nagash wrote: » who needs to aim when you have AOE and minions ^^
wanderingmist wrote: » I very much disagree with the notion that tab targeting is easier than action combat or vice versa. It's apples and oranges, with each combat system requiring different kinds of skill. Action combat systems typically rely more on mechanical or micro skill, whereas tab targeting systems typically require greater knowledge and a strategic mindset. Yes this is a generalisation and depends hugely on how the combat system is implemented.
wanderingmist wrote: » It's interesting that you mention League of Legends with regards to combat as that has very much a hybrid combat system. There is a healthy mix of targeted abilities and skill shots, and the game is designed in such a way as to balance these 2 kinds of abilities. Sometimes it's better to use targeted abilities, sometimes it's better to use skill shots. I very much disagree with the notion that tab targeting is easier than action combat or vice versa. It's apples and oranges, with each combat system requiring different kinds of skill. Action combat systems typically rely more on mechanical or micro skill, whereas tab targeting systems typically require greater knowledge and a strategic mindset. Yes this is a generalisation and depends hugely on how the combat system is implemented.
mcstackerson wrote: » I prefer free aim system and have been happy with what we have seen in APOC. I think there is a lot you can do with "action combat" and wish we see more games experimenting with different free aim systems. wanderingmist wrote: » I very much disagree with the notion that tab targeting is easier than action combat or vice versa. It's apples and oranges, with each combat system requiring different kinds of skill. Action combat systems typically rely more on mechanical or micro skill, whereas tab targeting systems typically require greater knowledge and a strategic mindset. Yes this is a generalisation and depends hugely on how the combat system is implemented. I disagree with this. I don't think there is any kind of mechanics that requires knowledge or strategy that you couldn't replicate in a action system. On the other side, there is a limit on how mechanical a tab target game can be. League is a great example, there is nothing they can do with a point and click ability that they couldn't do with an aimed one but you can't create the same mechanical requirements an aimed ability has with a point and click one.
kayra wrote: » wanderingmist wrote: » It's interesting that you mention League of Legends with regards to combat as that has very much a hybrid combat system. There is a healthy mix of targeted abilities and skill shots, and the game is designed in such a way as to balance these 2 kinds of abilities. Sometimes it's better to use targeted abilities, sometimes it's better to use skill shots. I very much disagree with the notion that tab targeting is easier than action combat or vice versa. It's apples and oranges, with each combat system requiring different kinds of skill. Action combat systems typically rely more on mechanical or micro skill, whereas tab targeting systems typically require greater knowledge and a strategic mindset. Yes this is a generalisation and depends hugely on how the combat system is implemented. @wanderingmist pls read carefully. I didn't say tab is easier than tab or vice versa - I merely pointed out the fact that tab is easier to implement and less costly. About league of legends, it can be considered a hybrid tho the game has so much more to offer than traditional tab target games when it comes to combat. Also there's the fact that it doesn't require aiming and not third person but I get what you mean. If Ashes has some similar features to League then all is good 🧝🏻♂️
wanderingmist wrote: » mcstackerson wrote: » I prefer free aim system and have been happy with what we have seen in APOC. I think there is a lot you can do with "action combat" and wish we see more games experimenting with different free aim systems. wanderingmist wrote: » I very much disagree with the notion that tab targeting is easier than action combat or vice versa. It's apples and oranges, with each combat system requiring different kinds of skill. Action combat systems typically rely more on mechanical or micro skill, whereas tab targeting systems typically require greater knowledge and a strategic mindset. Yes this is a generalisation and depends hugely on how the combat system is implemented. I disagree with this. I don't think there is any kind of mechanics that requires knowledge or strategy that you couldn't replicate in a action system. On the other side, there is a limit on how mechanical a tab target game can be. League is a great example, there is nothing they can do with a point and click ability that they couldn't do with an aimed one but you can't create the same mechanical requirements an aimed ability has with a point and click one. Think of it like comparing Chess to Starcraft. In Chess you are limited in what you can do because you can only move 1 piece at a time, and there are restrictions on how much you can do with different pieces. By limiting the player in this way, the emphasis switches more to strategy than in a RTS like Starcraft. Yes there is a strategy element to Starcraft but often the strategic mistakes a player makes can be overcome with pure mechanical skill. If you choose a bad build order in Starcraft you can still win with high enough mechanical skill, whereas a single mistake in a chess opener can lose you the match outright. Going back to tab-target vs action combat, allowing players to actively dodge incoming attacks in some way makes it easier for the player to make up for mistakes in their positioning or awareness, more so than if they couldn't actively dodge attacks. It is far easier to recover from mistakes in an action combat system compared to a tab-target system where attacks made against you are guaranteed to land.
