rikardp98 wrote: » Noaani wrote: » rikardp98 wrote: » I don't know why people start talking about a boss encounters difficulty when talking about the combat system. You answered your own question Now, boss mechanics will be tailored to the combat system, and the difficulty will be set by the developers If you are someone that enjoys good boss fights, tab target is for you. If you are not, action combat may well be more your thing. I think that the combat system is its own thing and boss mechanics is its own thing. Developers should first make a satisfying combat system and then think about boss mechanics, and not the other way around. I do agree with you that most action combat raids haven't been close to tab targeting raids (but I have never really played any AC mmos on a high lvl), but I also believe that AC raids can be much much more, and compete with tab targeting raids. I hope IS will make some epic and difficult raids that we all are going to enjoy, and a combat system that is engaging and fun.
Noaani wrote: » rikardp98 wrote: » I don't know why people start talking about a boss encounters difficulty when talking about the combat system. You answered your own question Now, boss mechanics will be tailored to the combat system, and the difficulty will be set by the developers If you are someone that enjoys good boss fights, tab target is for you. If you are not, action combat may well be more your thing.
rikardp98 wrote: » I don't know why people start talking about a boss encounters difficulty when talking about the combat system.
Now, boss mechanics will be tailored to the combat system, and the difficulty will be set by the developers
Neurath wrote: » I think the AC Combat disposition is very flaky. To date, tab target games have had millions more players than AC Games. To state TT should be shunned because AC is superior shows a lack of knowledge based around both systems and furthermore compounds the fact that AC is better on a console compared to PC.
Caeryl wrote: » They have more players because they were the firsts and tech limitations at the time of development meant tab was the ONLY viable option. At this point choosing full tab when you can have a far more engaging and intuitive combat system is just shooting yourself in the foot.
Neurath wrote: » Caeryl wrote: » They have more players because they were the firsts and tech limitations at the time of development meant tab was the ONLY viable option. At this point choosing full tab when you can have a far more engaging and intuitive combat system is just shooting yourself in the foot. Steven has said if we dont have hybrid we will have full tab. GCD was around due to the tech limitations. There is little difference in terms of tech between TT and AC. AC requires conal damage and soft targeting. Particle effects were limited through technology but the underlying principles between AC and TT are the same. If there were tech issues then modders wouldn't have managed to make action parameters and implement them before game Devs made the transition. Modders can be better than some Devs but I digress. I dont particularly like TT (WoW) but I also despise the AC found in BDO. TT wasnt the first targeting system. 2d targeting and directional targeting came first. I'm not sure why we moved from directional attacks to TT but TT remains one of the more popular targeting systems to date for MMOs.
mcstackerson wrote: » Efficiency is important here because the large number of players they want to have will push the system to its limits.
mcstackerson wrote: » Calculating aiming on a client vs aiming over a server are completely different monsters, especially when you are trying to design a system that mitigates exploitation. There very much are differences in tech when calculating the two, especially when projectiles get involved. It isn't as much a matter of how possible it is but how efficient it can be. Efficiency is important here because the large number of players they want to have will push the system to its limits.
Neurath wrote: » AC is a broad term for multiple iterations where as TT is a narrow spectrum.
Neurath wrote: » Thus, Tab Target is indeed limited in a narrow spectrum in terms of targeting.
Neurath wrote: » What I seem to have failed to get across is that not all AC has free aim like FPS
Noaani wrote: » rikardp98 wrote: » Noaani wrote: » rikardp98 wrote: » I don't know why people start talking about a boss encounters difficulty when talking about the combat system. You answered your own question Now, boss mechanics will be tailored to the combat system, and the difficulty will be set by the developers If you are someone that enjoys good boss fights, tab target is for you. If you are not, action combat may well be more your thing. I think that the combat system is its own thing and boss mechanics is its own thing. Developers should first make a satisfying combat system and then think about boss mechanics, and not the other way around. I do agree with you that most action combat raids haven't been close to tab targeting raids (but I have never really played any AC mmos on a high lvl), but I also believe that AC raids can be much much more, and compete with tab targeting raids. I hope IS will make some epic and difficult raids that we all are going to enjoy, and a combat system that is engaging and fun. This is a perfectly valid position to have. It isn't the position I have, but it is valid. I like content to be as varied as possible. In order for this to happen, a good portion of your focus in combat needs to be on the encounter. If 90% of your in combat attention is going to the combat system itself, that only leaves that 10% for any meaningful variation. In a game where 50% of your attention is needed for combat, the developers have that other 50% of your attention they can take up via the encounters mechanics, meaning they can be far more varied. While these two things are separate, they need to be considered in conjunction, and can be viewed at as two sides of the one coin. Again, neither if these is a right or wrong position to have, they are totally about preference. The only thing is, if you are playing a game that has really good high end bosses, you shouldn't complain about the low end content being boring - and if you play a game where the combat system takes up all your time, you shouldn't complain about a lack of content variation.
Noaani wrote: » Games in the mid 2000's had no issue lowering the player count as the situation required. A game could have very easily had full action combat in 2008 with fully instanced content similar to DDO.