Azherae wrote: » In an Action-y game with Ashes' goals, when a class or the meta gear that class wears is nerfed, no matter how justifiably, the overall landscape of the game changes. In those cases the question is not 'will the dedicated players who pay enough attention to realize the implications of this, appreciate the change'. It is 'will the players who were losing interest or stopped playing, see this as meaningful, return, and stay'. A change in game landscape affects those who are active and playing. It increases the engagement for externals and 'peripherals' only through things like streams and that one thing that MOBAs and FightGames do differently.
Azherae wrote: » When BDO makes big balance changes, one of the first things they do is make it much easier for every single player in the game to 'reroll' to a new class at least once. This decently mimics the MOBA and FightGame function. "You think your character is better now? Great!" "You think a different character is strong now and that we messed up balance and you know how to win? Great!" Both those types play more, and the game flatly gives them the ability to do this by letting them transfer skills, weapons, and the fact that all classes in the game can wear the same armor (there's only like 10 individual Glove slot options in the entire game, of which a whopping 3 are viable). To them, this is a beneficial structure.
Azherae wrote: » Take a Tab based game now where gear and build trumps your twitch skills and even pattern recognition abilities. Basically just make gear determine more. But your main Archetype is set, and BiS for Cleric and BiS for Ranger are totally different gear pieces. The group sitting on the giant pile of gear due to winning more often before, can adapt faster, and so they win again, and they can do this without any meaningful change to their actual ability to play. Ashes will probably never let this happen. The most we'll get is the change of perception of 'what's the best Secondary Archetype', 'what's the best in slot for this archetype', or 'what's the best team comp'. None of those things reset the situation because your opponents were winning due to 'Dominance Skill' not 'Instance Skill'. Most people can do that analysis. If you 'need to fight in PvP against strong enemies to learn and improve', but those enemies are too strong for you to see if you're improving (or in some cases, even get a chance to improve), most people can see this as a losing situation and stop. MOBAs solve this by 'matchmaking' and 'resetting'. MMOs provide neither.
NiKr wrote: » In other words, you'd raise up the power floor w/o immediately raising the ceiling. Yes, it wouldn't be a complete reset, but it would at least rebalance the power on the server.
Noaani wrote: » Here's a question for you. Do you think players are wanting action combat games and so developers are developing action combat games, or do you think developers are developing action combat games because the technology is there now to be able to pull it off, and since that is what developers are developing, players are picking up and trying? My thoughts are definitely in the second group - due simply to the total absence of an actual long term successful full action combat MMORPG. Developers have nothing to point at in terms of successful games in this genre to say "this is why we need to make an action MMORPG". They have plenty of tab target games to point to in order to demonstrate potential for success - but no action MMO's. The only thing they can do, as far as I can see, is say that there hasn't been a super successful action MMORPG as yet because the ability to be able to actually make one is fairly recent - and so they are making one because they are now able to make one. I mean, if you look at the three highest sustained population MMO's right now (WoW, ESO and FFXIV, afaik) all of them are essentially tab target. At absolute best, ESO could be considered tab target with an action accent. If players were really after action combat, don't you think that action combat MMORPG's would be more popular than tab target MMORPG's by now?
JamesSunderland wrote: » Noaani wrote: » Here's a question for you. Do you think players are wanting action combat games and so developers are developing action combat games, or do you think developers are developing action combat games because the technology is there now to be able to pull it off, and since that is what developers are developing, players are picking up and trying? My thoughts are definitely in the second group - due simply to the total absence of an actual long term successful full action combat MMORPG. Developers have nothing to point at in terms of successful games in this genre to say "this is why we need to make an action MMORPG". They have plenty of tab target games to point to in order to demonstrate potential for success - but no action MMO's. The only thing they can do, as far as I can see, is say that there hasn't been a super successful action MMORPG as yet because the ability to be able to actually make one is fairly recent - and so they are making one because they are now able to make one. I mean, if you look at the three highest sustained population MMO's right now (WoW, ESO and FFXIV, afaik) all of them are essentially tab target. At absolute best, ESO could be considered tab target with an action accent. If players were really after action combat, don't you think that action combat MMORPG's would be more popular than tab target MMORPG's by now? Only saw this reply now, so here is my late reply. Certainly the second option, as action combat gives those game the point of innovation, to be an "advantage" over competitors, but even tho the technology is far more advanced for Action combat nowadays than previosly its still has performace flaws for MMORPGs especially ones with high amounts of players without the use of channels to limite numbers of players on screen. Its even fair to say that even currently AC MMORPGs are still somehow a niche, but a growing one specially with recent titles. People trying this innovation are increasingly becoming fond of the action combat through the experience in those games. Its a positive feedback loop.
