Neurath wrote: » If a caster shouldn't be able to cast a meteor instantly due to lore, I don't think a caster should be able to levitate. Its not just the casters that rise with skills, even the tank has weird rises in some skills. The artistic style is not conducive to fluid combat. I don't care for Action Combat or Tab Combat, I care about fluid combat. Fluid combat can be either tab or action. In a Hybrid System though neither Tab nor Action can be more fluid than the other for balance purposes. I hope the Devs do port from UE4 to UE5. UE5 has better options and more refined movement compared to UE4.
Cypher wrote: » Dreoh wrote: » Cypher wrote: » Dreoh wrote: » If they even somewhat replicate in part Guild Wars 2 combat AoC would most likely become by far my favourite MMO. GW2 combat is just solid, fluid and ACTUALLY fun, unlike other MMO's. I think the guild wars 2 combat should be what the *tab* combat should be like. Not at all how the action combat should be. Guild wars 2 was not action at all, you lock a target and you press your 1-5 keys. Sure you could move during most skills but compare GW2 to BDO or Vindictus (the two examples I will continue to use every time) and there’s a huge difference. So to reiterate: GW2 combat for the Tab-combat portion of the game. BDO/Vindictus for the Action-combat portion. Well GW2 combat is already hybrid combat since it's tab-target but also not really since you can do everything without having a tab target, if they actually make a whole separate system that would be very bad. Having two whole separate combat systems makes balance incredibly more difficult and also just feels jank as fuck Have you played BDO? If you did you would realize what action combat is. Actual action combat is new to the MMO space relatively speaking and GW2 is not action or hybrid. It may have an “action cam” but you’re still actually tab targeting enemies and playing the boring and repetitive hot bar game. Just because you can move your camera without holding RMB does not make the system action combat.
Dreoh wrote: » Cypher wrote: » Dreoh wrote: » If they even somewhat replicate in part Guild Wars 2 combat AoC would most likely become by far my favourite MMO. GW2 combat is just solid, fluid and ACTUALLY fun, unlike other MMO's. I think the guild wars 2 combat should be what the *tab* combat should be like. Not at all how the action combat should be. Guild wars 2 was not action at all, you lock a target and you press your 1-5 keys. Sure you could move during most skills but compare GW2 to BDO or Vindictus (the two examples I will continue to use every time) and there’s a huge difference. So to reiterate: GW2 combat for the Tab-combat portion of the game. BDO/Vindictus for the Action-combat portion. Well GW2 combat is already hybrid combat since it's tab-target but also not really since you can do everything without having a tab target, if they actually make a whole separate system that would be very bad. Having two whole separate combat systems makes balance incredibly more difficult and also just feels jank as fuck
Cypher wrote: » Dreoh wrote: » If they even somewhat replicate in part Guild Wars 2 combat AoC would most likely become by far my favourite MMO. GW2 combat is just solid, fluid and ACTUALLY fun, unlike other MMO's. I think the guild wars 2 combat should be what the *tab* combat should be like. Not at all how the action combat should be. Guild wars 2 was not action at all, you lock a target and you press your 1-5 keys. Sure you could move during most skills but compare GW2 to BDO or Vindictus (the two examples I will continue to use every time) and there’s a huge difference. So to reiterate: GW2 combat for the Tab-combat portion of the game. BDO/Vindictus for the Action-combat portion.
Dreoh wrote: » If they even somewhat replicate in part Guild Wars 2 combat AoC would most likely become by far my favourite MMO. GW2 combat is just solid, fluid and ACTUALLY fun, unlike other MMO's.
Neurath wrote: » I mentioned the issues in the other thread about tanks. I mention the issues every now and then. I can't mention the issues too often because I don't like to whine lol. UE4 is a difficult engine for movement. If you don't spend a long time fixing the issue with UE4 movement then everything that is built on top the of unchanged engine will be flawed and lack relational vibes. You can make gorgeous scenery in UE4. The engine isn't the worst engine. The problem comes when the amalgamation process takes place. You can lift an element from a third source but if you lack the flare and the engine to pull it off it just looks weird. The team are veteran MMO designers for the most part. None of them seem to have worked with UE4 before. The combat should be fluid like Archeage, not static like Lineage 2. Polish can't rectify an inherent flaw unless you start from the very fabric of the movement systems. I do not know if the team have the time or the resources to go back to the base source. If I was paying a monthly sub then I would expect better. There is no box cost but I've spent more than 8 times the amount of a box cost for packages and cosmetics. The issues are still very blatant and it is fortunate we are in Alpha 1 area. The iterations will be improved but I wonder just how much improvement can be made without resetting the iterations entirely. There is no reason to have lifts/levitation/jumps. The skills should be activated while running or moving. It is the essence of a good combat system. The animations themselves are long winded and animation locked. I do not mind an animation lock for some skills, there will be no animation cancelling though so every active skill will be a chore. You can animation lock while allowing movement. Animation lock and static abilities do not blend well together.
