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Action Combat for meele classes, tab targeting for ranged classes

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Comments

  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    Mag7spy wrote: »
    Dolyem wrote: »
    Mag7spy wrote: »
    Dolyem wrote: »
    Mag7spy wrote: »
    Dolyem wrote: »
    Mag7spy wrote: »
    Dolyem wrote: »
    I will point out that for those of you stating that ranged combat should be entirely skill based action combat aren't considering the massive population of MMO players who will either never play ranged classes or just won't play the game in general due to the skill learning curve or just the playstyle in general of action combat ranged attacks. Most MMO players dont want the FPS vibe that comes with action combat. And while I dont have a problem with it, it will likely hurt the games population considering its genre.

    That is why in my posted I had a option for every type. So it considers all play styles with benefits for each one.

    I saw, but that is a tall order to give intrepid by making them create several combat systems for each class. It also is going to be an illusion of choice if one system or the other gives a significant advantage over the other, whether it be tab targeting making it into easy mode consistent damage or if its action combat skillshots doing superior damage if youre skilled enough to land the hits. There is no real choice, whichever is more efficient at killing in the game is the one that will be prioritized.

    The one that should deal the most dmg is soft target and free aim. And the one that takes the most skill should be prioritized. Though how much the player can make use of their skill will add a learning curve and desire to improve as no one is going to have 100% accuracy all the time. And for people that want the easier option where they don't need to try for basic attacks it is there for them. Balance will be part of the job for design so it makes sense for normal player accuracy and dmg done, which will vary based on how much mobility is in the game and pve content.

    Ah, but your current argument is directly "harder=priority" which in essence is incorrect. The priority should be fluidity in combat. If nothing else, whats the harm in having tab targeting and action combat dealing the same damage, while tab has a %hit chance and action combat relies entirely on ones own ability to hit? Satisfies provision of both playstyles and maintains the idea that if youre skilled enough, you wont miss as much as the tab targeting system, therefore dealing more damage.

    Fluidity of combat I don't view as the same as balance. Between free aim, soft target and tab everything should be fluid (granted tab isn't hard to make fluid compared to action combat).

    Making sure those feel fluid is good but next step comes balancing of how those systems work. I do not like the miss% chance and 100% accuracy on free aim or soft target. As hybrid stats should be a prio as its a mmorpg and there shouldn't be a way around to have 100% hit chance. That is simply a way around to reduce dmg and it create artificial frustration when something misses because of a system you are using. Its much easier to adjust using a flat form of dmg that is more consistent. People using harder options might do less dmg in some instances and more in others. They will have something they can work towards improving and better players will deal more dmg and be rewarded for their skill.

    Overall I don't think its that big a deal for different choices and trade off this is just a basic attack after all we are talking about. We don't know what the ratio between basic attacks and player use of skill with how often things will be used.

    Balance is obviously a priority but if it doesnt feel fluid you wont have good combat. Balance comes after everything is made, fluidity is part of the process of making the combat. That being said, how do you balance a player who never misses? And how would you balance action combat ranged attacks against a raid boss? You wont miss a massive dragon so you would never use tab targeting in a raid if it does more damage, hence making tab targeting obsolete.

    I'm aware of that, balance is after making sure the system feels good, but I'm not talking about fluidity I'm talking about balance.

    If you are fighting a large target it will 100% be easier to aim and land your shots on it, doesn't mean adds wont be around as well. Even with it being easier for this certain mob some people still wouldn't want to do it because people don't want to put effort in or try to aim. So even having a easier target there is still some amount of effort that goes into attacking the mob.

    The game has to be balanced for both pve and pvp, and balancing around some mobs are large being a much smaller amount of content that the normal player is doing, isn't good enough to have damage be the same either way. If it was that big a deal, you can just adjust values and lower the damage increase on free and soft target lock technically. Though I don't think that is really needed, as balancing content around like 1-5% over a basic attack seems a bit unnecessary. I can see action based ranger skills dealing more dmg anyway over most tab target ones but that part is more so me just guessing..

