Mag7spy wrote: » Both cause players to be waiting on a move, though non gcd will feel a bit better, but overall the discussion was feeling fluid and you still get the same stepping pauses akin to turn based that doesn't make fluid combat and why i compared it to bdo with how things chain together and the need to feel fluid else the combat would feel bad.
NiKr wrote: » Mag7spy wrote: » Both cause players to be waiting on a move, though non gcd will feel a bit better, but overall the discussion was feeling fluid and you still get the same stepping pauses akin to turn based that doesn't make fluid combat and why i compared it to bdo with how things chain together and the need to feel fluid else the combat would feel bad. You still have skill animations in BDO. I'm pretty sure you can't just use 10 skills at the exact same time, so it also has a "gcd" by your logic. Its cast speeds are just quicker because the whole game is quicker. The only difference between tab and BDO is that bdo's skills are directionally rooted, so they move your character with the skill, while tab games are either completely planted (in the case of click to move) or let you move around while you cast them (which makes the combat feel floaty and unimpactful). But both have skill animations so they're both limited in the amount of actions you can do per second, with some (most) tab games having true gcd that's usually a 1sec+ of time between each skill. I don't remember other korean tab games, but I have a feeling that they might not have gcd at all (or at least only a few do), due to the games being made for korea and ping is not really a problem there so you don't need to worry about attack feedback. Which is also the reason for BDO being so damn fast.
Mag7spy wrote: » You are missing the point i made earlier about fluid being the inbetween of those motions, how do skills connect together. Example when you do one skill in bdo, it flows good with another move almost feeling seamless, into being able to cancel that with a movement skill. The whole motion of your animation is important as you need to aim and move to hit your target it is all part of it.
iccer wrote: » Mag7spy wrote: » You are missing the point i made earlier about fluid being the inbetween of those motions, how do skills connect together. Example when you do one skill in bdo, it flows good with another move almost feeling seamless, into being able to cancel that with a movement skill. The whole motion of your animation is important as you need to aim and move to hit your target it is all part of it. ...and back to this again. Yes, you can seamlessly chain your skills together, but during that time you don't have control over your character. Rather, its controlled by the ability you cast. So because of this design issue there is this thing called "animation cancelling" or "weaving", which can intentionally or accidentally appear in the game. I honestly don't want to deal with this mechanic at all, it's just dumb (ESO is the prime example). Being able to constantly move my character around in combat (except when casting, but in some games you can do both at the same time) is something I don't want to give up, and it's another reason why I dislike action-combat.
Mag7spy wrote: » You are missing the point i made earlier about fluid being the inbetween of those motions, how do skills connect together. Example when you do one skill in bdo, it flows good with another move almost feeling seamless, into being able to cancel that with a movement skill. The whole motion of your animation is important as you need to aim and move to hit your target it is all part of it. Everything together and then you can mention how things are fluid and work together. Again GCD or having a spell cast on your every skill is stuttering combat, you don't need to aim the skill you just hug the enemy and it goes off. It isn't the same as for example a dark knight using their dash skill where they deal dmg to enemies close to them, with you needing to move towards your target and when you deal dmg when you are in range as hit boxes are a thing.
Mag7spy wrote: » Well i speak for the action side when I say cancelling is exactly what we want. And yes movement abilities should control your character in some form. If you do a leap into a jump attack forward you shouldn't allt he sudden have 0 gravity and player can free move your character however they want including backwards, that would just be floaty. Its not a design issue, else being able to stop casting in tab target would be a design issue as well. You simply are able to use a dodge skill and stop your animation or attack so you can move out of the way of an attack. Being able to have a chance to react is important then being stuck in animation the whole time. One example would be during the spin attack being able to use your dodge skill before you do the upper cut if someone got out and tried to do some range dps on you. Having movement during attacks is fine, same with some attacks that have movement set animations on them, its simply about having the right balance so you have more variety in the game to pull from and can balance out abilities differently while adding other effects to them.
