of you. If you clear your target and use the same attack, it will attack the mob in front of you and you will acquire that as a target. Would that make EQ2 melee combat conditional action? No, if the skill is going to your target, then it's a tab skill. Just because it's visually similar doesn't mean they are functionally the same. What are you trying to argue here? But you specifically said There is an extra step you are missing. For a tab melee ability to function, you need to have the target you are trying to melee selected. But there are times in EQ2 where you do not need a target in order to attack. If you dont need to perform that step of acquiring a target of your intended target is in range of a melee attack, is it still tab target? Consider this along with casters having someone abilities that are placed rather than cast on your target, and surely the game must now be considered hybrid combat...
mcstackerson wrote: » Noaani wrote: » mcstackerson wrote: » Noaani wrote: » mcstackerson wrote: » Noaani wrote: » mcstackerson wrote: » Tab just means the delivery system, it has nothing to do with the rest of the combat system. @mcstackerson I'm a little disappointed you haven't come back to this yet, as I have a question for you. Guess I'll just ask you anyway. If the difference between tab and action is the delivery system, since all melee in both games require you to be within melee range and facing your target, does that mean there is no tab target melee combat? This is why this definition of yours just doesn't work. Sorry for letting you down. There is an extra step you are missing. For a tab melee ability to function, you need to have the target you are trying to melee selected. This is a reason i'm arguing what i am. A tab ability is one that goes to your target and only your target. In melee, this extra step of selecting your target seems unnecessary to me. In many games (EQ2 for sure, others as well but I cant name them right now - I generally play casters) you dont. If you activate a melee ability with no target, it will activate and you will automatically acquire the first target it hits. By your definition, would this make all EQ2 melee combat action? If the attack is hitting whatever is in front of you, regardless of if it is your target or not, then yes, it's an "action" ability. If you have a target and it is out of range (including off to the side or behind) you will get an error saying your target is out of range, even if you have a different target right in front of you. If you clear your target and use the same attack, it will attack the mob in front of you and you will acquire that as a target. Would that make EQ2 melee combat conditional action? No, if the skill is going to your target, then it's a tab skill. Just because it's visually similar doesn't mean they are functionally the same. What are you trying to argue here?
Noaani wrote: » mcstackerson wrote: » Noaani wrote: » mcstackerson wrote: » Noaani wrote: » mcstackerson wrote: » Tab just means the delivery system, it has nothing to do with the rest of the combat system. @mcstackerson I'm a little disappointed you haven't come back to this yet, as I have a question for you. Guess I'll just ask you anyway. If the difference between tab and action is the delivery system, since all melee in both games require you to be within melee range and facing your target, does that mean there is no tab target melee combat? This is why this definition of yours just doesn't work. Sorry for letting you down. There is an extra step you are missing. For a tab melee ability to function, you need to have the target you are trying to melee selected. This is a reason i'm arguing what i am. A tab ability is one that goes to your target and only your target. In melee, this extra step of selecting your target seems unnecessary to me. In many games (EQ2 for sure, others as well but I cant name them right now - I generally play casters) you dont. If you activate a melee ability with no target, it will activate and you will automatically acquire the first target it hits. By your definition, would this make all EQ2 melee combat action? If the attack is hitting whatever is in front of you, regardless of if it is your target or not, then yes, it's an "action" ability. If you have a target and it is out of range (including off to the side or behind) you will get an error saying your target is out of range, even if you have a different target right in front of you. If you clear your target and use the same attack, it will attack the mob in front of you and you will acquire that as a target. Would that make EQ2 melee combat conditional action?
mcstackerson wrote: » Noaani wrote: » mcstackerson wrote: » Noaani wrote: » mcstackerson wrote: » Tab just means the delivery system, it has nothing to do with the rest of the combat system. @mcstackerson I'm a little disappointed you haven't come back to this yet, as I have a question for you. Guess I'll just ask you anyway. If the difference between tab and action is the delivery system, since all melee in both games require you to be within melee range and facing your target, does that mean there is no tab target melee combat? This is why this definition of yours just doesn't work. Sorry for letting you down. There is an extra step you are missing. For a tab melee ability to function, you need to have the target you are trying to melee selected. This is a reason i'm arguing what i am. A tab ability is one that goes to your target and only your target. In melee, this extra step of selecting your target seems unnecessary to me. In many games (EQ2 for sure, others as well but I cant name them right now - I generally play casters) you dont. If you activate a melee ability with no target, it will activate and you will automatically acquire the first target it hits. By your definition, would this make all EQ2 melee combat action? If the attack is hitting whatever is in front of you, regardless of if it is your target or not, then yes, it's an "action" ability.
