leonerdo wrote: » TERA managed to make to make decent active-defense combat systems years ago. I don't see why Intrepid couldn't do the same... Which isn't to say that they want to do that. The BR gave some evidence that they are willing to make more modern, quick-reaction-based system. But we'll have to see how it gets integrated in the alphas. (Hybrid-combat is slated for Alpha 2, isn't it?)
Caeryl wrote: » noaani wrote: » Caeryl wrote: » noaani wrote: » veyrah wrote: » Blocking could deplete a resource, either by keeping it up so the shorter window you use the better, or make it unlimited and only deplete when you block something. The latter would be more easily to implement with tab target style, as they would autoblock always but it would deplete the resource more quickly than actively controling the block But this would leave the game with only action combat style defense. If the game is going to suit both action and tab target players, that needs to apply to defense as well as attack. That’s not “action style” it’s just active, as in “not automated”. Passive defenses should be restricted to armor defensive stats and whatever buffs you have active. It’d be extremely unhealthy to allow a player to have a huge amount of damage negation without at least requiring a bit of thoughtful timing and situational awareness. And yes, that means you may (god forbid) have to use a dodge roll or the block key and face the direction of the damage you’re attempting to block. See, I completely disagree. First of all, you give no reasoning behind why it would be unhealthy - you simply make the claim. It is my opinion that it would be unhealthy for the game to have defensive potential not tied to character equipment - having defense be primarily active as you suggest would do exactly that. This would make gear progression a complete farce, as damage output would progress at a higher rate than damage prevention. In order to keep the game healthy in terms of balance, the increase in damage possible from gear alone needs to be balanced by an equal increase in protection from gear alone. Right, I've provided the reasoning behind my assertion, now give me the reason behind the one you made. I have a hard time wrapping my head around your claim that players should have NO defensive options outside of stat checks. That’s just so absurd really I don’t know where to start. Combat without any option for active defense is a stat game where the winner and loser are decided before the fight even starts. In your scenario, player skill doesn’t determine who wins, it’s just the gear they’ve grinded. Out of nowhere you claimed damage output would be sky high if defense was active, so I’ll be ignoring that tangent. If tab target abilities can never be dodged, bodyblocked (which is already confirmed), or evaded, then tab is undisputedly overpowered in comparison to any manual aimed ability. That’s not healthy because action combat should be a viable PvP option. Everything should be avoidable if you manage your resources and cooldowns well. It should not all be up to gear checks. I’d go play DND if that’s how I wanted it to play. Edit: To clarify even more, I find it is far, far more frustrating to get a “Dodged” message every other hit on a Rogue who sunk all their gear stats into Evasion while they can continuous hit me without taking any active steps to defend themselves, than when I get outplayed by someone who has well timed dodges and who pauses their offensive actions to reduce my larger bursts damage.
noaani wrote: » Caeryl wrote: » noaani wrote: » veyrah wrote: » Blocking could deplete a resource, either by keeping it up so the shorter window you use the better, or make it unlimited and only deplete when you block something. The latter would be more easily to implement with tab target style, as they would autoblock always but it would deplete the resource more quickly than actively controling the block But this would leave the game with only action combat style defense. If the game is going to suit both action and tab target players, that needs to apply to defense as well as attack. That’s not “action style” it’s just active, as in “not automated”. Passive defenses should be restricted to armor defensive stats and whatever buffs you have active. It’d be extremely unhealthy to allow a player to have a huge amount of damage negation without at least requiring a bit of thoughtful timing and situational awareness. And yes, that means you may (god forbid) have to use a dodge roll or the block key and face the direction of the damage you’re attempting to block. See, I completely disagree. First of all, you give no reasoning behind why it would be unhealthy - you simply make the claim. It is my opinion that it would be unhealthy for the game to have defensive potential not tied to character equipment - having defense be primarily active as you suggest would do exactly that. This would make gear progression a complete farce, as damage output would progress at a higher rate than damage prevention. In order to keep the game healthy in terms of balance, the increase in damage possible from gear alone needs to be balanced by an equal increase in protection from gear alone. Right, I've provided the reasoning behind my assertion, now give me the reason behind the one you made.