Mag7spy wrote: » If combat is fluid and god it shouldn't matter if an ability effects some of your movement, you the the direction fo your skill and you hit what you need to hit. Doesn't mean everything is use skill and you can only move forward in a straight line with every move that would feel clunky and not fluid. Having one skill that does do it could be a stronger move and feel a lot more impactful if you want it being more of a skill shot move.
NiKr wrote: » Mag7spy wrote: » You are missing the point i made earlier about fluid being the inbetween of those motions, how do skills connect together. Example when you do one skill in bdo, it flows good with another move almost feeling seamless, into being able to cancel that with a movement skill. The whole motion of your animation is important as you need to aim and move to hit your target it is all part of it. Everything together and then you can mention how things are fluid and work together. Again GCD or having a spell cast on your every skill is stuttering combat, you don't need to aim the skill you just hug the enemy and it goes off. It isn't the same as for example a dark knight using their dash skill where they deal dmg to enemies close to them, with you needing to move towards your target and when you deal dmg when you are in range as hit boxes are a thing. I literally addressed this by saying "bdo skills are directional". The create the feeling of smoothness because your character moves with the skill and the whole combat design is built around idea. The aiming part is just difference between tab and action, I wouldn't really associate that with fluidity because NW had aiming too and I definitely do not remember that combat looking/feeling fluid. And as I've said before, there's animation cancelation in tab games too (at the very least in L2). It feels more clunky mainly because the whole combat is planted (in the case of L2) so you can't do a movement cancel because the system itself isn't about movement. But even in that EQ2 assassin gameplay, to me, the combat looked fluid because you had skills flowing one to another w/o any real pauses and the character was constantly moving so it wasn't stationary combat (though to me even L2's combat can look fluid, but you'll disagree with that completely so whatever ). Again, as I already said, perceived fluidity will always remain subjective, especially when it comes to discussions between people who haven't extensively played games from both sides of the discussion. And as others have said, you can't always just look at the video yelling "you see! you see! it looks like shit!", because most videos do not relate the feeling of gameplay and we base our subjective opinions about said gameplay by playing it. Though, obviously, these days most people just watch Asmon's reaction to some new mmo and base their entire attitude towards that game purely off of his words (that he himself bases purely on videos instead of gameplay). I personally dislike this trend, but what can you do.
Mag7spy wrote: » Noaani wrote: » Mag7spy wrote: » Having a bar before you can use a skill on almost skill is the same as GCD No it isn't. Both of these systems each serve a VERY specific function. If you are waiting 1.5 seconds before using a skill it works the same way as GCD its just slightly more dynamic if there is different times like some skills could be 1.2 seconds. But humor me how is it different if you are both waiting.
Noaani wrote: » Mag7spy wrote: » Having a bar before you can use a skill on almost skill is the same as GCD No it isn't. Both of these systems each serve a VERY specific function.
Mag7spy wrote: » Having a bar before you can use a skill on almost skill is the same as GCD
Noaani wrote: » As an aside, I have literally never seen a GCD longer than 0.5 seconds - your comment ts on them being g 1.5 second is once again leads me to question if you have any experience at all with tab target games
Mag7spy wrote: » In the following with action though there are a lot more steps where fluidly becomes important when you are talking about use of skills and dodges. In tab your response on skill use is important but is not effecting the overall fluidity of the combat as you are simply telling your character what to do rather than dealing and controlling the animation with action combat. With that use of control is when a flag is actually raised about how fluid does this feel.
