noaani wrote: » mcstackerson wrote: » More then just wow developers have said this and as I said, it's not hard to see why the industry went in this direction. In the wildstar video, I'm pretty sure every skill you saw the player use was aimed. Most skills were aimed in Wildstar. Ok, even if action combat games tend to do those things, I don't think any of that is necessary and some of those aren't unique to action combat. I also don't think making the game tab suddenly means you wont have any of those. From the beginning, they have always said they wanted combat to be more mobile and the initial pax/Alpha 0 tab combat was this way. My point is, if those are things you don't like, you should argue against those things. As you said, those aren't necessarily parts of action combat. It's miss-guided to argue against action combat because you think it will prevent those things from becoming aspects of combat. All of those were already part of the combat system before the action side was ever introduced. I also don't find collision an issue and for me, it enhances the combat experience. Yes, collision makes it harder to zerg content down with a high number of players. It forces you to be more coordinated. Combine this with the fact that it's silly that 40+ people can stand in the same space, I think it makes the game better. How does being able to move through other players and enemies make the pve content more compelling? I feel the opposite. I still don't think you are getting the point. Honestly, you don't seem to be even close to getting it. I am not complaining about anything - I am stating an observation. PvE content in games with an action combat focus is not compelling, yet games without action combat have compelling PvE, and larger numbers. This means that there must be a business reason to put compelling PvE in to games where it is possible to put it in, yet games with action combat do not have it. The only logical conclusion is that action games can not sustain compelling PvE content. As I've said, this is still a theory, though it is unlikely to be one either you or I could prove or disprove (not sure about you, but I don't have the resources to make an MMO to prove a theory). Again, I am not complaining about anything, nor am I asking any game developer to do anythign different. I am absolutely sure that most game develoeprs are doing the absolute best they are able to do for their games - which does nothing other than further add to the theory that games without compelling PvE content simply can't sustain compelling PvE content. But again, that's fine. Players that want compelling PvE content (the majority of the MMO audience, according to subscription numbers) have other games to play that have that compelling PvE content. People that are more interested in an action combat system also have that option. Again, this all seems perfectly fine to me. In terms of Ashes, I am not saying they should do anything different. In fact, other than their stance on combat trackers, I have not said that I think they should do anything different, on any specific topic. I actually like the way Intrepid are doing their combat system (or at least the theory behind it). As such, I have nothing to argue. All I have to put across is the observation that games with action combat do not have compelling PvE content, and that I can see a link there. While I started this out in terms of large scale raiding, this applies to all levels of PvE. The video you posted from Wildstar is not compelling PvE content, even if it is 40 players (though I assume it is a lower end encounter - or at least, I hope it is). In terms of collision being an issue in raiding - when you have a 40 player raid (as Ashes will), it is fairly normal for around half of them to be melee based in one way or another. Obviously, most mobs will not be able to sustain 20 players around them in melee range, let alone the fact that mobs in actual compelling PvE content do things like have short range directional AoE's that see most players wanting to stay within a smaller area around the mob - usually either directly behind or to the side. Not only does adding player collision means you can't have that mechanic in PvE content which will slightly lower how compelling you can make it, it will also mean you can't have that many melee characters in a raid. A melee character in a raid that can't reach their target is literally less useful than an empty raid slot - an empty raid slot will do the same amount of damage, but won't eat up heals. While not having this one thing on one encounter may not seem like much, when you combine that with other things that other aspects of action combat mean you can't have (if your tank keeps moving the mob, you can't have AoE's that force casters to stay at max spell range, nor can you have rogues that backstab) means that there are more and more things stripped away from what is possible to add to PvE encounters. And again, that isn't all that much in the scale of one encounter, but when you talk about several hundred PvE encounters over several years of content cycles, those things that action combat take away from PvE really do add up in a way where there is significantly less variety in what is possible in PvE content.
mcstackerson wrote: » More then just wow developers have said this and as I said, it's not hard to see why the industry went in this direction. In the wildstar video, I'm pretty sure every skill you saw the player use was aimed. Most skills were aimed in Wildstar. Ok, even if action combat games tend to do those things, I don't think any of that is necessary and some of those aren't unique to action combat. I also don't think making the game tab suddenly means you wont have any of those. From the beginning, they have always said they wanted combat to be more mobile and the initial pax/Alpha 0 tab combat was this way. My point is, if those are things you don't like, you should argue against those things. As you said, those aren't necessarily parts of action combat. It's miss-guided to argue against action combat because you think it will prevent those things from becoming aspects of combat. All of those were already part of the combat system before the action side was ever introduced. I also don't find collision an issue and for me, it enhances the combat experience. Yes, collision makes it harder to zerg content down with a high number of players. It forces you to be more coordinated. Combine this with the fact that it's silly that 40+ people can stand in the same space, I think it makes the game better. How does being able to move through other players and enemies make the pve content more compelling? I feel the opposite.