mcstackerson wrote: » wanderingmist wrote: » mcstackerson wrote: » I prefer free aim system and have been happy with what we have seen in APOC. I think there is a lot you can do with "action combat" and wish we see more games experimenting with different free aim systems. wanderingmist wrote: » I very much disagree with the notion that tab targeting is easier than action combat or vice versa. It's apples and oranges, with each combat system requiring different kinds of skill. Action combat systems typically rely more on mechanical or micro skill, whereas tab targeting systems typically require greater knowledge and a strategic mindset. Yes this is a generalisation and depends hugely on how the combat system is implemented. I disagree with this. I don't think there is any kind of mechanics that requires knowledge or strategy that you couldn't replicate in a action system. On the other side, there is a limit on how mechanical a tab target game can be. League is a great example, there is nothing they can do with a point and click ability that they couldn't do with an aimed one but you can't create the same mechanical requirements an aimed ability has with a point and click one. Think of it like comparing Chess to Starcraft. In Chess you are limited in what you can do because you can only move 1 piece at a time, and there are restrictions on how much you can do with different pieces. By limiting the player in this way, the emphasis switches more to strategy than in a RTS like Starcraft. Yes there is a strategy element to Starcraft but often the strategic mistakes a player makes can be overcome with pure mechanical skill. If you choose a bad build order in Starcraft you can still win with high enough mechanical skill, whereas a single mistake in a chess opener can lose you the match outright. Going back to tab-target vs action combat, allowing players to actively dodge incoming attacks in some way makes it easier for the player to make up for mistakes in their positioning or awareness, more so than if they couldn't actively dodge attacks. It is far easier to recover from mistakes in an action combat system compared to a tab-target system where attacks made against you are guaranteed to land. I disagree with the comparison as target and aimed abilities are the same thing and not two completely different games. Yes, they are both strategy games but they are played in a very different manner. Abilities on the other hand aren't that different. The only difference between a point and click and a aimed ability is a point and click is garenteed to land on the target you click on. Yes, in games like league, characters compensate for there ability being a garenteed hit, there abilities usually have a drawback, like range, which might forces them to use some kind of strategy but you can get the same strategies with a free aim kit. My argument is there is nothing that makes a point and click kit inherently require more strategy. Do characters like zed or ahri require less of a strategy then annie? What about anivia? Is there no strategy to her kit? Which irelia required more strategy, new or old? A better comparison might be new and old aatrox.
elf wrote: » I actually prefer TAB, but I'll work with whatever we end up with.
wanderingmist wrote: » mcstackerson wrote: » wanderingmist wrote: » mcstackerson wrote: » I prefer free aim system and have been happy with what we have seen in APOC. I think there is a lot you can do with "action combat" and wish we see more games experimenting with different free aim systems. wanderingmist wrote: » I very much disagree with the notion that tab targeting is easier than action combat or vice versa. It's apples and oranges, with each combat system requiring different kinds of skill. Action combat systems typically rely more on mechanical or micro skill, whereas tab targeting systems typically require greater knowledge and a strategic mindset. Yes this is a generalisation and depends hugely on how the combat system is implemented. I disagree with this. I don't think there is any kind of mechanics that requires knowledge or strategy that you couldn't replicate in a action system. On the other side, there is a limit on how mechanical a tab target game can be. League is a great example, there is nothing they can do with a point and click ability that they couldn't do with an aimed one but you can't create the same mechanical requirements an aimed ability has with a point and click one. Think of it like comparing Chess to Starcraft. In Chess you are limited in what you can do because you can only move 1 piece at a time, and there are restrictions on how much you can do with different pieces. By limiting the player in this way, the emphasis switches more to strategy than in a RTS like Starcraft. Yes there is a strategy element to Starcraft but often the strategic mistakes a player makes can be overcome with pure mechanical skill. If you choose a bad build order in Starcraft you can still win with high enough mechanical skill, whereas a single mistake in a chess opener can lose you the match outright. Going back to tab-target vs action combat, allowing players to actively dodge incoming attacks in some way makes it easier for the player to make up for mistakes in their positioning or awareness, more so than if they couldn't actively dodge attacks. It is far easier to recover from mistakes in an action combat system compared to a tab-target system where attacks made against you are guaranteed to land. I disagree with the comparison as target and aimed abilities are the same thing and not two completely different games. Yes, they are both strategy games but they are played in a very different manner. Abilities on the other hand aren't that different. The only difference between a point and click and a aimed ability is a point and click is garenteed to land on the target you click on. Yes, in games like league, characters compensate for there ability being a garenteed hit, there abilities usually have a drawback, like range, which might forces them to use some kind of strategy but you can get the same strategies with a free aim kit. My argument is there is nothing that makes a point and click kit inherently require more strategy. Do characters like zed or ahri require less of a strategy then annie? What about anivia? Is there no strategy to her kit? Which irelia required more strategy, new or old? A better comparison might be new and old aatrox. OK, let's imagine you have 2 different fireball spells. One is tab targeted, the other is manually aimed. Both spells have identical costs, ranges, damages, etc. The manually aimed fireball is harder to hit with because your opponent can dodge it. On the other hand the tab targeted fireball is harder to defend against because the only way to avoid it is to move out of range. Successfully defending against the tab targeted fireball requires you to pick the right moment to fight, because as soon as you are in range of your opponent you can get hit. By contrast, active dodging allows you more leeway since you can move into range of your opponent and still avoid getting hit.
