Neurath wrote: » You will always back end game. I will always back gameplay.
NishUK wrote: » Most mmo addicts will always quickly look to the overview of an mmo by looking at how they fall within it at its conclusion of content "end game" but what is that really a sign of...Narcissism.
The mmo genre has, essentially, been a victim of WoW's massive popularity and success, it's a game made in the very early 2000's, it does not have any real groundwork or needed harsh and experienced criticism for gameplay entertainment for a 3d game and open world game and there was barely any competition against it due to costs and work involved.
When you look at how a very simple mmo system like FF14 has leaped into first place of the mmorpgs, with solo story content, instanced areas and 5 man max or so dungeon'ing, mmorpg's aren't anywhere close to a real game you'd spend most days on, tame PvE only content.... it's nothing more than a very casual experience, a chat zone, a sub game to your main game ( LoL / Fifa / FPS game ).
Noaani the MMO is the main focus, nothing else, it's needed, more players need more players, not to be cuddled by the RPG element being the number 1 focus! As long as there are passionate RPG/Fantasy devs, it will remain as an rpg regardless of focus on player vs player entertainment! Just look at league of legends, we need casuals happy to earn "gold rank" and dedicated players happy and proud earn a little bit more with platinum and beyond, not this quit and wait mentality, waiting for the next expansion and not taking it as their main gaming experience!
NishUK wrote: » Just look at league of legends, we need casuals happy to earn "gold rank" and dedicated players happy and proud earn a little bit more with platinum and beyond, not this quit and wait mentality, waiting for the next expansion and not taking it as their main gaming experience! / epic rant "completed!"
SirChancelot wrote: » NishUK wrote: » Just look at league of legends, we need casuals happy to earn "gold rank" and dedicated players happy and proud earn a little bit more with platinum and beyond, not this quit and wait mentality, waiting for the next expansion and not taking it as their main gaming experience! / epic rant "completed!" I can really appreciate that approach
Noaani wrote: » Pointing you again to my above point about EQ and EQ2 always adding new content (seriously, coming up to 29 expansions for EQ - when L2 has had the equivalent of 4 in it's entire life). What this does is take a game that burns bright - and would thus burn fast - and gives it more fuel. This results in a game that burns bright, but also burns long.
Noaani wrote: » In a PvP MMO' you simply can't do this. You can add actual new things to a game when you add PvE. Actual new experiences that players have never come across. In a PvP game, the main thing people are doing is still fighting other players. After a while on any given server, you get to know the people on said server well enough that they are no different to a games AI - they have no surprises left to throw at you (at least, this is what I saw in Archeage after a few years). When your main enemy is inherently the same, there is no real way to add new fuel to that fast burning game.
Noaani wrote: » If anything, PvP cuddles you more than top end PvE. In PvP, a player will win 100% of the time. The only question is exactly which player wins. In top end PvE, that could be as low as literally 1% of the time (I have come up against PvE encounters where my guild had a total of less than one successful kill per 100 serious attempts - good PvE gets that hard). Sure, if you are only fighting low end content you will never see this - but if you have never seen this you also shouldn't be talking generalizations about PvE content.
Noaani wrote: » So, rather than saying "we need players that don't leave the game when they feel they have nothing left to do in said game" (which is why players leave a game with the intention of coming back with an expansion), what you should be asking for is developers that release new content before players are finished with the existing content.
Noaani wrote: » There is a simple fact of life. If people are not having fun in a leisure activity, they will not carry on with said activity. This is why PvP in a persistent world has caused more harm than good in most MMO's to date. It causes more people to not have fun more often, leading to them leaving the game because of course they will leave the game if they are not having fun.
Noaani wrote: » The big issue with PvP in a persistent game is that you need to reward the winners, but you also need to find a way to retain the losers, and also find a way to keep those losers competitive with the winners that keep getting rewards for winning.