Caeryl wrote: » noaani wrote: » veyrah wrote: » Blocking could deplete a resource, either by keeping it up so the shorter window you use the better, or make it unlimited and only deplete when you block something. The latter would be more easily to implement with tab target style, as they would autoblock always but it would deplete the resource more quickly than actively controling the block But this would leave the game with only action combat style defense. If the game is going to suit both action and tab target players, that needs to apply to defense as well as attack. That’s not “action style” it’s just active, as in “not automated”. Passive defenses should be restricted to armor defensive stats and whatever buffs you have active. It’d be extremely unhealthy to allow a player to have a huge amount of damage negation without at least requiring a bit of thoughtful timing and situational awareness. And yes, that means you may (god forbid) have to use a dodge roll or the block key and face the direction of the damage you’re attempting to block.
noaani wrote: » veyrah wrote: » Blocking could deplete a resource, either by keeping it up so the shorter window you use the better, or make it unlimited and only deplete when you block something. The latter would be more easily to implement with tab target style, as they would autoblock always but it would deplete the resource more quickly than actively controling the block But this would leave the game with only action combat style defense. If the game is going to suit both action and tab target players, that needs to apply to defense as well as attack.
veyrah wrote: » Blocking could deplete a resource, either by keeping it up so the shorter window you use the better, or make it unlimited and only deplete when you block something. The latter would be more easily to implement with tab target style, as they would autoblock always but it would deplete the resource more quickly than actively controling the block
Caeryl wrote: » Everything should be avoidable if you manage your resources and cooldowns well. It should not all be up to gear checks.
Leiloni wrote: » leonerdo wrote: » TERA managed to make to make decent active-defense combat systems years ago. I don't see why Intrepid couldn't do the same... Which isn't to say that they want to do that. The BR gave some evidence that they are willing to make more modern, quick-reaction-based system. But we'll have to see how it gets integrated in the alphas. (Hybrid-combat is slated for Alpha 2, isn't it?) The reason why that worked is because they had a lot of passive defenses, too. It was effectively a hybrid system. So it wasn't like GW2 where you had paper armor and would die unless everything was evaded/mitigated. In TERA you could take a decent amount of hits and your dodge/block was used for bigger boss moves, or to avoid getting CC'd in PvP, etc. I would be ok with a system more akin to TERA. GW2's take on it was a big reason why I didn't like the game. This is also why TERA could get away with true trinity class roles and GW2 still has to water them down. Important point to remember since I know a lot of people here are looking forward to playing healers and tanks (or support!).
