TheWolfofGar wrote: » Or as I will continue to say. throw active block into the trash and give ability based mitigation.
Solvryn wrote: » TheWolfofGar wrote: » Or as I will continue to say. throw active block into the trash and give ability based mitigation. That would inhibit class design and combat design to the most basic functions, turns the game into a stat simulator.
TheWolfofGar wrote: » Solvryn wrote: » TheWolfofGar wrote: » Or as I will continue to say. throw active block into the trash and give ability based mitigation. That would inhibit class design and combat design to the most basic functions, turns the game into a stat simulator. no, it wouldn't it would give you more options for mitigation, as you can have multiple abilities that are better in different scenarios. vs simply holding down the block button. Would it be less "action" sure, however that's a good thing.
Solvryn wrote: » It gives you more button presses, that doesn’t make the combat good. Nor does it add depth and dimension to the game. Active block is in respect to positioning, timing, space, distance.
TheWolfofGar wrote: » Solvryn wrote: » It gives you more button presses, that doesn’t make the combat good. Nor does it add depth and dimension to the game. Active block is in respect to positioning, timing, space, distance. Holding block doesn't add depth or dimension to the game. nor does being able to hold block make combat good. Active block is in respect to positioning, timing, positioning and positioning. what is the difference between positioning, space and distance management. all of that is positioning. or do you mean directional blocking where you take 50% reduction from the front 25% from the sides and 0% from the back. which directional blocking would also fall under positioning. timing for 1 is currently wrong as they haven't implemented a perfect block system or a reduction to effectiveness depending on how long you've held down block. currently blocking is just a bad ability where you gain a defensive cd at the cost of being able to do anything. Additionally abilities actually add more depth and dimension than blocking. because you need to know what to use or what works best in a given situation. when x press a, when y press b when z press c you need to know your kit and when to make use of it. in your scenario the answer to xyz is "hold block" that is far less dynamic and lacks far more depth than having ability based mitigation.
Solvryn wrote: » The buttons you want reads like tab. Tab as a whole system, doesn't have the 3d interaction, depth, or dimension I'm referring to. There are games that still exist with bloated skill kits and target dummy combat, after a while they become stat simulators. Been there, done that. The current active block we have is place holder, there are many good block mechanics they can get inspiration from that doesn't restrict combat.
TheWolfofGar wrote: » Solvryn wrote: » The buttons you want reads like tab. Tab as a whole system, doesn't have the 3d interaction, depth, or dimension I'm referring to. There are games that still exist with bloated skill kits and target dummy combat, after a while they become stat simulators. Been there, done that. The current active block we have is place holder, there are many good block mechanics they can get inspiration from that doesn't restrict combat. Given the game is supposed to be a Tab-action hybrid not an action mmo, so yes, I would like to shift the game back towards more tab especially as damage mitigation is a core mechanic especially with respect to tanking. If you think tab as a system doesn't have depth or dimension I would simply disagree. It may not have what you are referring to but I don't yet know what exactly it is you are referring to specifically as you threw out 4 generic words without explaining. As for bloated skill kits I personally like a lot of buttons whether you do or don't I think AoC should be able to strike a balance between both extremes or allow the player agency to develop a hot bar with as many or few buttons as they would like. Yes the current active block is a place holder however you've not really provided anything that makes it seem desirable, what are some good block mechanics that they should take inspiration from, Reinhart from the OW example isn't fun to play because you can block, he's useful to play because you can block. Reinhart is fun when you dash in, ult and cc people and get kills. if all you did in game every game was toggle block on and off you would not be having fun
Solvryn wrote: » It is a tab-action hybrid something, seems melee will be action and ranged will be tab. What I’m talking about is how we interface across 3d space, angles, geometry, placement, distant between two points become much more important. And I think Valheims block and parry system would make the best adaptation into the game simply because it could have great button presses that compliment each other.
Solvryn wrote: » TheWolfofGar wrote: » Solvryn wrote: » The buttons you want reads like tab. Tab as a whole system, doesn't have the 3d interaction, depth, or dimension I'm referring to. There are games that still exist with bloated skill kits and target dummy combat, after a while they become stat simulators. Been there, done that. The current active block we have is place holder, there are many good block mechanics they can get inspiration from that doesn't restrict combat. Given the game is supposed to be a Tab-action hybrid not an action mmo, so yes, I would like to shift the game back towards more tab especially as damage mitigation is a core mechanic especially with respect to tanking. If you think tab as a system doesn't have depth or dimension I would simply disagree. It may not have what you are referring to but I don't yet know what exactly it is you are referring to specifically as you threw out 4 generic words without explaining. As for bloated skill kits I personally like a lot of buttons whether you do or don't I think AoC should be able to strike a balance between both extremes or allow the player agency to develop a hot bar with as many or few buttons as they would like. Yes the current active block is a place holder however you've not really provided anything that makes it seem desirable, what are some good block mechanics that they should take inspiration from, Reinhart from the OW example isn't fun to play because you can block, he's useful to play because you can block. Reinhart is fun when you dash in, ult and cc people and get kills. if all you did in game every game was toggle block on and off you would not be having fun It is a tab-action hybrid something, seems melee will be action and ranged will be tab. What I’m talking about is how we interface across 3d space, angles, geometry, placement, distant between two points become much more important. And I think Valheims block and parry system would make the best adaptation into the game simply because it could have great button presses that compliment each other.
TheWolfofGar wrote: » Solvryn wrote: » It is a tab-action hybrid something, seems melee will be action and ranged will be tab. What I’m talking about is how we interface across 3d space, angles, geometry, placement, distant between two points become much more important. And I think Valheims block and parry system would make the best adaptation into the game simply because it could have great button presses that compliment each other. Melee being action only and ranged being tab only is part of my concern, we're intrepid to go that route they will alienate a ton of their tab-centric players who had planned to play melee classes. Myself included, I personally won't tank which is my usual main in mmos if it is action only. how we interface across 3d space is still important in tab which is part of why I'm confused by your statements Intrepid has already clarified there aren't going to be skill shots in game, so general discussion of angles and geometry seems to be fairly moot. if you mean being able to balance distance around cleaves or other aoes that is fairly similar in tab vs action if you are standing in the bad you take damage. That doesn't really impact blocking in the slightest. all blocking is, is a ability that provides a damage mitigation at the cost of offensive capacity. we're they to implement a system where you could block and attack at the same time I'd be more interested in giving it some lee-way however that imo would make shields op/mandatory as a tank and I think they should make 2h builds viable As for Valheims system I've not played it really so will need to experiment to see how it feels I guess, however if it's a perfect block/parry system that's not really what I'm looking for in a mmo and I'd likely put ashes aside or try out a ranged class at best