Noaani wrote: » This is why games like LoL or basically any BR of FPS game works. They reset. Sure, a game could hope to be like L2 and retain a miniscule population for a good amount of time - but most of L2's current population play it for nostalgia (generated at a time when players playing the game didn't know any better in regards to an MMORPG). Nostalgia is something a new game simply doesn't have, so you can't really rely on it for a new game.
NiKr wrote: » Noaani wrote: » If anything, PvP cuddles you more than top end PvE. In PvP, a player will win 100% of the time. The only question is exactly which player wins. In top end PvE, that could be as low as literally 1% of the time (I have come up against PvE encounters where my guild had a total of less than one successful kill per 100 serious attempts - good PvE gets that hard). Sure, if you are only fighting low end content you will never see this - but if you have never seen this you also shouldn't be talking generalizations about PvE content. Why would I, as a pvp player, care about the other player winning though? If I lost - I still lost, no matter if I lost in pvp or pve. Your example of 1% of wins in pve is literally the same as some newb only winning once against a better/more geared pvper out of 100 fights. Except for some reason people leave when that happens, while they continue bashing their heads against a dumb mob for 100 more times. Why is that? Maybe cause the PvErs are the ones who're getting cuddled by easier pve? But, just as you said, if you only clear easy pve then you'll never get to hardcore stuff that only a few can clear. Then why wouldn't that apply to pvp too? If you're a casual, you don't go fighting lvl50 mobs at lvl25. So why would you go fighting lvl50 players when you're at lvl25? And Ashes will have a system that prevents those lvl50s from fighting you, so that part of the pvp gameplay won't even touch you. At which point, the pvp game is no different than a pve game.
Azherae wrote: » word
NiKr wrote: » Azherae wrote: » word Yeah, I guess I'm just built different, cause I see none of those as good reasons But yes, this has gone too far from the og topic. Though I think I might tie it back in. In yall's opinion, what's better for casual pvp players: an action combat system where the player has to be very mechanically good to even come close to the better players, or a tab/hybrid system where you can take your time learning about bot/all classes and come up with strategical ways of overcoming power differences (alternatively you could just look up a guide)? Imo tab is way better for the pvp casuals because the floor is way lower and allows them to "take it at their own pace", while if a casual player doesn't know how to noscope360fromabackflip - they ain't winning in pvp. Well, that is, if the game is even a step above the usual "action combat is just aoes".
Azherae wrote: » Pure Tab is bad because it removes 'Spacing Matters for Attack Abilities'. Note that I refer to positional spacing, not range. MOBAs perfected this system so hard that even FFXIV's newest 'PvP arena' is literally just a gear-homogenized MOBA. They know what people want, so they do it.
NiKr wrote: » Azherae wrote: » Pure Tab is bad because it removes 'Spacing Matters for Attack Abilities'. Note that I refer to positional spacing, not range. MOBAs perfected this system so hard that even FFXIV's newest 'PvP arena' is literally just a gear-homogenized MOBA. They know what people want, so they do it. Could you extrapolate on this? Cause I'm not sure if I completely understand what you mean, if you're not talking about range-based spacing. Do you mean smth like "I stand here, my enemy is at the front and does X amount of damage, but if they're at the back then it's Y dmg, and Z dmg from the sides"?
Azherae wrote: » All I'm saying is that Tab in some games makes it so that the player can't 'see the position of their opponent and make a decision' unless the ability is limited in basically the same way, which frustrates people because they don't 'know the range'.
Azherae wrote: » Whereas in many Tab games, the outcome of that interaction would be 'I leapt at my Tab Targeted enemy but their charge did nothing to help them evade my leap, I just hit them anyway'. That sort of thing reduces the skill and complexity of the combat enough both in PvP and PvE that some people find it too simplistic for a modern game.