    Well that was sort of my point in my original post of making all basic range attacks tab target and making most abilities action based and perhaps heavy attacks as well. Maintains the hybrid idea instead of choosing one or the other. Not to mention it is important to keep an equal playing field for players. Put an FPS shooter against an MMO tab targeter, you have a recipe for a lot of upset playerbase. Which goes back to my other point of alienating a massive player population for the intended genre. Make abilities skill based, but I say overall leave basic attacks to tab targeting.
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  • Mag7spyMag7spy Member, Alpha Two
    My point is give people a choice, tons of people don't want to be tab tagging with 0 thought involved in their shooting its basic attacks after all. All basic range attacks should not be tab target, that doesn't even sound like hybrid. I don't view things a mmo player or fps player, i view everyone as a ashes player. If someone is better in a game that is hybrid that player will be better period. The same thing can be said with abilities that you aim and the same argument can come up where tab targets don't want to aim and feel all their abilities should hit harder by clicking a button and being unable to dodge the attacks.

    Alienation can go both ways, making basic attacks to be tab target and boring for people will alienate mmo players looking forward towards the game as well. This is why you have all options instead of saying lets make this tab target.

    A person looking at numbers doesn't understand the effort that goes into landing hits on a moving target that has evasion skills, most people will do tab because of ease or because it will do more dmg for them.

    But if we are going to extremes of basic attacks imo there shouldn't be any tab target range combat its the most unintuitive system imaginable for range combat basic attacks. And the whole balance issue can be fixed with soft target lock where it locks onto the enemy around your cursor and is easy to use for everyone. And a second type where its pure free aim but allows you to shoot at longer distances. Both do the same damage, one is good for medium - long range and another is good for shorter - medium ranges. It allows you on both to have light and heavy arrow charge attacks and is 100% a better and more fun system. Then running back and just auto attacking at range or standing still on walls with tab target which would be a very boring and brain dead system for bows.

    But hey im just trying to do a in-between that is fair and some amount of balance between the two rather then saying the system that is the most fun should be used. I understand people try to compare it to being a shooter but its not its just a false equivariance to keep range combat simple so there is 0 skill curve.
  • Mag7spyMag7spy Member, Alpha Two
    Dragon dogma is a great example of good soft targeting https://www.youtube.com/watch?v=0bcDJjLwLMI
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Mag7spy wrote: »
    A person looking at numbers doesn't understand the effort that goes into landing hits on a moving target that has evasion skills, most people will do tab because of ease or because it will do more dmg for them.
    If tab does more damage for them, it's because they have the skills required to excel at tab target. Being able to internalize many timers and such (assuming an overly simple tab target), or being able to reassess the situation on the fly, without missing a beat, all while internalizing many timers and such (a more complex tab target game).

    Not all people have those skills, and that's fine. Those people can resort to the base reflex skills instead.
  • Mag7spyMag7spy Member, Alpha Two
    Noaani wrote: »
    Mag7spy wrote: »
    A person looking at numbers doesn't understand the effort that goes into landing hits on a moving target that has evasion skills, most people will do tab because of ease or because it will do more dmg for them.
    If tab does more damage for them, it's because they have the skills required to excel at tab target. Being able to internalize many timers and such (assuming an overly simple tab target), or being able to reassess the situation on the fly, without missing a beat, all while internalizing many timers and such (a more complex tab target game).

    Not all people have those skills, and that's fine. Those people can resort to the base reflex skills instead.

    We aren't really talking about skills we are talking only about the basic attack. So akin to the basic attack they showed with the sword and daggers.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited July 2022
    Mag7spy wrote: »
    We aren't really talking about skills we are talking only about the basic attack. So akin to the basic attack they showed with the sword and daggers.
    Tab target games shouldn't have a basic attack.

    While some do, many don't.