Noaani wrote: » From what I can see though, the audience wanting an action combat MMO is currently mostly just a subset of the people wanting a PvP MMO
JamesSunderland wrote: » Noaani wrote: » From what I can see though, the audience wanting an action combat MMO is currently mostly just a subset of the people wanting a PvP MMO Im not really sure about this subset connection between people who want PvP MMORPGs and people who want Action Combat MMORPGs, to be honest its the first time i see someone making this correlation, so i suppose its just a personal correlation?
Noaani wrote: » JamesSunderland wrote: » Noaani wrote: » From what I can see though, the audience wanting an action combat MMO is currently mostly just a subset of the people wanting a PvP MMO Im not really sure about this subset connection between people who want PvP MMORPGs and people who want Action Combat MMORPGs, to be honest its the first time i see someone making this correlation, so i suppose its just a personal correlation? Two things I've yet to see in any meaningful way. A PvE player that understands PvE content in MMO's and wants to see an action combat based PvE MMO - and an MMO with action combat and good PvE. I have discussed my theory in the past as to why I do not believe such a game can actually even exist - though no one has even tried.
JamesSunderland wrote: » I wonder if that would still apply for someone who had their first experience with MMORPGs in an Action combat one.
Dygz wrote: » I think it depends on what you refer to as an Action Combat MMORPG. Are you talking about someting like NWO are you talking about an MMO Hack & Slash like Lost Ark?
Azherae wrote: » I need you on my team for some other stuff if you seriously think like this. No sarc. I could use that energy.BDO does all those things you mentioned. Same result. I don't think I'm going to try to convince you that 'just because it never seems to work, it can't work'. Something new for all. New class entirely. Easy trick. "Here's a new class, maybe THIS one is the one for you!" Everyone complains that it is OP because they don't know how to beat it... then they learn... then we're back where we started. Getting new BiS technically 'can't' take 'longer' than getting an old one, we're talking about like 'balance changes mean that Ranger/Tank is now awesome' and the previously superstrong Fighter/Bard is not'. Unless Ranger/Tank was terrible before, that means that there are a bunch of Ranger/Tank already. The better ones amongst those now dominate. Who did this affect? All it does is 'dethrone' one group. If it doesn't do more than that, then it wasn't a shakeup. So if we assume that there is a proper shakeup to 'keep things fresh', you've made 'the people who got effectively buffed' feel better, and some of the ones who used to play might return, but for the other 80% or so who left because "Fighter/Bards stomp my friend group which doesn't have a Fighter/Bard", they gained nothing that makes them go 'oh yeah let's come back and try again!'. Because they already left, and if they were gone for long, they know that 'the other group' that is their 'rival' or whatever who 'always won because they had a Fighter/Bard' is now stronger than them in other ways. But like I said, not really trying to convince. My entire 'thing' in Fighting Games is to try to fix this, to try to convince people 'give it a try, you CAN actually learn in a way other than having this frustrating experience'. I expect our Ashes content to be similar. Just noting that you're different. When you're in the thick of it, trying to teach and convince people to stay because 'things aren't that bad, we can still improve', and they're having the same flat/generally unsatisfying experience every time... idk. I can't just write off people who want to give up in that situation as 'not being serious enough'. It's a game. One thing I will remind though... It's not that people who are 'not at the top' are leaving. It's that the 'bottom half' are leaving. And the 'bottom quartile' doesn't feel any positive effects in competitive situations in that way no matter what the devs do unless those devs are literally 'rewarding people with strength, for losing'. I don't know of any MMOs that go so far as to reward the losing group with power. EDIT: Realized that we might be literally 'losing the thread' in terms of how it connects to the topic. MOBAs succeed at shakeups because player skill is in responses and planning, Tab-heavy MMOs wouldn't because player 'skill' and power is in their gear and builds around that gear. Do we even measure 'above average' in PvP Tab Target MMOs by player skill? Not 'the best'. Just 'two average people randomly meet on a field and fight'. I expect the more geared player to win that 90% of the time. The difference is that when Action skill stuff and forced errors are involved, the other player might figure out something or learn something beyond 'Oh, I need better gear'.