NiKr wrote: » Azherae wrote: » word L2 played great with this system. Daggers had abilities that only worked if you hit your target's back. And they'd have a chance to work from the side, but quite rarely, and 0 dmg from the front. Tanks had a cone of their shield def, where if they met an attack with their shield - their "shield dmg mitigation" passive would work and decrease that dmg. So phys attackers would always try to CC them and move to the non-shielded side. There'd be several abilities that were action-based or ground-targeted. Azherae wrote: » All I'm saying is that Tab in some games makes it so that the player can't 'see the position of their opponent and make a decision' unless the ability is limited in basically the same way, which frustrates people because they don't 'know the range'. Do they not see/know the range of the ability because of the UI? Cause L2 just had a "range" descriptor on abilities, both for distance moved and aoe radius. You had abilities that had a tab target and worked as you explained in the example, or you had pure action that worked based on your character's direction and you had to know/feel the distance to properly hit your target, which imo is the skill-testing part of the ability.
NiKr wrote: » Azherae wrote: » Whereas in many Tab games, the outcome of that interaction would be 'I leapt at my Tab Targeted enemy but their charge did nothing to help them evade my leap, I just hit them anyway'. That sort of thing reduces the skill and complexity of the combat enough both in PvP and PvE that some people find it too simplistic for a modern game. And the best solution to this kind of problem that I see is to have a tab target system that has action abilities, which, to my knowledge, is most tab games. So, at the end, it always comes down to developers and how they wanna make it. And, as you said, we gotta tell Intrepid what we wanna have in the game and Intrepid will need to find a way to realize those suggestions within their chosen system.
Azherae wrote: » If you played a 'Tab Target' game where range matters that much, then calling it 'Tab Target' might miss some people's perspectives. This is why I don't like the terms (though I don't fault Intrepid for using them).
Azherae wrote: » There are Tab Target games that involve 'autofacing', 'abilities that hit even if your opponent moves perfectly as if to avoid it', 'interactions that mostly involve no repositioning or commitment so you can stand pretty simply around relative to the enemy'.
Azherae wrote: » At that point, Tab vs Ground Target is decided by 'will my ability strike my opponent even if I don't anticipate their movement'. A game where you 'select' a target but your abilities don't auto-target your selection and don't auto-track their movement, I would question what the Tab Targeting is for (beyond changing priority of a target within a group that would all be hit, or Tab-Targeting allies for heals and buffs).
Azherae wrote: » When that person hears from Intrepid 'You can choose skills to be Tab Target', sees Alpha-1 footage of that attack 'homing in', and goes 'that looks great, why would you ever want anything else', the question is what to tell that person.
NiKr wrote: » Azherae wrote: » If you played a 'Tab Target' game where range matters that much, then calling it 'Tab Target' might miss some people's perspectives. This is why I don't like the terms (though I don't fault Intrepid for using them). True, pretty much any/every ability in L2 had its range stat and the better players would know those by feel and move on the battlefield accordingly. Azherae wrote: » There are Tab Target games that involve 'autofacing', 'abilities that hit even if your opponent moves perfectly as if to avoid it', 'interactions that mostly involve no repositioning or commitment so you can stand pretty simply around relative to the enemy'. And L2 had those too If you were out of range of the ability you wanted to use, and had a target selected, your character would auto-move towards the target to get in range. All weapon in the game were melee if you wanted to auto-attack with them, so mages that had action-based cone abilities with short range would usually select a target, press auto-attack so that their character turns and runs towards their target, and then use the action ability as soon as they thought they were in range. And most tab ranged abilities would allow you to just stand in one place and spam them, because your character would turn/move with your target. Azherae wrote: » At that point, Tab vs Ground Target is decided by 'will my ability strike my opponent even if I don't anticipate their movement'. A game where you 'select' a target but your abilities don't auto-target your selection and don't auto-track their movement, I would question what the Tab Targeting is for (beyond changing priority of a target within a group that would all be hit, or Tab-Targeting allies for heals and buffs). Tab is there for other abilities. The more updates L2 got, the more variety in abilities it had. With my favorite class of Soul Hound having mage and phys abilities, with several of those being purely action-based or purely tab, so you had to know ranges of your abilities and move across the field appropriately so that you could use your whole skillset.