    Edit for clarification; in EQ2 for example, my class gained a specific spell at level 1. It has a 3 second recast timer, and is the spell many would consider the classes "basic attack" (there was no auto attack for casters at this time).

    By the time you hit the level cap, literally the only time you would use that spell is if you made a mistake in combat. Basically, you should literally always have something better up to cast, and if you didn't, it is because you cast things wrong 6 - 10 seconds ago and are now left with nothing better to do (or you were expecting a specific buff that never arrived - which did happen).

    Others of the same class I raided with would often look through the parse at the end of the day to see who made the most mistakes, resulting in needing to cast that spell the most.
  • Mag7spyMag7spy Member, Alpha Two
    I feel like ashes is going to have a basic attack though, did mages have a basic attack in the alpha 2?
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Mag7spy wrote: »
    I feel like ashes is going to have a basic attack though, did mages have a basic attack in the alpha 2?

    It will have one up until the level cap - at which point it shouldn't be needed.

    It will be needed for action combat, for sure - getting *an* attack off is the key in action, as opposed to getting *the right* attack off in tab. It just shouldn't be needed at all by any character that has built a tab heavy build.
  • Mag7spyMag7spy Member, Alpha Two
    Well either way we will see what they do, that is just my thoughts on having basic attacks for all with some balance and skill curve.
  • Noaani wrote: »
    Mag7spy wrote: »
    A person looking at numbers doesn't understand the effort that goes into landing hits on a moving target that has evasion skills, most people will do tab because of ease or because it will do more dmg for them.
    If tab does more damage for them, it's because they have the skills required to excel at tab target. Being able to internalize many timers and such (assuming an overly simple tab target), or being able to reassess the situation on the fly, without missing a beat, all while internalizing many timers and such (a more complex tab target game).

    Not all people have those skills, and that's fine. Those people can resort to the base reflex skills instead.

    Lol what? This reads like "im smart so i use tab-target, you dummies can use action"

    You do realize that action combat can have all the intricacies that tab has ("internalizing many timers and such")

    Its not just "ooga booga i see spell i press dodge"
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    falcorpix wrote: »
    You do realize that action combat can have all the intricacies that tab has ("internalizing many timers and such")

    Sure it can. And tab can require the same level of twitch skill as action.

    I mean, neither of them actually DO either of these things, but both are technically capable.

    When talking generalizations about either action or tab, you talk about, well, generalizations. You talk about the differences in each combat system and what that forces on to the content - you dont bitch and moan about what they "could" do.
  • Mag7spyMag7spy Member, Alpha Two
    Tab does not require the same twitch level as action combat x.x. Can we please be realistic.
  • Mag7spyMag7spy Member, Alpha Two
    needing 0 control on camera, 0 tracking, having all your moves aim for you, not needing to dodge physically. Tab style camera alone is not made for twitch combat, its a reason why action combat needs a certain kind of camera.
  • Mag7spyMag7spy Member, Alpha Two
    Find me a video where you are doing this in tab target. https://www.youtube.com/watch?v=sAkTaiR-IeM
  • Mag7spyMag7spy Member, Alpha Two
    You can see the huge difference needed in tab target, that ninja in iframe fighting other iframes barely having frames to hit each other or cc and constantly attacking.

    It makes tab target look like slow motion.

    https://www.youtube.com/watch?v=2Q6THOFLlEA
  • Noaani wrote: »
    falcorpix wrote: »
    You do realize that action combat can have all the intricacies that tab has ("internalizing many timers and such")

    Sure it can. And tab can require the same level of twitch skill as action.

    I mean, neither of them actually DO either of these things, but both are technically capable.

    When talking generalizations about either action or tab, you talk about, well, generalizations. You talk about the differences in each combat system and what that forces on to the content - you dont bitch and moan about what they "could" do.