Noaani wrote: » To me (and many others - though I'd assume not everyone) the cornerstone content of an MMORPG is it's raid content. This is the part all action combat games miss, and is why my opinion is that action combat is far better suited to PvP than it is to PvE, and tab target is far better suited to PvE than it is to PvP. I mean, I can name some examples of good action combat PvP games. I can name some examples of good tab target PvE games. I have yet to either see or play a good tab target PvP game, or a good action combat PvE game.
NishUK wrote: » Well Raid is the only end game creation birthed from the simple systems of 'PvE only'/'instanced' mmos. It's not so much of a high entertainment level from the Raid itself, it's more so of a small purpose via you performing your role and the biggest reason being collecting and obtaining gear all dressed and sandwiched in lore and story.
But what I wanted to say was, neither of them even put anything into proper grouping and dungeoning so it's completely unjustified to even say "well I can't name one action combat where more normal mmo PvE works", it was never attempted and still isn't attempted.
Well I can quickly mention one instance, in the "hybrid" system that is Archeage where the most dedicated players of that pool detest and cry about Mages and Archer's a fair amount of their power is all in the auto targeted abilities, it's boring and drowns out other viable options in both PvE and PvP!
JamesSunderland wrote: » i kinda put both of them in the same category as Action Combat MMORPGs (mmorpgs where the absolute majority of the skills aren't required to have a target to be used) (even tho i kinda prefer New world's bootleg dark souls combat over Lost arks isometric Moba looking action combat tho).
NishUK wrote: » Azherae wrote: » I need you on my team for some other stuff if you seriously think like this. No sarc. I could use that energy.BDO does all those things you mentioned. Same result. I don't think I'm going to try to convince you that 'just because it never seems to work, it can't work'. Something new for all. New class entirely. Easy trick. "Here's a new class, maybe THIS one is the one for you!" Everyone complains that it is OP because they don't know how to beat it... then they learn... then we're back where we started. Getting new BiS technically 'can't' take 'longer' than getting an old one, we're talking about like 'balance changes mean that Ranger/Tank is now awesome' and the previously superstrong Fighter/Bard is not'. Unless Ranger/Tank was terrible before, that means that there are a bunch of Ranger/Tank already. The better ones amongst those now dominate. Who did this affect? All it does is 'dethrone' one group. If it doesn't do more than that, then it wasn't a shakeup. So if we assume that there is a proper shakeup to 'keep things fresh', you've made 'the people who got effectively buffed' feel better, and some of the ones who used to play might return, but for the other 80% or so who left because "Fighter/Bards stomp my friend group which doesn't have a Fighter/Bard", they gained nothing that makes them go 'oh yeah let's come back and try again!'. Because they already left, and if they were gone for long, they know that 'the other group' that is their 'rival' or whatever who 'always won because they had a Fighter/Bard' is now stronger than them in other ways. But like I said, not really trying to convince. My entire 'thing' in Fighting Games is to try to fix this, to try to convince people 'give it a try, you CAN actually learn in a way other than having this frustrating experience'. I expect our Ashes content to be similar. Just noting that you're different. When you're in the thick of it, trying to teach and convince people to stay because 'things aren't that bad, we can still improve', and they're having the same flat/generally unsatisfying experience every time... idk. I can't just write off people who want to give up in that situation as 'not being serious enough'. It's a game. One thing I will remind though... It's not that people who are 'not at the top' are leaving. It's that the 'bottom half' are leaving. And the 'bottom quartile' doesn't feel any positive effects in competitive situations in that way no matter what the devs do unless those devs are literally 'rewarding people with strength, for losing'. I don't know of any MMOs that go so far as to reward the losing group with power. EDIT: Realized that we might be literally 'losing the thread' in terms of how it connects