Dreoh wrote: » Cypher wrote: » Dreoh wrote: » Cypher wrote: » Dreoh wrote: » If they even somewhat replicate in part Guild Wars 2 combat AoC would most likely become by far my favourite MMO. GW2 combat is just solid, fluid and ACTUALLY fun, unlike other MMO's. I think the guild wars 2 combat should be what the *tab* combat should be like. Not at all how the action combat should be. Guild wars 2 was not action at all, you lock a target and you press your 1-5 keys. Sure you could move during most skills but compare GW2 to BDO or Vindictus (the two examples I will continue to use every time) and there’s a huge difference. So to reiterate: GW2 combat for the Tab-combat portion of the game. BDO/Vindictus for the Action-combat portion. Well GW2 combat is already hybrid combat since it's tab-target but also not really since you can do everything without having a tab target, if they actually make a whole separate system that would be very bad. Having two whole separate combat systems makes balance incredibly more difficult and also just feels jank as fuck Have you played BDO? If you did you would realize what action combat is. Actual action combat is new to the MMO space relatively speaking and GW2 is not action or hybrid. It may have an “action cam” but you’re still actually tab targeting enemies and playing the boring and repetitive hot bar game. Just because you can move your camera without holding RMB does not make the system action combat. It seems more that you just have a bias against non-BDO-like combat
Cypher wrote: » Dreoh wrote: » Cypher wrote: » Dreoh wrote: » Cypher wrote: » Dreoh wrote: » If they even somewhat replicate in part Guild Wars 2 combat AoC would most likely become by far my favourite MMO. GW2 combat is just solid, fluid and ACTUALLY fun, unlike other MMO's. I think the guild wars 2 combat should be what the *tab* combat should be like. Not at all how the action combat should be. Guild wars 2 was not action at all, you lock a target and you press your 1-5 keys. Sure you could move during most skills but compare GW2 to BDO or Vindictus (the two examples I will continue to use every time) and there’s a huge difference. So to reiterate: GW2 combat for the Tab-combat portion of the game. BDO/Vindictus for the Action-combat portion. Well GW2 combat is already hybrid combat since it's tab-target but also not really since you can do everything without having a tab target, if they actually make a whole separate system that would be very bad. Having two whole separate combat systems makes balance incredibly more difficult and also just feels jank as fuck Have you played BDO? If you did you would realize what action combat is. Actual action combat is new to the MMO space relatively speaking and GW2 is not action or hybrid. It may have an “action cam” but you’re still actually tab targeting enemies and playing the boring and repetitive hot bar game. Just because you can move your camera without holding RMB does not make the system action combat. It seems more that you just have a bias against non-BDO-like combat You’re right, I do have a bias against boring combat, as it’s the primary factor stopping me from truly enjoying GW2, even worse for FF14 or anything similar. The whole bias argument is a bit weak considering you have your own bias. Everyone has a bias. It’s called liking one thing and disliking another. You dislike action combat, and I dislike tab. Call GW2 whatever you like, it’s not action combat. It’s tab target with a reticle.
Blandmarrow wrote: » I think GW2 did combat fine, my biggest issue with that game was the execution of the abilities themselves. To specify, the fact that the class fantasy and fluidity of abilities felt extremely limited. Sure you could choose your own combinations of abilities, but it just didn't feel right for me when I've been used to having 50+ binds on a MMO character for ages because of WoW. All in all, if they made the combat much like GW2 but didn't execute the abilities the same I would actually be satisfied.