    They could and they have done it. Best example would be Tera. When it comes to hotbars, skills, keeping up with timers and cooldowns, rotations, etc etc, it does everything a tab-target game does, plus it makes you aim your stuff, and actively dodge or block.
  • ariatrasariatras Member, Founder, Alpha Two, Early Alpha Two
    Solvryn wrote: »
    It takes more to aim freely than tab. There’s just more to it.

    That said I’m opposed to offensive abilities being tab, if you can’t aim get aimlabs.

    Not all ping is created equal. If you ever played with high ping on an FPS game, or against someone with high ping you'll know the pain
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  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Mag7spy wrote: »
    Tab does not require the same twitch level as action combat x.x. Can we please be realistic.

    My post was in regards to what can be. In the same way tab *can* have many cooldown times players need to internalize, action "can" have a need for high twitch skill.

    Neither games really do this, but they *can*.
    Mag7spy wrote: »
    needing 0 control on camera, 0 tracking, having all your moves aim for you, not needing to dodge physically. Tab style camera alone is not made for twitch combat, its a reason why action combat needs a certain kind of camera.

    Well, that is an exhaustive list of everything in a game that could ever require twitch skill.

    Now, the above line is sarcasm, I assume you picked up on that.
    Mag7spy wrote: »
    Find me a video where you are doing this in tab target.
    I thought you had moved on from judging a games combat system playability based on how it looks.

    Guess not.
    Mag7spy wrote: »
    You can see the huge difference needed in tab target, that ninja in iframe fighting other iframes barely having frames to hit each other or cc and constantly attacking.

    It makes tab target look like slow motion.
    Sure, some tab target is slow. But combat in Tera (as mentioned by the poster below you) makes tab target games look turbo charged.
  • edited July 2022
    Mag7spy wrote: »
    Find me a video where you are doing this in tab target.
    Mag7spy wrote: »
    You can see the huge difference needed in tab target, that ninja in iframe fighting other iframes barely having frames to hit each other or cc and constantly attacking.

    It makes tab target look like slow motion.

    Not a big fan of iframes fiesta at all, probably one of the things i dispised the most in BDO combat.

    The Rift tab target combat example you gave was pretty terrible could possible call it nitty pick?

    Even though Archeage was mostly Tab-Target the combat was very fast paced, had many skills that wouldn't trigger GCD, had animation cancelling possibilities and had high mobility options not only through skils but also through mounts and gliders usage in combat. Barely had any iframes bs.

    https://www.youtube.com/watch?v=dh1OhUk0H1A

    It is important to remember Archeage(along side Lineage 2) is one of the biggest influences to Steven for Ashes.

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    Aren't we all sinners?
  • ariatrasariatras Member, Founder, Alpha Two, Early Alpha Two
    Noaani wrote: »
    Mag7spy wrote: »
    Tab does not require the same twitch level as action combat x.x. Can we please be realistic.

    My post was in regards to what can be. In the same way tab *can* have many cooldown times players need to internalize, action "can" have a need for high twitch skill.

    Neither games really do this, but they *can*.
    Mag7spy wrote: »
    needing 0 control on camera, 0 tracking, having all your moves aim for you, not needing to dodge physically. Tab style camera alone is not made for twitch combat, its a reason why action combat needs a certain kind of camera.

    Well, that is an exhaustive list of everything in a game that could ever require twitch skill.

    Now, the above line is sarcasm, I assume you picked up on that.
    Mag7spy wrote: »
    Find me a video where you are doing this in tab target.
    I thought you had moved on from judging a games combat system playability based on how it looks.

    Guess not.
    Mag7spy wrote: »
    You can see the huge difference needed in tab target, that ninja in iframe fighting other iframes barely having frames to hit each other or cc and constantly attacking.

    It makes tab target look like slow motion.
    Sure, some tab target is slow. But combat in Tera (as mentioned by the poster below you) makes tab target games look turbo charged.

    Tera has bigger problems, like attacking less the higher your ping is.
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  • ariatras wrote: »

    Tera has bigger problems, like attacking less the higher your ping is.
    Tera and other korean games definitely have ping and desync problems, which arent a problem at all in korea, given their internet infrastructures are pretty good.