to the topic. MOBAs succeed at shakeups because player skill is in responses and planning, Tab-heavy MMOs wouldn't because player 'skill' and power is in their gear and builds around that gear. Do we even measure 'above average' in PvP Tab Target MMOs by player skill? Not 'the best'. Just 'two average people randomly meet on a field and fight'. I expect the more geared player to win that 90% of the time. The difference is that when Action skill stuff and forced errors are involved, the other player might figure out something or learn something beyond 'Oh, I need better gear'. You're basically singing the tune of how much "the norm" of gear/gear systems suck in most mmo's and how it's basically being relied on too heavily as a source of entertainment even though it's at the price of pvp combat competition...including more competition as the more high gear you get the better quality farm you get, therefore the more money you get. Popular gaming genre's in gaming, only reward no-life/dedicated/skilled players via smarts, game knowledge and reaction. MMORPG's, heavily reward these 3 types of player, is that a problem? hell yes it's a problem because it's completely unnecessary. If an mmorpg very fun and more importantly, has competition to keep re-igniting fun/purpose then they won't leave, owning a castle for bragging and control rights (no economy benefit) is great, cosmetically better than most, great, can have a gold/platinum emblem next to their name for this month because they are winners of x or pvp, great. Why are we rewarding the players that are most likely to stay, the most, it's outrageous. How do we make gear not so relevant in determining victory in PvE/PvP but still relevant enough for people to be proud of it? that's up for debate. All I will say is, even though it's an exciting rush to think about gear and set bonuses dramatically improving a character and their trade I still think this a short lived experience, big stats and big enchants just open gateways, in terms of entertainment and putting a smile on someone's face it's simply too short lived! imo it's definitely an area to improve, especially in regard to it stunting the growth of an mmo and their potential popularity into the competitive space as apposed to being stuck in the declining/too nerdy/outcast populated WoW PvE focused / transmog space. Rewarding players for losing isn't a good idea 1) Rewarding players for participating? hell ye! 2) Rewarding the most dedicated players less (provided the system is fun to play!)? hell ye! (bring 1 and 2 relatively close and you have a fair mmo system) (ps, I missed your opinion on BDO combat and its "low potential" to a mass audience and I just have to you're dead wrong, disgustingly so! It's the true future of combat you're having a pop at! )
Azherae wrote: » I need you on my team for some other stuff if you seriously think like this. No sarc. I could use that energy.
Azherae wrote: » So if we assume that there is a proper shakeup to 'keep things fresh', you've made 'the people who got effectively buffed' feel better, and some of the ones who used to play might return, but for the other 80% or so who left because "Fighter/Bards stomp my friend group which doesn't have a Fighter/Bard", they gained nothing that makes them go 'oh yeah let's come back and try again!'. Because they already left, and if they were gone for long, they know that 'the other group' that is their 'rival' or whatever who 'always won because they had a Fighter/Bard' is now stronger than them in other ways.
Azherae wrote: » It's not that people who are 'not at the top' are leaving. It's that the 'bottom half' are leaving. And the 'bottom quartile' doesn't feel any positive effects in competitive situations in that way no matter what the devs do unless those devs are literally 'rewarding people with strength, for losing'. I don't know of any MMOs that go so far as to reward the losing group with power.
Azherae wrote: » MOBAs succeed at shakeups because player skill is in responses and planning, Tab-heavy MMOs wouldn't because player 'skill' and power is in their gear and builds around that gear. Do we even measure 'above average' in PvP Tab Target MMOs by player skill? Not 'the best'. Just 'two average people randomly meet on a field and fight'. I expect the more geared player to win that 90% of the time. The difference is that when Action skill stuff and forced errors are involved, the other player might figure out something or learn something beyond 'Oh, I need better gear'.