Noaani wrote: » Mag7spy wrote: » Noaani wrote: » Mag7spy wrote: » Having a bar before you can use a skill on almost skill is the same as GCD No it isn't. Both of these systems each serve a VERY specific function. If you are waiting 1.5 seconds before using a skill it works the same way as GCD its just slightly more dynamic if there is different times like some skills could be 1.2 seconds. But humor me how is it different if you are both waiting. A cast time is used to balance out a character, and make things harder to use. A 4 second cast time.spell is much harder to use than a 1 second cast time spell. If you are casting a spell, you cant move, and you can be interrupted. As such, you can only use a longer casting spell when you know you dont need to move, and are not likely to be interrupted. A 4 spell that has a 4 second cast time is generally going to deal as much as 10 times the damage of a spell that has a 1 second cast time, but it will also have a longer cooldown. A GCD on the other hand is triggered after a spell is cast, and is the time before you can cast a other spell. The purpose of this is so that players with high ping have a buffer in which they can have a spell queued up without it negatively impacting their in game performance. A game with a GCD of 0.5 seconds (standard in the early to mid 2000's) means a player with a ping of 500 is at no material disadvantage in PvE to a player with a ping of 20. As long as the server recieves the data as to what ability the player wants to use next before that GCD buffer is up, it will go off at the same time regardless. This is why GCD times got shorter in the late 2000's and early 2010's - connection speeds got faster so there wasnt the need for a 0.5 second GCD any more. As an aside, I have literally never seen a GCD longer than 0.5 seconds - your comment ts on them being g 1.5 second is once again leads me to question if you have any experience at all with tab target games That said, if you have actually played as many MMO's as you claim, and if you knew even 5% of what you claim, you would know this actual basic information.
NiKr wrote: » Noaani wrote: » As an aside, I have literally never seen a GCD longer than 0.5 seconds - your comment ts on them being g 1.5 second is once again leads me to question if you have any experience at all with tab target games WoW's is 1.5 generally and FF14's is 2.5, so I'm sure there's other tabs that have a long one too, especially if they came out after WoW and decided to copy it to that extent. Mag7spy wrote: » In the following with action though there are a lot more steps where fluidly becomes important when you are talking about use of skills and dodges. In tab your response on skill use is important but is not effecting the overall fluidity of the combat as you are simply telling your character what to do rather than dealing and controlling the animation with action combat. With that use of control is when a flag is actually raised about how fluid does this feel. Do you have any other action games that you consider as fluid as BDO? Cause I feel like BDO's directionally designed combat just completely fucked up game attitude for a lot of people (mainly you). I'm not saying that it's not fluid, but whatever fluidity it does have is definitely boosted by its design and if that kind of design is your preference - you gonna love it even more. And it's super obvious by now that it very much is your preference.
Azherae wrote: » I just wanna say that while I absolutely agree with you, I mean 1000% agree with you... This isn't because of BDO's combat. Not even the whole 'this is basically AoE spam burn-down'. I hope we can at least move past the concept that BDO's COMBAT is the reason you don't feel connected to the character. BDO's ability to immerse the player is so low that they have reworked their own main starter story 9 times and only now is it even remotely beginning to have a effect. That is not a Combat issue, though.
Mag7spy wrote: » You could make a game that has the good elemtns of BDo combat without having the high skill level which would make it more accessible and fun for everyone to play. And you won't have as much of that clunky feeling as you start to play it as well. And hybrid should solve most those issues or bring it more towards that direction with how tab skills will work to begin with.
NiKr wrote: » Mag7spy wrote: » You could make a game that has the good elemtns of BDo combat without having the high skill level which would make it more accessible and fun for everyone to play. And you won't have as much of that clunky feeling as you start to play it as well. And hybrid should solve most those issues or bring it more towards that direction with how tab skills will work to begin with. Ashes not having a gcd in its combat was also one of the reasons I got hyped for it. Dunno if GW2 or other hybrids have it, but when I heard that Ashes didn't I knew I'd have way more chances to like it (on top of an already huge bias towards its systems).
Mag7spy wrote: » I know some of your skills have cast times but that is fine in all mmorpgs (as long as its not on every single skill). Of course the point would be the same if mage classes had like 50% skill cast times, compared to a warrior class that has none. The warrior would just feel more fluid. I have a good feeling about ashes combat, they know what they want to do, have a good sign on direction. Now its about just making all the content and testing it with all aspects of the hybrid system. Then they can start to polish after that and get some good animations in, effects and balance.
Mag7spy wrote: » I don't use the cast time as in im only talking about spells, you have cast time in relation to move your moves, which to me is the same as GCD as they both function is pretty much the same way.