    These issues would be much less noticeable with proper networking and better internet infrastructures, the only gaming company investing in this that i know of is Riot Games, so i have high hopes for their combat.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    ariatras wrote: »
    Tera has bigger problems, like attacking less the higher your ping is.

    Indeed it does have bigger problems.

    It's lack of live servers is probably the biggest issue the game has today.
  • edited July 2022
    ariatras wrote: »
    Tera has bigger problems, like attacking less the higher your ping is.

    Not just Tera, ping is always a big problem for a lot of mmorpgs(and the majority of online games in general) may it be tab-combat ones or action-combat ones, even tho it is well known how much more impactiful it is for action combat ones, just like it is for games like FPS's, Moba's and fighting games, for those 3 they have the advantage of having less players in their settings like 10(5v5) or 2(1v1 for fighing games) MMORPGs on the other hand don't have that luxury and have to handle ridiculous amounts of players at the same time on the screen...

    In the end, good netcode is the ultimate ping issues combatant, fighting games for example use frame delays(like in Dragon Ball Fighter Z) or Rollback frames(better than frame delays in my opinion)(like in Guilty Gear Strive) to mitigate ping issues as those games are extremely dependent on ping.
    Sadly those types of netcode aren't very reasonable for MMORPGs.

    6wtxguK.jpg
    Aren't we all sinners?
  • The ping/latency issues has to do a lot with engine capabilities, game design as well as the servers with how the handle the data packets for companies side of things.

    IIRC, it's part of the reason why they are doing the node sieges the way they are being somewhat instanced not only to prevent gameplay issues but to reduce performance issues so players can enjoy it with hopefully minimal lag. The minimum requirements and recommended required are probably going to be more on the modern side of things.

    There are other reasons like node resets in the event of a loss which will set the node back to phase 0. So with them going UE5, many of the challenges they would have had to be a bit more critical towards in solving are still complex but somewhat less stressful in the grand scheme of things, especially in terms of accomplishing said goals for the games design in UE4 vs UE5.

    Not sure what their real time destruction goal is for the sieges but I imagine it would also play a role in all this as well assuming they're still going with their version of destruction.

    Obviously, there is a lot more to it without getting too in-depth but it's a rough idea for reasonings.
  • ariatrasariatras Member, Founder, Alpha Two, Early Alpha Two
    The ping/latency issues has to do a lot with engine capabilities, game design as well as the servers with how the handle the data packets for companies side of things.

    IIRC, it's part of the reason why they are doing the node sieges the way they are being somewhat instanced not only to prevent gameplay issues but to reduce performance issues so players can enjoy it with hopefully minimal lag. The minimum requirements and recommended required are probably going to be more on the modern side of things.

    There are other reasons like node resets in the event of a loss which will set the node back to phase 0. So with them going UE5, many of the challenges they would have had to be a bit more critical towards in solving are still complex but somewhat less stressful in the grand scheme of things, especially in terms of accomplishing said goals for the games design in UE4 vs UE5.

    Not sure what their real time destruction goal is for the sieges but I imagine it would also play a role in all this as well assuming they're still going with their version of destruction.

    Obviously, there is a lot more to it without getting too in-depth but it's a rough idea for reasonings.

    Alpha One was quite an expensive buy in. I would assume that the people who afforded that are on very good internet connections too. As such, I hope the distribution of players is good enough. Like Europeans, Australians, Asians. Which are maybe somewhat unrealistic in terms of real world performances, but it would allow you to gauge the impact it has on combat. But yea, most fighting game solutions are not ideal, they work well in a one on one, but less so in a world where there are thousands of players potentially.
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  • edited July 2022
    ariatras wrote: »
    The ping/latency issues has to do a lot with engine capabilities, game design as well as the servers with how the handle the data packets for companies side of things.