Dreoh wrote: » Blandmarrow wrote: » I think GW2 did combat fine, my biggest issue with that game was the execution of the abilities themselves. To specify, the fact that the class fantasy and fluidity of abilities felt extremely limited. Sure you could choose your own combinations of abilities, but it just didn't feel right for me when I've been used to having 50+ binds on a MMO character for ages because of WoW. All in all, if they made the combat much like GW2 but didn't execute the abilities the same I would actually be satisfied. I have mixed feelings about this On one hand GW2 having the first 5 abilities be tied to weapons was very neat and having to choose your "loadout" made it so that you could be semi-unique even within your class. This of course means you can't use everything you have access to at any time, but I think it worked very well and helped make balance and gameplay interesting. It makes your gameplay more focused and solid, but also more limited. On the other hand you have vanilla WoW (I say vanilla WoW because retail dumbed down classes to only need really 1 hotbar at any time) where you have access to 50 abilities. This made you feel like someone who had accumulated a lot of techniques along your journey to fit many situations. The downside is that it could be very bloated and a lot of the abilities became useless or very niche. Also, every Marksmen Hunter had pretty much the exact same kit as every other Marksmen Hunter (save for differences in a few talents), whereas in GW2 two Chronomancer Mesmers might not have a single shared ability. Both have pros and cons, and they both fit their game. AoC just has to figure out what fits it's game. I am enjoying this discussion though it did get off topic lol
Sathrago wrote: » Dreoh wrote: » Blandmarrow wrote: » I think GW2 did combat fine, my biggest issue with that game was the execution of the abilities themselves. To specify, the fact that the class fantasy and fluidity of abilities felt extremely limited. Sure you could choose your own combinations of abilities, but it just didn't feel right for me when I've been used to having 50+ binds on a MMO character for ages because of WoW. All in all, if they made the combat much like GW2 but didn't execute the abilities the same I would actually be satisfied. I have mixed feelings about this On one hand GW2 having the first 5 abilities be tied to weapons was very neat and having to choose your "loadout" made it so that you could be semi-unique even within your class. This of course means you can't use everything you have access to at any time, but I think it worked very well and helped make balance and gameplay interesting. It makes your gameplay more focused and solid, but also more limited. On the other hand you have vanilla WoW (I say vanilla WoW because retail dumbed down classes to only need really 1 hotbar at any time) where you have access to 50 abilities. This made you feel like someone who had accumulated a lot of techniques along your journey to fit many situations. The downside is that it could be very bloated and a lot of the abilities became useless or very niche. Also, every Marksmen Hunter had pretty much the exact same kit as every other Marksmen Hunter (save for differences in a few talents), whereas in GW2 two Chronomancer Mesmers might not have a single shared ability. Both have pros and cons, and they both fit their game. AoC just has to figure out what fits it's game. I am enjoying this discussion though it did get off topic lol I definitely see ashes going in a more "loadout" direction, and this is because of two reasons. One, it is easier to balance out mass pvp when you can only have so many abilities at a time and two, because mass pvp will put the server under a lot of stress, similar to how barely 40 people pvping cause a ton of lag on WoW. If they reduce the amount of abilities you can load out with, this will reduce the amount of unique animations being thrown out at one time. Now I am no game designer or coder or any of that nonsense, this is just sort of my understanding of mmos from playing them for so long so I could very well be wrong.
Dreoh wrote: » Sathrago wrote: » Dreoh wrote: » Blandmarrow wrote: » I think GW2 did combat fine, my biggest issue with that game was the execution of the abilities themselves. To specify, the fact that the class fantasy and fluidity of abilities felt extremely limited. Sure you could choose your own combinations of abilities, but it just didn't feel right for me when I've been used to having 50+ binds on a MMO character for ages because of WoW. All in all, if they made the combat much like GW2 but didn't execute the abilities the same I would actually be satisfied. I have mixed feelings about this On one hand GW2 having the first 5 abilities be tied to weapons was very neat and having to choose your "loadout" made it so that you could be semi-unique even within your class. This of course means you can't use everything you have access to at any time, but I think it worked very well and helped make balance and gameplay interesting. It makes your gameplay more focused and solid, but also more limited. On the other hand you have vanilla WoW (I say vanilla WoW because retail dumbed down classes to only need really 1 hotbar at any time) where you have access to 50 abilities. This made you feel like someone who had accumulated a lot of techniques along your journey to fit many situations. The downside is that it could be very bloated and a lot of the abilities became useless or very niche. Also, every Marksmen Hunter had pretty much the exact same kit as every other Marksmen Hunter (save for differences in a few talents), whereas in GW2 two Chronomancer Mesmers might not have a single shared ability. Both have pros and cons, and they both fit their game. AoC just has to figure out what fits it's game. I am enjoying this discussion though it did get off topic lol I definitely see ashes going in a more "loadout" direction, and this is because of two reasons. One, it is easier to balance out mass pvp when you can only have so many abilities at a time and two, because mass pvp will put the server under a lot of stress, similar to how barely 40 people pvping cause a ton of lag on WoW. If they reduce the amount of abilities you can load out with, this will reduce the amount of unique animations being thrown out at one time. Now I am no game designer or coder or any of that nonsense, this is just sort of my understanding of mmos from playing them for so long so I could very well be wrong. You're right in that assumption, but it's not as big of a deal as you may think, a lot of assets are reused in many abilities and other things
