NiKr wrote: » https://ashesofcreation.wiki/Caravans#Caravan_destructionhttps://ashesofcreation.wiki/Node_sieges#Node_destruction Both of those are objective-based pvp events. Both of them lead to resource loss in the case of a loss. Both of those will most likely have a decent amount of player resources. And depending on respawn mechanics during both events, any casual player might keep repeatedly dying which will decay their gear, so they'll be losing mats that way too (gear degradation quote is 64th reference on the caravan page).
Azherae wrote: » and then we're back to 'might as well be Tab Target'.
NiKr wrote: » But yes, at the end of the day, any action mmo might as well be tab. Except younger players come to dislike it more and more so I feel like the genre will shift towards it on its own sooner or later.
Noaani wrote: » Yeah, I did say while I played. However, if that is no longer the case, all I can say is that the game had a melee class as the OP, uncontested king of PvP for half a decade, and now it has a mage class. What was the point again?
Noaani wrote: » If you play an action combat game, you are experiencing 50% of what the games combat has to offer in the first few minutes. Sure, you may have more abilities to follow, but the basics are laid down immediately. In a tab target game, when you get to the top end, the "basics" can change from encounter to encounter. I mean, I have taken on one encounter that required the raid to find instruments and literally play a song with them during the encounter. Since encounters like this generally only happen at the top end of the game, it means players dont actually get to experience what is good about that system until they have put dozens of hours in to said game. This results in many players new to the genre (that do not have a guiding hand telling them what to eventually expect) considering the combat - and thus game - to be somewhat dull compared to action games which are better out of the gate. As an issue for developers to tackle though, I'd rather this than having a combat system that is very quickly going to prove to have a limited duration - which is action combat.
NishUK wrote: » Noaani wrote: » Yeah, I did say while I played. However, if that is no longer the case, all I can say is that the game had a melee class as the OP, uncontested king of PvP for half a decade, and now it has a mage class. What was the point again? Your train of thought is so much up EQ butt, again I say, a game that isn't popular enough to be talked about in such massive detail without there being other players for possible conflicting opinions, that you're naturally refusing to see eye to eye. Arc Lightning, with 50%+ casting speed, is a 1 sec cast time, guaranteed to hit long ranged nuke, that will one shot any class bar tank that doesn't have a shield or above 12,000 mdef (which is hard!). And THIS is the limit of tab target, where it devolves into nothing but concluding a player contest from stats alone. Keep being ignorant.
Dygz wrote: » 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). They are not the same, but OK. New World is not an MMORPG.
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: » Koreans, always focus on player competitive aspects at the forefront, I'd say pretty much as far away as possible to where no one can say that "I can play this alone". In regards to action combat from B&S and BDO, they didn't go nearly as competitive and player need focused as they usually do, I think they were happy to settle with the project that is action combat existing in an mmo ,
NishUK wrote: » which is a performance and netcode marvel and then attempt to build mmo systems around it, at which both of them failed pretty miserably. BDO even locked trading and limited marketplace/AH pricing as to put a massive halt on dedicated players making economy and progression look stupid!
NishUK wrote: » "And THIS is the limit of tab target, where it devolves into nothing but concluding a player contest from stats alone."
Sol Raven wrote: » Agreed. BNS performance and netcode was an absolute nightmare outside of Korea alone. Even topend systems with incredible internet access could struggle sometimes in both of these aspects. Eventually, they did away with 4 party alliance raids and limited it to 12 man, and raids still ran like wet dog shit.
NishUK wrote: » Sol Raven wrote: » Agreed. BNS performance and netcode was an absolute nightmare outside of Korea alone. Even topend systems with incredible internet access could struggle sometimes in both of these aspects. Eventually, they did away with 4 party alliance raids and limited it to 12 man, and raids still ran like wet dog shit. Didn't experience Blade and Soul sadly but from playing BDO in the UK connecting to netherlands/germany I would say the game had excellent netcode. I can't deny, that a tab target system, as ugly a potential as it is, might be suited more for America. That whole country is a whining baby when it comes to internet and netcode issues, I think their average ping is 80 or something and that is terrifying for any good action online so.