noaani wrote: » Leiloni wrote: » leonerdo wrote: » TERA managed to make to make decent active-defense combat systems years ago. I don't see why Intrepid couldn't do the same... Which isn't to say that they want to do that. The BR gave some evidence that they are willing to make more modern, quick-reaction-based system. But we'll have to see how it gets integrated in the alphas. (Hybrid-combat is slated for Alpha 2, isn't it?) The reason why that worked is because they had a lot of passive defenses, too. It was effectively a hybrid system. So it wasn't like GW2 where you had paper armor and would die unless everything was evaded/mitigated. In TERA you could take a decent amount of hits and your dodge/block was used for bigger boss moves, or to avoid getting CC'd in PvP, etc. I would be ok with a system more akin to TERA. GW2's take on it was a big reason why I didn't like the game. This is also why TERA could get away with true trinity class roles and GW2 still has to water them down. Important point to remember since I know a lot of people here are looking forward to playing healers and tanks (or support!). This is basically my thoughts on it too. All players would need (and want) to take some form of active defensive ability. It may be a dodge, a block, a parry or even a phase shift or blink for magical based classes. However, there NEEDS to also be passive, stat based defenses - and thus equipment, buff, build and positioning all play a MAJOR part in both PvE and PvP content. From there, each ability (PvE and PvP) can have a differing amount of damage that can be avoided based on stats, and based on the attack hitting or missing. What this leaves players with is a two individual two way choices. They can elect to go with a lot more action based defenses, thus having more opportunity to defend more potential incoming attacks, or they can opt to have more attacking based abilities and thus be able to deal more damage. Conversely, with gear, a player can opt for more defense based gear, thus being able to mitigate more damage passively, or they can opt for more attacking based gear, thus being able to deal more damage. From this, you can build yourself with defense abilities and defensive gear to be ridiculously hard to kill - but while putting up little thread. Or you could take those same defensive abilities but pair them with more attacking based gear. With this, you would be having to actively defend against most attacks, but you would still pack a decent punch when you had time to get a hit in. Then you could opt for offensive based attacks, and make some of that up with defensive gear. You wouldn't be dealing a whole lot of damage, but you also wouldn't need to stop attacking in order to defend against most incoming attacks either. Lastly, there is taking offensive abilities with offensive gear. This is the proverbial glass cannon. You would deal massive amounts of damage, but would likely die from a paper cut. Clearly, there would be as many different points in between each of these extremes as there are potential character builds, but these are the four extremes. To me, this is a far deeper and more interesting system than double tapping to roll. Edit; thinking about what it would mean to the game if stats were not major factor in defense, it would mean that gear progression was a purely DPS thing, meaning all PvE content could ever offer would be DPS check encounters as a means of offering progression. It would mean that support classes could only really offer CC and DPS buffs to groups and raids - and since CC will only ever be used in situations where it is designed to be required (CC used at the wrong time slows things down - the good CC player is the player that knows how to use CC, but only uses CC when it is needed). Basically, support classes would be relegated to either being essential for a piece of content, or a DPS buff bot. To me, the notion that an average of 50% of all defense will be via tab based systems (stats, builds, equipment, buffs, positioning) is just unfathomable in regards to an actual MMO with progression based PvE content. Not having this would straight up prevent Ashes from being what Intrepid want Ashes to be.
It is my opinion that it would be unhealthy for the game to have defensive potential not tied to character equipment - having defense be primarily active as you suggest would do exactly that.
Caeryl wrote: » Wtf was with all the fuss earlier if we have the same opinions on that.
noaani wrote: » No idea, I didn't start any fuss.
Ventharien wrote: » noaani wrote: » No idea, I didn't start any fuss. Do you ever not? Hahahaha
I think we can all agree there should be statistical defensive bonus to gear, like armor resistances etc., and thus be passive, along with maybe passive abilities like if you would die, instead you don't and are at x health. But i do disagree with some earlier assertions that forms of blocking present in other games, a wow holy pally was one example, are forms of action blocking or combat. These are aspects of a tab target combat system. They also are generally tied to class, and so can't be applied to the player base as a whole, unlike say, a shield having an active block, or a statistical chance to activate a mitigated strike, which applies to anyone wanting to pick up the piece of equipment. To make sure Ashes doesn't just become another wow clone, and really keeps to their goal of hybrid combat, i think there has to be some general ability to block/ evade/ parry, and maybe then passive abilities for auto versions of these to keep with the customization on how much of a tab target/ action system you want to play with.
mcstackerson wrote: » I get the idea of making it a choice but don't agree with tying it to ability choice. The best way to do this might be to move the choice from your character build to gameplay. It might be best if everyone gets both active and passive block. Your gear effects both in it's own way. The choice comes into play when you are playing. You always have your passive block active but if you use your active block, your passive block gets disabled for a period of time. This way players can always choose.
Sarevok wrote: » This is roughly a two decade old combat style that I would not want to keep playing regardless of the simplicity in the design.
