ariatras wrote: » Tera has bigger problems, like attacking less the higher your ping is.
Enigmatic Sage 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.
ariatras wrote: » Enigmatic Sage 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.
Enigmatic Sage wrote: » ariatras wrote: » Enigmatic Sage 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.
JamesSunderland wrote: » Mag7spy wrote: » Find me a video where you are doing this in tab target. https://www.youtube.com/watch?v=sAkTaiR-IeM 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.https://www.youtube.com/watch?v=2Q6THOFLlEA 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.
Mag7spy wrote: » Find me a video where you are doing this in tab target. https://www.youtube.com/watch?v=sAkTaiR-IeM
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.https://www.youtube.com/watch?v=2Q6THOFLlEA
Mag7spy wrote: » JamesSunderland wrote: » Mag7spy wrote: » Find me a video where you are doing this in tab target. https://www.youtube.com/watch?v=sAkTaiR-IeM 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.https://www.youtube.com/watch?v=2Q6THOFLlEA 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.
ariatras wrote: » Mag7spy wrote: » JamesSunderland wrote: » Mag7spy wrote: » Find me a video where you are doing this in tab target. https://www.youtube.com/watch?v=sAkTaiR-IeM 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.https://www.youtube.com/watch?v=2Q6THOFLlEA 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.
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.
Mag7spy wrote: » Tab does not require the same twitch level as action combat x.x. Can we please be realistic.
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.
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.
Mag7spy wrote: » 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.
ariatras wrote: » 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
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.
Dygz wrote: » Mag7spy wrote: » 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. An RPG really shouldn't be focused on the twitch feeling of the player. I prefer having some rather than none, sure. Thankfully, Ashes is going for hybrid, so again... your argument is moot. And, yeah, what matters is whether the combat feels slow or not and your "damage done" point becomes irrelevant.
Mag7spy wrote: » 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.
NiKr wrote: » Mag7spy wrote: » 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 dunno how it worked in AA, but in L2 I had to click on people instead of just hitting tab, because L2's tab had a limited range and, due to the speed of combat, tabbing through random close people was a waste of time when you could just click on a person directly. L2 had detargeting abilities so you did in fact have to track your targets. And if you had those detargeting skills yourself, you'd try and use them to prevent enemy casts, so you would not only track movement, but ability usage too. And with some abilities being preventive (dodge/def buffs), you'd want to use them right before a big (or usually time-limited super buffed one) attack, so you had to predict your enemy's actions too. And imo, clicking on 10 pixels on my screen during a hectic fight, so that I can single out the healer in a crowd, takes more skill than just moving my mouse a bit and using an aoe in a general direction. And if AA was anywhere near that kind of combat, it would've required even more skill, considering that it had faster movement than L2. So overall, tab games can still require the same skill sets from people. The only difference is that instead of just moving your mouse to aim, you need to move the whole camera with your mouse and then move on top of that, so it's a double move instead of a singular one.
NiKr wrote: » Mag7spy wrote: » 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. And imo, clicking on 10 pixels on my screen during a hectic fight, so that I can single out the healer in a crowd, takes more skill than just moving my mouse a bit and using an aoe in a general direction.
Mag7spy wrote: » My argument is not moot what are you talking about. Please read the discussion then just assuming things as knowing context should be the first step if you want to throw 2 cents in. Its a point to someone saying tab has the same level of skill as twitch combat. That can't be possible le as fundamentally tab target abilities lacks functions that make action combat.
NiKr wrote: » So overall, tab games can still require the same skill sets from people. The only difference is that instead of just moving your mouse to aim, you need to move the whole camera with your mouse and then move on top of that, so it's a double move instead of a singular one.
mcstackerson wrote: » I don't think that is a fair comparison since you can also have precise free aim skills that would require the same amount of precision.
Mag7spy wrote: » If you are telling me in tab target everyone is grouped up tightly and you need to click one person in a small frame cause your camera is so far zoomed back and have 10 pixels to select. That isn't a positive point it is clunky and shows the limits on what tab target can do are being reached and making the fight less immersive. A cool movement isn't i managed to click this healer on 10 pixels of my screen. A cool moment is I see a healer in the distance and i weaved through their group cc the healer, countering the other two people that tried to help them and managed to kill the healer and get out alive in the fight.