    IIRC, it's part of the reason why they are doing the node sieges the way they are being somewhat instanced not only to prevent gameplay issues but to reduce performance issues so players can enjoy it with hopefully minimal lag. The minimum requirements and recommended required are probably going to be more on the modern side of things.

    There are other reasons like node resets in the event of a loss which will set the node back to phase 0. So with them going UE5, many of the challenges they would have had to be a bit more critical towards in solving are still complex but somewhat less stressful in the grand scheme of things, especially in terms of accomplishing said goals for the games design in UE4 vs UE5.

    Not sure what their real time destruction goal is for the sieges but I imagine it would also play a role in all this as well assuming they're still going with their version of destruction.

    Obviously, there is a lot more to it without getting too in-depth but it's a rough idea for reasonings.

    Alpha One was quite an expensive buy in. I would assume that the people who afforded that are on very good internet connections too. As such, I hope the distribution of players is good enough. Like Europeans, Australians, Asians. Which are maybe somewhat unrealistic in terms of real world performances, but it would allow you to gauge the impact it has on combat. But yea, most fighting game solutions are not ideal, they work well in a one on one, but less so in a world where there are thousands of players potentially.

    Not sure on their goals for regional server pools but I would imagine there could be some latency issues globally for those who want to play from different regions depending on server location and structure aside from what was previously mentioned. It does really fall back a lot on the engine, game design and servers. Got to be well thought out and handled accordingly especially with plans for future content and any system changes.

  • ariatrasariatras Member, Founder, Alpha Two, Early Alpha Two
    ariatras wrote: »
    The ping/latency issues has to do a lot with engine capabilities, game design as well as the servers with how the handle the data packets for companies side of things.

    IIRC, it's part of the reason why they are doing the node sieges the way they are being somewhat instanced not only to prevent gameplay issues but to reduce performance issues so players can enjoy it with hopefully minimal lag. The minimum requirements and recommended required are probably going to be more on the modern side of things.

    There are other reasons like node resets in the event of a loss which will set the node back to phase 0. So with them going UE5, many of the challenges they would have had to be a bit more critical towards in solving are still complex but somewhat less stressful in the grand scheme of things, especially in terms of accomplishing said goals for the games design in UE4 vs UE5.

    Not sure what their real time destruction goal is for the sieges but I imagine it would also play a role in all this as well assuming they're still going with their version of destruction.

    Obviously, there is a lot more to it without getting too in-depth but it's a rough idea for reasonings.

    Alpha One was quite an expensive buy in. I would assume that the people who afforded that are on very good internet connections too. As such, I hope the distribution of players is good enough. Like Europeans, Australians, Asians. Which are maybe somewhat unrealistic in terms of real world performances, but it would allow you to gauge the impact it has on combat. But yea, most fighting game solutions are not ideal, they work well in a one on one, but less so in a world where there are thousands of players potentially.

    Not sure on their goals for regional server pools but I would imagine there could be some latency issues globally for those who want to play from different regions depending on server location and structure aside from what was previously mentioned. It does really fall back a lot on the engine, game design and servers. Got to be well thought out and handled accordingly especially with plans for future content and any system changes.

    Which is why I hope they have a diversified testing group, geographically speaking.
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  • Mag7spyMag7spy Member, Alpha Two
    Mag7spy wrote: »
    Find me a video where you are doing this in tab target.
    Mag7spy wrote: »
    You can see the huge difference needed in tab target, that ninja in iframe fighting other iframes barely having frames to hit each other or cc and constantly attacking.

    It makes tab target look like slow motion.

    Not a big fan of iframes fiesta at all, probably one of the things i dispised the most in BDO combat.

    The Rift tab target combat example you gave was pretty terrible could possible call it nitty pick?

    Even though Archeage was mostly Tab-Target the combat was very fast paced, had many skills that wouldn't trigger GCD, had animation cancelling possibilities and had high mobility options not only through skils but also through mounts and gliders usage in combat. Barely had any iframes bs.

    https://www.youtube.com/watch?v=dh1OhUk0H1A

    It is important to remember Archeage(along side Lineage 2) is one of the biggest influences to Steven for Ashes.