Sarevok wrote: » In an action game it seems silly to have passive block, dodge or parry
Sarevok wrote: » I guess we would need to know more on how IS is going to make their hybrid combat work. When I think tab-targeting I just think WoW and ArcheAge. This is roughly a two decade old combat style that I would not want to keep playing regardless of the simplicity in the design. If IS goes this route I would be extremely disappointed.https://ashesofcreation.wiki/Stats
Undead Canuck wrote: » Sarevok wrote: » I guess we would need to know more on how IS is going to make their hybrid combat work. When I think tab-targeting I just think WoW and ArcheAge. This is roughly a two decade old combat style that I would not want to keep playing regardless of the simplicity in the design. If IS goes this route I would be extremely disappointed.https://ashesofcreation.wiki/Stats Looks like you are going to be disappointed. You will not be able to be 100% action. The most you will have is 75% action and 25% tab targeting. And that doesn't take into account if Intrepid falls back on just tab (I am sure that even if they did that, they would still work on the hybrid to bring back later). Tab targeting might be decades old, but why does that make it bad? Computers are decades old as well. Age does not make something bad.
noaani wrote: » mcstackerson wrote: » I get the idea of making it a choice but don't agree with tying it to ability choice. The best way to do this might be to move the choice from your character build to gameplay. It might be best if everyone gets both active and passive block. Your gear effects both in it's own way. The choice comes into play when you are playing. You always have your passive block active but if you use your active block, your passive block gets disabled for a period of time. This way players can always choose. I'm not a fan of this, as it would mean there is always only one best way to act in terms of defense. Regardless of if you prefer action or tab, every situation will see all players needing to make the same decision, because all players will essentially have the same defenses. This basically means the defensive portion of the game will require players to always be full action AND full tab, as both need to he used to their absolute fullest all the time. I'm also not a fan of how this completely removes a multitude of character build options and replaces that choice with a simple yes/no as to whether you should activate an action combat based defensive ability. Doesn't really seem like the kind of gameplay Intrepid are going for. They seem to want players to decide for themselves while designing their build how important action vs tab is to them, I don't see why that choice should ever move from when you are designing your build to when you are facing an enemy. Edit; imo the only issue with tying this to ability choice lies in players having a restricted number of active abilities that we can chose to use at any given time. My suggestion for this would be that purely defensive abilities wouldn't use up one of these ability slots. I also quite like the fact that if it is tied to gear as per above, if a player manages to catch a heavily action combat player by surprise, they will have a decent advantage over them for a second or two. To me, this is how it should be - being a fully action combat focused character but running around with tab target based defensive stats seems almost like cheating to me - definitely exploitable.
noaani wrote: » Sarevok wrote: » This is roughly a two decade old combat style that I would not want to keep playing regardless of the simplicity in the design. See, this is what annoys me.
mcstackerson wrote: » It's not like they would have a bunch of stats for players who use passive block/dodge and just give players who want active defense a button.
Stats are an rpg thing, not a tab targeting thing. None of what you mentioned is unique to tab. They might be more common in turn based and tab games but they are not unique to them. You can find ways to incorporate stats like this in a more active game. Dark Souls isn't a bad example. Keep in mind, we have tab games that don't have this variety.
You can still have just as many defensive stats as you would have in any other game. The only thing that would change is the stats that directly relate to passive defense like block percentage would also impact the effectiveness of your active defense in some way.
The ability system isn't about picking a team, it's about giving diverse ability options for players with different preferences. You associate passive defense with tab because tab games use it but they don't have to be linked. I don't think a person should have to pick passive defense because they prefer tab abilities and vice versa. They should be given the option.