mcstackerson wrote: » wanderingmist wrote: » mcstackerson wrote: » wanderingmist wrote: » mcstackerson wrote: » I prefer free aim system and have been happy with what we have seen in APOC. I think there is a lot you can do with "action combat" and wish we see more games experimenting with different free aim systems. wanderingmist wrote: » I very much disagree with the notion that tab targeting is easier than action combat or vice versa. It's apples and oranges, with each combat system requiring different kinds of skill. Action combat systems typically rely more on mechanical or micro skill, whereas tab targeting systems typically require greater knowledge and a strategic mindset. Yes this is a generalisation and depends hugely on how the combat system is implemented. I disagree with this. I don't think there is any kind of mechanics that requires knowledge or strategy that you couldn't replicate in a action system. On the other side, there is a limit on how mechanical a tab target game can be. League is a great example, there is nothing they can do with a point and click ability that they couldn't do with an aimed one but you can't create the same mechanical requirements an aimed ability has with a point and click one. Think of it like comparing Chess to Starcraft. In Chess you are limited in what you can do because you can only move 1 piece at a time, and there are restrictions on how much you can do with different pieces. By limiting the player in this way, the emphasis switches more to strategy than in a RTS like Starcraft. Yes there is a strategy element to Starcraft but often the strategic mistakes a player makes can be overcome with pure mechanical skill. If you choose a bad build order in Starcraft you can still win with high enough mechanical skill, whereas a single mistake in a chess opener can lose you the match outright. Going back to tab-target vs action combat, allowing players to actively dodge incoming attacks in some way makes it easier for the player to make up for mistakes in their positioning or awareness, more so than if they couldn't actively dodge attacks. It is far easier to recover from mistakes in an action combat system compared to a tab-target system where attacks made against you are guaranteed to land. I disagree with the comparison as target and aimed abilities are the same thing and not two completely different games. Yes, they are both strategy games but they are played in a very different manner. Abilities on the other hand aren't that different. The only difference between a point and click and a aimed ability is a point and click is garenteed to land on the target you click on. Yes, in games like league, characters compensate for there ability being a garenteed hit, there abilities usually have a drawback, like range, which might forces them to use some kind of strategy but you can get the same strategies with a free aim kit. My argument is there is nothing that makes a point and click kit inherently require more strategy. Do characters like zed or ahri require less of a strategy then annie? What about anivia? Is there no strategy to her kit? Which irelia required more strategy, new or old? A better comparison might be new and old aatrox. OK, let's imagine you have 2 different fireball spells. One is tab targeted, the other is manually aimed. Both spells have identical costs, ranges, damages, etc. The manually aimed fireball is harder to hit with because your opponent can dodge it. On the other hand the tab targeted fireball is harder to defend against because the only way to avoid it is to move out of range. Successfully defending against the tab targeted fireball requires you to pick the right moment to fight, because as soon as you are in range of your opponent you can get hit. By contrast, active dodging allows you more leeway since you can move into range of your opponent and still avoid getting hit. So how does the tab target one require more strategy? Yes, you have different options on the defensive side but i don't see how one is more strategic. Range is a factor in both scenarios, i can stay out of range of both the targeted and the free aim spell but the free aim spell gives me an extra option, i can try to dodge it. Does this extra option mean there is less strategy? You are also focusing on the defensive side of things for some reason. lets compare the offensive side. With the tab target, i just need to move into range and line of site and i hit them. With the aimed skill i have to do both those things but i also have to predict there movements as they can dodge. Once again, i don't see how the tab target spell requires more strategy.