Noaani wrote: » The two drinks may seem very different to you, but they are 99% the same.
Dreoh wrote: » You're right about latency stuff, as that can ruin any skill-based combat system. New World's combat is very good (and doesn't have any random elements in it), it's just that when there is lag it is bad.
Noaani wrote: » Dreoh wrote: » You're right about latency stuff, as that can ruin any skill-based combat system. New World's combat is very good (and doesn't have any random elements in it), it's just that when there is lag it is bad. I've not played the game yet,but even I know it has random elements. The game has crits, and there is a chance of them occurring. This is a random element, much the same as random elements in tab target based MMO's. In fact, crit is arguably the biggest factor in terms of RNG in MMO's
Dreoh wrote: » It's nothing like "chance for your attack to completely be negated by dodge chance" levels of ridiculousness.
Dreoh wrote: » The entire reason I dislike basic Tab Target is because I don't like the skilllessness of it. There's no "I need to practice my aim", it's entirely "I need to practice the order I press buttons in". The latter being something extremely dull to me. I liken it to learning a guitar hero song, and every fight is just repeating that same guitar hero song every time forever. Granted I know tab target could be less about rotations and have all situational abilities, but nearly every tab target game is about rotations.
Dreoh wrote: » I also despise the thought of leaving whether I win or lose up to RNG, even if it's minor. Dodge chance, accuracy change, etc. are all trash mechanics to me. I want to win on my own merits, not on the merits of the Mathf.Random() function.
Zeric wrote: » Dreoh wrote: » The entire reason I dislike basic Tab Target is because I don't like the skilllessness of it. There's no "I need to practice my aim", it's entirely "I need to practice the order I press buttons in". The latter being something extremely dull to me. I liken it to learning a guitar hero song, and every fight is just repeating that same guitar hero song every time forever. Granted I know tab target could be less about rotations and have all situational abilities, but nearly every tab target game is about rotations. Either you need to define what exactly "rotations" are or you need to accept that action combat can be just as much about "rotations" as tab-targeting. Assuming you would define "rotations" the same as I am thinking you would, it is not tab-targeting systems that you have a problem with. It is "rotation" """gameplay""" that you have a problem with. Dreoh wrote: » I also despise the thought of leaving whether I win or lose up to RNG, even if it's minor. Dodge chance, accuracy change, etc. are all trash mechanics to me. I want to win on my own merits, not on the merits of the Mathf.Random() function. Are you saying that Poker is a skill-less game; where winning is all left to the luck of the draw? That no poker tournemnent winners ever won on their own merits? And again, assuming you are not saying that; then what you have a problem with is not RNG in itself, but the manner it is used.
Dreoh wrote: » Zeric wrote: » Dreoh wrote: » The entire reason I dislike basic Tab Target is because I don't like the skilllessness of it. There's no "I need to practice my aim", it's entirely "I need to practice the order I press buttons in". The latter being something extremely dull to me. I liken it to learning a guitar hero song, and every fight is just repeating that same guitar hero song every time forever. Granted I know tab target could be less about rotations and have all situational abilities, but nearly every tab target game is about rotations. Either you need to define what exactly "rotations" are or you need to accept that action combat can be just as much about "rotations" as tab-targeting. Assuming you would define "rotations" the same as I am thinking you would, it is not tab-targeting systems that you have a problem with. It is "rotation" """gameplay""" that you have a problem with. Dreoh wrote: » I also despise the thought of leaving whether I win or lose up to RNG, even if it's minor. Dodge chance, accuracy change, etc. are all trash mechanics to me. I want to win on my own merits, not on the merits of the Mathf.Random() function. Are you saying that Poker is a skill-less game; where winning is all left to the luck of the draw? That no poker tournemnent winners ever won on their own merits? And again, assuming you are not saying that; then what you have a problem with is not RNG in itself, but the manner it is used. Why would I need to define rotations? We all have a good understanding of what that means. But if you insist, it's "The optimal sequence in which to use your abilities for maximum desired class effectiveness in the majority of scenarios" And you're right, it is rotation-based gameplay that I have a problem with... like I said... in the comment you quoted me on. I literally say it right there, assuming you're not going to be incredibly pedantic about how I worded it. "Nearly every tab target game uses rotations". There are a few that don't have standardized rotations by making sure abilities have creative uses or by limiting the number of abilities you have or various other means. As for your second "gotcha" comment, Poker (just like basic Tab Target combat) requires a level of skill, but whether you win or lose could be entirely up to the gamble. Even if you play perfectly you could be dealt a bad hand. And no, I do have a problem with RNG itself. I think if you can build a competent combat system without RNG, it's far superior to any RNG-based combat system. Less interesting in some cases yes, but winning or losing is entirely dependent upon the winners merits. Sure, RNG gives that chance for things to turn out in unexpected ways, but you can never be 100% sure whether you won of your own merits, or you just rolled the dice poorly. If I'm looking to have fun and not take things seriously, I'm ok with RNG, because it creates unique scenarios through random interactions. If I'm looking to take something seriously, why would I allow any considerable amount of RNG? Competitive Smash Bros. players play with items turned off and on basic stages for a reason. When they want to have fun, they turn them back on. Before you get pedantic, obviously it's not black and white, and a little bit of chance doesn't tilt the balance too much.
Dreoh wrote: » @Nerror The New World being an RPG debate does actually matter, because people are arguing that an MMORPG is only an MMORPG if it isn't an entirely skill-based combat system, like New World is. New World is obviously an MMORPG to anyone who's played it or actually understands what it is.
Dreoh wrote: » You're right about latency stuff, as that can ruin any skill-based combat system. New World's combat is very good (and doesn't have any random elements in it), it's just that when there is lag it is bad. But this thread is about why people are seeking action combat over the traditional Tab Targeting systems, not about which is more viable.
Dreoh wrote: » "The optimal sequence in which to use your abilities for maximum desired class effectiveness in the majority of scenarios,"
Dreoh wrote: » "Nearly every tab target game uses rotations". There are a few that don't have standardized rotations by making sure abilities have creative uses or by limiting the number of abilities you have or various other means.
nidriks wrote: » So, is it a younger generation thing? Are us old farts just out of luck now? Do I have to adapt?
mr n0body wrote: » Because there is not a single advantage of tab-targeting, is there? it is annoying to have multiple enemies and have to press tab 342432 times until you are facing the right one. And clicking with the mouse limits your camera movement. Especially in pvp: targeting one enemy that gets out of range, just for another one to come close and your hero does nothing. Tab targeting was a limitation of old games, but it has no place in this new age where we can make combat more fluid. When you try to punch someone, do you first "select your target" or do you simply swing? And if one enemy gets out of your way, why should your swing not hit the other dude behind him? I played wow since original vanilla before TBC, I gladly move away from this old system.
nidriks wrote: » This ain't the Witcher or Chivalry