Noaani wrote: » mcstackerson wrote: » Noaani wrote: » mcstackerson wrote: » Tab just means the delivery system, it has nothing to do with the rest of the combat system. @mcstackerson I'm a little disappointed you haven't come back to this yet, as I have a question for you. Guess I'll just ask you anyway. If the difference between tab and action is the delivery system, since all melee in both games require you to be within melee range and facing your target, does that mean there is no tab target melee combat? This is why this definition of yours just doesn't work. Sorry for letting you down. There is an extra step you are missing. For a tab melee ability to function, you need to have the target you are trying to melee selected. This is a reason i'm arguing what i am. A tab ability is one that goes to your target and only your target. In melee, this extra step of selecting your target seems unnecessary to me. In many games (EQ2 for sure, others as well but I cant name them right now - I generally play casters) you dont. If you activate a melee ability with no target, it will activate and you will automatically acquire the first target it hits. By your definition, would this make all EQ2 melee combat action?
mcstackerson wrote: » Noaani wrote: » mcstackerson wrote: » Tab just means the delivery system, it has nothing to do with the rest of the combat system. @mcstackerson I'm a little disappointed you haven't come back to this yet, as I have a question for you. Guess I'll just ask you anyway. If the difference between tab and action is the delivery system, since all melee in both games require you to be within melee range and facing your target, does that mean there is no tab target melee combat? This is why this definition of yours just doesn't work. Sorry for letting you down. There is an extra step you are missing. For a tab melee ability to function, you need to have the target you are trying to melee selected. This is a reason i'm arguing what i am. A tab ability is one that goes to your target and only your target. In melee, this extra step of selecting your target seems unnecessary to me.
Noaani wrote: » mcstackerson wrote: » Tab just means the delivery system, it has nothing to do with the rest of the combat system. @mcstackerson I'm a little disappointed you haven't come back to this yet, as I have a question for you. Guess I'll just ask you anyway. If the difference between tab and action is the delivery system, since all melee in both games require you to be within melee range and facing your target, does that mean there is no tab target melee combat? This is why this definition of yours just doesn't work.
mcstackerson wrote: » Tab just means the delivery system, it has nothing to do with the rest of the combat system.
There is an extra step you are missing. For a tab melee ability to function, you need to have the target you are trying to melee selected.
Noaani wrote: » Enigmatic Sage wrote: » But as mentioned, good thing they have toggle for the reticle aiming so players can switch during the encounter if need be as perhaps certain mechanics may require both style of players to utilise one and the other at some point. I can definitely see the higher end difficulty maybe being more demanding of this in certain scenarios compared to more lower difficulty and forgiving mechanics. While I've never commented on it on these forums, this one possibility is the main thing I think Ashes has that *could* allow Intrepid to have the best raiding content of any MMORPG to date - and I am saying that without any hyperbole, sarcasm or irony at all. All that is needed is for Steven to want to have that in the game. They have the developers on hand to create it, and potentially the combat system (again, my assertion that action combat is not suited to top end content due to it's lack of variety isn't a comment on Ashes - because Ashes will have tab combat as well). While I can easily come up with situations in which tab is required over action (needing to keep an eye on something happening at the back of a room, for example), I can't currently think of any encounter mechanics that would require action over tab - however, I have literally no doubts at all that they would exist (perhaps a mob that de-targets tab target abilities every few seconds - though this seems a little corny to me). Regardless, the need to switch between action and tab mid encounter - assuming the encounter has everything else going on that top end encounters have going on - could make for some awesome and unique encounters.
CROW3 wrote: » Ok.
Mag7spy wrote: » If there is a mech that happens behind you out of sight you know the timing of the mech and you do it when it pops up.
daveywavey wrote: » CROW3 wrote: » Ok. Says it all. Enjoy whatever game you end up playing, OP.