Sol Raven wrote: » NishUK wrote: » Sol Raven wrote: » Agreed. BNS performance and netcode was an absolute nightmare outside of Korea alone. Even topend systems with incredible internet access could struggle sometimes in both of these aspects. Eventually, they did away with 4 party alliance raids and limited it to 12 man, and raids still ran like wet dog shit. Didn't experience Blade and Soul sadly but from playing BDO in the UK connecting to netherlands/germany I would say the game had excellent netcode. I can't deny, that a tab target system, as ugly a potential as it is, might be suited more for America. That whole country is a whining baby when it comes to internet and netcode issues, I think their average ping is 80 or something and that is terrifying for any good action online so. I would gladly play action over tab target at any cost. Tab target isn't nearly as satisfying in PvP.
Noaani wrote: » A tab target combat system is not all that great for PvP. Action combat is where it's at there. It makes what you do as a player more interesting, but also makes the player you are fighting more interesting. However, when it comes to PvE, tab target is where it's at. With tab target, there absolutely is less to the combat system from a players perspective. However, this leaves developers free to make up that difference on the encounter side of things. If you work on the assumption that developers can develop content in either tab or action combat that will overwhelm players (they can), you then have to assume that they can develop content to give players as much or as little to do as they want, and that action or tab have no bearing on how intense it is to fight a PvE encounter. Based on this, action combat gives developers less wiggle room on the encounter side of things than tab combat does meaning there is less room for variation in PvE content. The other downside to this is that tab target is often boring on trash mobs, where as with action combat you still have that action combat system. It is essentially only at the top end of PvE where action combat shortfalls become glaringly obvious, though they can be spotted in other aspects of you look.
NishUK wrote: » Noaani wrote: » A tab target combat system is not all that great for PvP. Action combat is where it's at there. It makes what you do as a player more interesting, but also makes the player you are fighting more interesting. However, when it comes to PvE, tab target is where it's at. With tab target, there absolutely is less to the combat system from a players perspective. However, this leaves developers free to make up that difference on the encounter side of things. If you work on the assumption that developers can develop content in either tab or action combat that will overwhelm players (they can), you then have to assume that they can develop content to give players as much or as little to do as they want, and that action or tab have no bearing on how intense it is to fight a PvE encounter. Based on this, action combat gives developers less wiggle room on the encounter side of things than tab combat does meaning there is less room for variation in PvE content. The other downside to this is that tab target is often boring on trash mobs, where as with action combat you still have that action combat system. It is essentially only at the top end of PvE where action combat shortfalls become glaringly obvious, though they can be spotted in other aspects of you look. Let's say, for instance, that an mmorpg is 90% open world, including huge caves/towers/labyrinths whatever and 10% raid encounter (where the doors are locked behind you or....instanced -vomit- ), are you focusing mmo's gameplay entirely on making accessible the co-ordination of a 10+ man group? You said tab is crap on trash mobs, ofc that's correct but when did anyone ask for a world mainly littered with trash mobs? That's development and vision problems right there, I'd love to argue with someone who thinks that trash mobs should exist for the sole purpose of gold gaining or relief benefits which imo is for cheap entertainment. "Top end PvE where action combat falls short off the mark" When I say BDO is the future of mmorpg combat, I did not at all suggest that BDO was a good game, but there needs to be more understanding and experience from your end. Some bosses in BDO really had mechanics that suited action combat well, purely from an action standpoint, nothing group or role reliance based (this is why I'll say it was massively flawed), you'd have to dodge and block appropriately or die savagely like in Dark Souls, which imo was and felt fantastic. What needs to be considered those in stamina and cooldown limiter's as what you are definetly suggesting is that action combat is a complete spam fest of dodge/attack/cancel/roll/attack/duck/attack/dive....and then obviously will all this, sole reliance is key but group mechanics etc has devolved to "tard levels". There is a simple evolution here, not a preference choice, if you apply the same limits to the tab target mmo's of the past played out then it's simply an upgrade of player input, balancing and excitement. ^ let me expand on that, ( tab target ) so a dev wants to make a mage feel great and powerful, they design a spell that has a lot of power, some range number and cast time, simple as that. Then with that you have simple vertical progression on gear etc and then we're left with a mage that simply does his job, "big dick deepz". For the user, they are satisfied with their progression and watching a hp bar massively depleted and allies are happy that they have it in group, then after a while this all becomes normal and meta. Then we're left with people saying something along the lines of "xxx mage is braindead easy, 1 click and dead, casting time is stupid fast with top gear, fuk devs" and all the "Toxicity" that