NiKr wrote: » I was thinking about what action combat has that tab doesn't and the main 3 things I could come up with is verticality, precision aiming and action dodges. Are there any tab games that utilize those mechanics? Can you think up any more features that can only work in action combat? Cause I think I can come up with a few intricate boss encounters that use all three of those across all types of classes, though I'm not sure if I'd be able to make hundreds of unique fights with them. But then again, outside of now infamously awesome and incredible EQ(2), I don't think there's any pve mmo that has over a 100 absolutely unique top lvl fights.
SirChancelot wrote: » GW2 had action dodges in is tab mode?
NishUK wrote: » Quite sad if we're going to seperate everything into their own categories.
NiKr wrote: » SirChancelot wrote: » GW2 had action dodges in is tab mode? Isn't GW2 the poster child of "hybrid" combat? So I'd imagine there's some overlap of abilities/actions between the two systems. Are there any purer tab games that utilize action dodge as a general mechanic and not as smth class-based?
Azherae wrote: » Just ignore all of that. If you want good bosses, design the experience you want/need the players to have and work backwards, and whatever comes out, build. Ashes' encounter team is doing this already. The only question here is 'whose expectations are they going to annoy?'
SirChancelot wrote: » Dodging is more of a staple in the action RPG genre
NiKr wrote: » Azherae wrote: » Just ignore all of that. If you want good bosses, design the experience you want/need the players to have and work backwards, and whatever comes out, build. Ashes' encounter team is doing this already. The only question here is 'whose expectations are they going to annoy?' Well yeah, that's exactly what I was doing in my head, but I was trying to figure out what kind of boss could I come up with that would illustrate AC's features the best, which is why I asked about what those features are, outside of the things I've listed. My thought process started out from vague basic mechanics which would then be supported by the detailed combat system changes, when required. But to know what the basics are - you gotta look at what action combat does that tab doesn't.
NishUK wrote: » Sarevok As a Tekken fan, BDO really showcased the potential for fighting mechanics in the mmo space but I have to side with the fact also that it completely avoided group mechanics that the genre is known for. I look forward to its potential being expanded in the future to bring in a mass audience wanting excellent diversity in gameplay but right now it clearly just can't impress the mmorpg tab base enough and I'm clearly disappointed.
NishUK wrote: » Noaani I'm going to turn a new leaf and attempt to stay calm and composed instead of straight out slam games that don't have all the required mechanics to allow not only a varience of competitive levels but don't feel as active and intuitive to play. Game feel is also really important to me and I definetly feel it should embody the role that you're playing, If I'm a high end Rogue I would love to view a cartwheel with no hands, stabbing something, kicking off of it's body and that mobility requires more precise input and is a viewable, distinctly unique and definetly has a role in gameplay. Where as in WoW's tab and traditional mechanics, Rogue is an alternative gameplay style to Warrior ie similar attack and mobility patterns and to dodge you simply activate a dodge skill and defensively there is no difference between an average player and a great player. Before I said Archeage was a "hybrid", more accurately it is a tab target system (besides some auto attacks and other skills) with more mobility and certain iframes that are closing the gap between tab and action.The mobility and reaction to enemy mobility aspect of this game is an important distinction from WoW, instead of WoW's focus in managing cooldowns and rotations while "roaming" around opponents. AA slims down that "DPS Rotation" mastery and focuses a lot more on mobility choices and the ranged capabilities of characters and it gives a much clearer picture, viewably, on who is melee and who is ranged with clearer windows of engagement/disengagement and defensive clarity. Why did I bring AA up, because it's a tab game that works better for open world combat, which some people see as the main part of an mmo experience and imo is a broader scope of one. I also think it will hold true to a boss+add encounter experience just as well, the crucks is maintaining the Trinity system which is kept in a simple check due to less random mobilty from everyone in a game like WoW but I feel can be corrected with ingeniuety.Do I think AA tab is a winner for Ashes....no, because not only doesn't it bring all newer competitive mechanics but tab target systems naturally promote raw vertical progression stats from gear (as opposed action already being good and just make gear bonuses specialize class skills), as it's one of the only ways to elevate tab combat, which imo is all very bad for taking people away from the current popular games from other genres as I'm completely against GS barriers in the pursuit of a truly massive and competitively accessible multiplayer experience. Also, tab target suffers really badly from meta builds and playstyles as there are limited ways to play under tab mechanics really, it's much more exciting and thrilling on the action side of life to see people having a "great day" or a "poor day", it's refreshing.BDO has MANY flaws, it's spammy and the mobility is too high but if it's made way less spammy and mobile then it has the potential to be an excellent base. The focus is the trinity system though, you can't have characters too solo reilant and flying away in the distance like a DBZ character when you've designed all these nice classes to promote amplification and synergy. That is the real easyiness and accessibilty of WoW and FF14, to keep formations and things orderly due to the lack of mobilty and mechanics and then ofc with that, devs just purely focus on the encounters then, but that is specifically for raid mmo's only and as we know, both these 2 have ditched their open world, shamefully. There is a lot to be evulated and polished for the future of action combat (including appropriate tutorials and undertanding), I think I can agree with Hybrid to cut time for sure or just purely on the basis to make it reilable. What I can never agree with though, as a person who looks at things first from a competitive stand point, as do many others who are taking "refuge" in other mulitplayer genre's is to continue leaning on tab target as the feel of it is, in a nutshell, simply not exciting enough for the year 2010+ and beyond. I want this mmo to draw in A LOT of players, I want it to have "big boy" expert players streaming on twitch, I want to see loads of guys like myself excited with their blood pumping over perfecting themselves and their trade and tab will never do that I'm sorry.
Noaani wrote: » An MMO needs to be active and popular for either years or decades. Neither action combat nor PvP has managed that.
mcstackerson wrote: » Noaani wrote: » An MMO needs to be active and popular for either years or decades. Neither action combat nor PvP has managed that. On the pvp front, Eve online is older than wow.
Noaani wrote: » mcstackerson wrote: » Noaani wrote: » An MMO needs to be active and popular for either years or decades. Neither action combat nor PvP has managed that. On the pvp front, Eve online is older than wow. Indeed. However... There was a recent Fan Fest for EVE. Lots of presentations, announcements about the plans for the future of the game, that sort of thing. You know what announcement got BY FAR the biggest cheer from this audience of die hard EVE fans? Changes to Excel. That is the kind of game EVE is targeted at. Not typical PvP gamers - especially not those that talk about how important "feeling" is to them in a game. EVE is aimed at those that think. It happens to have PvP (though I played it for a year without any PvP at all, so...), but that is not its target. Indeed action combat is new, and tab is old. And indeed MUD's were a thing before tab. The thing is, back in the day, MUD's were called MUD's,and they still are. They still exist. MMORPG's with tab target combat spun out or them, they didnt supplant them. Why then should action combat supplant tab? Should we not be arguing that action combat be a new genre to spin off from the MMORPG genre? I mean, as I said earlier, this is how things happen. RTS games spun out of turn based strategy when the tech allowed for it, they didnt supplant turn based strategy. MOBA's spin out of RTS games, they didnt replace them. I simply do not get why we are asking for action to supplant tab, rather than being its own thing, in a genre that is better suited to its particular pros and cons. To mez, this seems like it would be better for literally everybody.
NishUK wrote: » why don't you explain why combat alone is a turn off and a no go zone for a genre?