The best defense would be situational and affected by other aspects of the build. If you want to be more defensive, you can focus on active defense. If you know you know your passive defense will be enough, you can let it do all the work so you can focus more on offense and your abilities.
noaani wrote: » The best defense would be situational and affected by other aspects of the build. If you want to be more defensive, you can focus on active defense. If you know you know your passive defense will be enough, you can let it do all the work so you can focus more on offense and your abilities. So, what you are saying is that you think players wanting action based combat should have more defense than players wanting tab based combat. Because a player that has 500 armor is worse off than a player that has 500 armor and an active ability that blocks attacks for a period - even if they are then defenseless for a short period. And lets not forget about the player that has several defensive abilities, all while still maintaining that 500 armor. In this situation, the player with the action combat build will always have the ability to not use their abilities. However, they will be there for when there is that specific need, and thus the action combat build under a system like this will ALWAYS be better off.
noaani wrote: » Undead Canuck wrote: » Sarevok wrote: » I guess we would need to know more on how IS is going to make their hybrid combat work. When I think tab-targeting I just think WoW and ArcheAge. This is roughly a two decade old combat style that I would not want to keep playing regardless of the simplicity in the design. If IS goes this route I would be extremely disappointed.https://ashesofcreation.wiki/Stats Looks like you are going to be disappointed. You will not be able to be 100% action. The most you will have is 75% action and 25% tab targeting. And that doesn't take into account if Intrepid falls back on just tab (I am sure that even if they did that, they would still work on the hybrid to bring back later). Tab targeting might be decades old, but why does that make it bad? Computers are decades old as well. Age does not make something bad. To be perfectly fair, action combat is older than tab target combat. I remember playing Wolfenstein 3D back in the day, that was action combat in 1992 - and not even the first game that could be considered action combat. It may not be an online game, but it is still an action combat game. The first game that could be considered tab target that I can think of would be the original EQ (though there may be older). Any game that I can think of that is older than that and has a system where you target specific enemies and then attack them are all turn based games - which is it's own thing again.
mcstackerson wrote: » Active block shouldn't always block everything when used. They would/could still make some stat that works with active block to limit it like a limit on the amount of damage a player could block with their active block. This amount could correlate to a block percentage. Where in a passive system you have a higher chance of blocking, in an active system, player can block more attacks for longer.
Yes, i remember our conversation on tab vs action. i don't think your point changes the fact that anything you add to an ability/combat to create these other factors for players to focus on in a tab system couldn't be added to a action/free aim system. It's just that in a free aim system you also have to aim in addition to having to think about those other factors. If you think this would be too hard for people then cool (i disagree) but that doesn't mean it can't exist. I think you miss-interpreted my point about stats in an action system. I wasn't talking about ashes, I was talking about action vs tab games in general. I was commenting on your post about all the stats you have in a tab game and pointing out you can have the same stat diversity in a action game.
In my system it's a player with 500 armor and a block chance(passive) vs 500 armor and a person without a block chance but an active defensive ability. The active user isn't always better off as the passive user is naturally more tanky because on top of their 500 armor they automatically have a chance to block attacks. An active defense user loses their auto block when they are using active defense. This means that they aren't as naturally tanky and have to give up using other abilities to block incoming attacks.
You do realize that an advantage of passive block is that you use your attacks/abilities without interruption? With active block, you have to pause whatever you are doing to block. With passive block, you don't have to do anything, it's always there.
Only point of it was to make both available at all times and give advantages to each. I'm not going to dive into specifics on how the math would work as that can be balanced so when thinking of what i'm purposing think of it just like your system but you don't pick it with your build. Instead, everyone has passive defense active at all times and an active block ability available, if they use that active block, the lose their passive defense for a period of time.
Main reason for my thought is i don't know how i feel about making players pick a defensive type when making a build. When you are selecting your tab/action skills, you aren't picking a skill and making it tab or action, you are selecting from a list of skills, some of which are tab and others action but in the context of the skill, it will make sense. With defenses though, you are picking between do you want your character to auto block vs do you want to do it yourself. You are picking a system not an ability. I do think players should be able to pick abilities that complement the different defense types and possibly make builds around them, just don't know how i feel about them picking the defense system itself.