people are used to on both a PvE and PvP front. ( Action combat / Hyrbrid ).... so a dev wants to mage a mage feel great and powerful, they design a spell that has a lot of power, it's got the typical + it requires aim. What does aim allow, all sorts of interesting add ons or power, user decision, from gearing because it has a skill involved or a "flaw", it requires you to hit the target (I'm talking about PvE enjoyment too btw!) which has always since FPS and LoL, been a point of true satisfaction or true dismay but it certainly makes things interesting and it encourages growth and discipline. Then with that comes what the recieving user can do, well in a typical tab game they are restricted to whatever defensive abilities they have going for them, or die because they're the wrong class or a simple DD but in an action/hybrid game this is expanded and this is the important catch here (pvp)....BOTH players are heavily involved, in the moment, from a reactionary and skill stand point and that is the essence of a multiplayer game, the caveats then of group cohesion and relieance on party members is dressed on after, including encounters appropriate to this All you're focus is towards, is having almost pre-determined scenerio's. Not to mention that Youtube guides etc sully the experience of battles only focused on orchestration and that is not just limited to the simple system of tab targetting. What needs to be focused is the replay factor, you're view is grossly about limiting player input in both PvE and PvP to focus on the game and its completion but what other genre's and korean audience are trying to drive down the necks of people cursed by WoW/FF14 raid-gasm is not only are players the main content but that content is the only way to get true replayability and more importantly, provide appeal to people who have played other genre's of games that rely on the skill, adaptability and reaction of players. I won't stand for your narrative, you are stagnating this genre with your views, as I said before, people like yourself are happy to have this as a 2nd rate game and with it some niche audience existing that likes to nerd over stats/gearscores/accomplishments and whatever else, this isn't a multiplayer game trait, it's a shared experience! When Steven is explaining the weather system, he's having a "nerd" over shifting economies and reliance on other products, that is a multiplayer experience, that is player driven and choice factors and they will replay themselves without having to add content after content driving a book's worth of lore down your throat constantly + some scenerio's and cutscenes and whatever other crap and then you end up with an achievement that you can show off on reddit! I'm not saying that it can't exist (getting a hugely off topic here in regards to combat) but to focus only on it is ridiculous and limiting. How many times have people have played Summoner's Rift map, countless billions of times because it works, Riot pretend like they're all about content with CGI and adding a lore to Jinx over and over again but that has nothing to do with their game, what made them successful and the multiplayer experience. But I have to stress I'm not a PvP or some Mafia boss looking to monopolize the economy "mad head", I want there to be avenues for everyone but the stubborness of people like yourself is that there can only be one, "this isn't your game", how can a fantasy game with multiple choices of avatar, progression, playstyles etc etc have a limited audience, tell me, logically. Even if you believe it to be logical I'll ignore it, I'm pretty much done here... And I just want to say, those on about the importance of the end game have an extremely limited view on what makes a multiplayer game work and continue to work and attract new players.
NishUK wrote: » ^ let me expand on that, ( tab target ) so a dev wants to make a mage feel great and powerful, they design a spell that has a lot of power, some range number and cast time, simple as that. Then with that you have simple vertical progression on gear etc and then we're left with a mage that simply does his job, "big dick deepz". For the user, they are satisfied with their progression and watching a hp bar massively depleted and allies are happy that they have it in group, then after a while this all becomes normal and meta. Then we're left with people saying something along the lines of "xxx mage is braindead easy, 1 click and dead, casting time is stupid fast with top gear, fuk devs" and all the "Toxicity" that people are used to on both a PvE and PvP front.
What needs to be focused is the replay factor
not only are players the main content but that content is the only way to get true replayability and more importantly, provide appeal to people who have played other genre's of games that rely on the skill, adaptability and reaction of players.
Dygz wrote: » New World is not an MMO RPG. New World is an Open World MMO as described by the designers, themselves. Originally designed to be designed to be focused on PvP - which was so toxic, they decided to add in some PvE. The crafting is Survival Game style crafting. It is not an RPG and is not trying to be an RPG. BDO is not the future of Western MMORPG combat. It is a staple of Eastern MMO Action/Hack and Slash "RPGs". It could be the future of Western MMOs that are not RPGs.
Noaani wrote: » 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 So, maybe you can help me out here. Are you suggesting players should stick with the game even if they are not enjoying it, or are you saying the developers should do what they can to ensure people continue to enjoy the game? One of these I absolutely agree with, the other I can't see how anyone could think.
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
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!"