Sathrago wrote: » Dreoh wrote: » Sathrago wrote: » Dreoh wrote: » Blandmarrow wrote: » I think GW2 did combat fine, my biggest issue with that game was the execution of the abilities themselves. To specify, the fact that the class fantasy and fluidity of abilities felt extremely limited. Sure you could choose your own combinations of abilities, but it just didn't feel right for me when I've been used to having 50+ binds on a MMO character for ages because of WoW. All in all, if they made the combat much like GW2 but didn't execute the abilities the same I would actually be satisfied. I have mixed feelings about this On one hand GW2 having the first 5 abilities be tied to weapons was very neat and having to choose your "loadout" made it so that you could be semi-unique even within your class. This of course means you can't use everything you have access to at any time, but I think it worked very well and helped make balance and gameplay interesting. It makes your gameplay more focused and solid, but also more limited. On the other hand you have vanilla WoW (I say vanilla WoW because retail dumbed down classes to only need really 1 hotbar at any time) where you have access to 50 abilities. This made you feel like someone who had accumulated a lot of techniques along your journey to fit many situations. The downside is that it could be very bloated and a lot of the abilities became useless or very niche. Also, every Marksmen Hunter had pretty much the exact same kit as every other Marksmen Hunter (save for differences in a few talents), whereas in GW2 two Chronomancer Mesmers might not have a single shared ability. Both have pros and cons, and they both fit their game. AoC just has to figure out what fits it's game. I am enjoying this discussion though it did get off topic lol I definitely see ashes going in a more "loadout" direction, and this is because of two reasons. One, it is easier to balance out mass pvp when you can only have so many abilities at a time and two, because mass pvp will put the server under a lot of stress, similar to how barely 40 people pvping cause a ton of lag on WoW. If they reduce the amount of abilities you can load out with, this will reduce the amount of unique animations being thrown out at one time. Now I am no game designer or coder or any of that nonsense, this is just sort of my understanding of mmos from playing them for so long so I could very well be wrong. You're right in that assumption, but it's not as big of a deal as you may think, a lot of assets are reused in many abilities and other things Fair enough, I just take from what I know like in Albion online doing Zerg vs Zerg content. After the leader gathers the entire zerg together they have "lag tests" where everyone blows all of their spells and cooldowns in one direction at the same time. This does two things for them, the first thing is testing peoples connections, allowing the group leaders to refill people who's game crashed and do not come back. The second is that this "pre-loads" the animations for all of the abilities used, making it easier to load when a fight breaks out. This normally lasts until you log off, so you have to do it again everytime you log on to reduce the lag that it causes during ZvZs.
Dreoh wrote: » Blandmarrow wrote: » I think GW2 did combat fine, my biggest issue with that game was the execution of the abilities themselves. To specify, the fact that the class fantasy and fluidity of abilities felt extremely limited. Sure you could choose your own combinations of abilities, but it just didn't feel right for me when I've been used to having 50+ binds on a MMO character for ages because of WoW. All in all, if they made the combat much like GW2 but didn't execute the abilities the same I would actually be satisfied. On the other hand you have vanilla WoW (I say vanilla WoW because retail dumbed down classes to only need really 1 hotbar at any time) where you have access to 50 abilities. This made you feel like someone who had accumulated a lot of techniques along your journey to fit many situations. The downside is that it could be very bloated and a lot of the abilities became useless or very niche. Also, every Marksmen Hunter had pretty much the exact same kit as every other Marksmen Hunter (save for differences in a few talents), whereas in GW2 two Chronomancer Mesmers might not have a single shared ability. Both have pros and cons, and they both fit their game. AoC just has to figure out what fits it's game. I am enjoying this discussion though it did get off topic lol
Blandmarrow wrote: » Before I start, I am aware that the animations are either placeholder or not tuned but I came across a comment when watching the recent showcase for the tank skills which kind of hits the head of the nail for me. The comment was the following:"I'm really looking forward to Ashes but the animations seem quite disappointing all round to me, the movements seem really inhuman, disjointed or impractical and it dose not seem to be an issue with them being unfinished or placeholder. The main concern for me seems to be down primarily to artistic direction or lack of it. The decisions made and the thinking behind the culmination of these animations worries me. I feel like the animation department needs new leadership and quickly. A cohesive direction needs to be made and enforced. These animations are all over the place, a unified design philosophy is what is missing. As it stands this seems like inexperienced forced spectacle and there is little more cringe educing." I don't want to be negative or like some people would call it, "being picky", but I truly share the concerns of this comment. I just wanted to create a discussion to see what other people think about the subject.
ogre wrote: » I have the exact same worries, in it’s current state the game is looks like a console game from 4 generations ago.