    It doesn't matter if you aren't a fan of iframes this clip doesn't even come close skill wise. When you need to aim all of your moves its a different story, if your skill are tab you simply are clicking the button and it hits the player, you don't need to worry about player location and again your own aim and tracking.
  • ariatrasariatras Member, Founder, Alpha Two, Early Alpha Two
    Mag7spy wrote: »
    Mag7spy wrote: »
    Find me a video where you are doing this in tab target.
    Mag7spy wrote: »
    You can see the huge difference needed in tab target, that ninja in iframe fighting other iframes barely having frames to hit each other or cc and constantly attacking.

    It makes tab target look like slow motion.

    Not a big fan of iframes fiesta at all, probably one of the things i dispised the most in BDO combat.

    The Rift tab target combat example you gave was pretty terrible could possible call it nitty pick?

    Even though Archeage was mostly Tab-Target the combat was very fast paced, had many skills that wouldn't trigger GCD, had animation cancelling possibilities and had high mobility options not only through skils but also through mounts and gliders usage in combat. Barely had any iframes bs.

    https://www.youtube.com/watch?v=dh1OhUk0H1A

    It is important to remember Archeage(along side Lineage 2) is one of the biggest influences to Steven for Ashes.

    It doesn't matter if you aren't a fan of iframes this clip doesn't even come close skill wise. When you need to aim all of your moves its a different story, if your skill are tab you simply are clicking the button and it hits the player, you don't need to worry about player location and again your own aim and tracking.

    I don't feel like reading up on the entire history of this debate, but both tab target and action combat can involve skill, different kids, but still skill. Like comparing chess to ---I don't know Operation? A shooter game? Darts? All these games take skill, just different kinds.
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  • Mag7spyMag7spy Member, Alpha Two
    ariatras wrote: »
    Mag7spy wrote: »
    Mag7spy wrote: »
    Find me a video where you are doing this in tab target.
    Mag7spy wrote: »
    You can see the huge difference needed in tab target, that ninja in iframe fighting other iframes barely having frames to hit each other or cc and constantly attacking.

    It makes tab target look like slow motion.

    Not a big fan of iframes fiesta at all, probably one of the things i dispised the most in BDO combat.

    The Rift tab target combat example you gave was pretty terrible could possible call it nitty pick?

    Even though Archeage was mostly Tab-Target the combat was very fast paced, had many skills that wouldn't trigger GCD, had animation cancelling possibilities and had high mobility options not only through skils but also through mounts and gliders usage in combat. Barely had any iframes bs.

    https://www.youtube.com/watch?v=dh1OhUk0H1A

    It is important to remember Archeage(along side Lineage 2) is one of the biggest influences to Steven for Ashes.

    It doesn't matter if you aren't a fan of iframes this clip doesn't even come close skill wise. When you need to aim all of your moves its a different story, if your skill are tab you simply are clicking the button and it hits the player, you don't need to worry about player location and again your own aim and tracking.

    I don't feel like reading up on the entire history of this debate, but both tab target and action combat can involve skill, different kids, but still skill. Like comparing chess to ---I don't know Operation? A shooter game? Darts? All these games take skill, just different kinds.

    its about twitch combat , yes there is mobility in there to try to avoid some melee attack or reposition behind them. But tab will not have more twitch combat then action combat even if its slower then bdo as its a different story when you need to track your enemy and actually land your hits. Think they referenced tera as being slower but its slower because skill, patience and everything that is needed in action combat is required. You can dive around all over the place while tabbed and have all your stuff land.

    Long story short, doesn't matter how hard tab tries as long as your abilities animation is just flare and all attacks auto hit and follow enemies like homing missiles it can never be in the league of twitch feeling and rush of action combat.
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