Wandering Mist wrote: » I would argue that tab target combat relies just as heavily on positioning as action combat does. In a tab target system you can't rely purely on reactionary movement to keep you safe. Dodge back and forth all you like and you'll still get hit. The way you avoid getting hit is by playing in and out of range and using line-of-sight. That's the key here. When you limit a player's ability to dodge attacks, the player has to think a lot more and plan ahead, rather than relying on reflexes to win. Comparing action combat to tab target combat in terms of difficulty is like comparing StarCraft 2 to Chess. I would agree with you that action combat requires more MECHANICAL skill than tab target, but there is more to skill than raw mechanics. And yes there is a big difference between good and bad WoW players. You only have to look at boss rankings and logs to see it. Players with the same item level gear can have vastly different performance based on their skill.
Jesforart wrote: » • Has there every been any good Tab-Targetting gameplay for PvP
Selo wrote: » Jesforart wrote: » • Has there every been any good Tab-Targetting gameplay for PvP DaoC, which is considered the best PvP mmorpg ever, is tab target
mcstackerson wrote: » Does every tab game have compelling pve content?
You are looking for correlation in the wrong places. Developers don't start making a game, implement an action system, and then decide that they aren't going to have "compelling" pve content because they have an action system. The decision for the kind of content developers want in a game is one of the first things they decide. You usually don't just start blindly making a game and make such large decisions as you go based off what you designing.
As i have said in the past, this is another one of those things where you keep looking at old games and cherry-picking new games them compare it to. You would have a better hypothesis if we had new MMOs coming out and you could see this trend where every tab game had better pve content then their action counterparts.
I also disagree that pve content in action games isn't compelling. Before this, we were talking about the big ol 40 man raid but outside of that, there are plenty of examples of good pve content in action games.
Wildstar is probably the best example of a game that proves your hypothesis wrong. It was an action game with a end-game focus of high-end pve content. It can also be proven wrong when someone else makes a game with action combat and "compelling" pve content. Ashes will prove your hypothesis wrong with their hybrid system unless you can point and say that the only thing making their pve content compelling is the tab aspects of combat.
Hell, I could make a proof of concept. A 40 man module that has everyone fight a boss with different mechanics but something tells me it's not enough and for you to be happy, I'd have to make a full MMO game.
In ashes, 3/8ths of the classes are melee base. When we raided the dragon in A1, i'm not sure if we had a full 40 but we had a decent number of people and i don't remember collision coming close to being an issue. As with everything else, mechanics can be modified if necessary. As i said, i don't think stacking is an interesting mechanic and find it silly having 40 people stand in one small area. That isn't compelling to me and if anything breaks immersion. It's not challenging or deep, it's just an action that some fights have had us do in the past. On top of that, you can still have similar mechanics that force everyone to group up in a system that has collision.
What about an action system makes it so you can't have aoes that mage needs to stand out of if the tank needs to move the mob. I also don't know why rogues can't re-position in an action system?
Even if you lost things, which you don't unless you think stacking on one person is important, you also gain things with a collision system. Just like how you had mechanics that played off the fact you didn't have collision, you can make mechanics that use it.
George Black wrote: » You might like playing a Sorcerer(Mage+Bard) but it will be way worse than Archmage(Mage+Mage). You might like playing a Spellsword (Fighter+Mage) but it will be far worse than a Battlemage (Mage+Fighter).
TheLegend27 wrote: » George Black wrote: » You might like playing a Sorcerer(Mage+Bard) but it will be way worse than Archmage(Mage+Mage). You might like playing a Spellsword (Fighter+Mage) but it will be far worse than a Battlemage (Mage+Fighter). Why do you believe that Archmage > Sorcerer & Battlemage > Spellsword?. Is there some sort of benchmark you've found?
George Black wrote: » @Cold 0ne FTB Eso is a co-op skyrim cash grab. AoC is a product of personal love for mmorpgs. Whatever the combat result ends up being (here's to hoping full 100% action in the end), it will be a properly finished work.