CROW3 wrote: » Never tried the multiplayer mods, but I’ll take your word for it. For 2011, combat was still pretty solid. Would have been cool to have more melee techniques, but that’s a limitation that can be over come. Witcher 3 is another example of an action combat pve game. It does have a ‘lock target’ mechanism, but I rarely used this so combat would feel more fluid. There were a broader range of attack techniques as well.
NishUK wrote: » You seem to be a very selective person, I call it anti-social.
NishUK wrote: » If you can't find a spec of happiness or some things to peek your interest from people without exact similar interests than you, well... ye I guess you need a game with a PvE only/RP server because I don't think your competitive at all.
NishUK wrote: » If it's good enough the whole playerbase will be happy and we will appreciate each other, not seperate us into groups like we don't belong with one another...
NishUK wrote: » Archeage and a game like Ashe's can't go RP or PvE only most likely, PvP and contest is integrated, so you'll probably be stuck with all those damn kids, and "toxic" heads like myself I guess.
CROW3 wrote: » Ah, I hear you. If you have time, Witcher 3 was damn near perfect as an RPG. There are only a few games that come close. It’s a fair observation on action at scale. I never raided in ESO or Neverwinter so I’m curious to hear what folks with that experience have to say. All of my scaled raid experience is tab as a hunter & tank in WoW for 16 or so years.
Dygz wrote: » I don't think I said anything about Ashes going RP-only or PvE-only, so... It's kind of bizarre that you mention that in reference to anything I said. I don't think I've referred to you as toxic.
CROW3 wrote: » My first thought is that < Flagon of Salt > is a solid guild name. That actually does sound like what I expected it might be. How does healing feel in the Neverwinter dynamic? Is is a blend of direct and AOE? Mostly ground targeting? I can’t remember if Neverwinter has a target lock (I think it does) - is that necessary in a raid setting or does the soft targeting (just reticle) work just fine?
CROW3 wrote: » Oye. Complicated seems an appropriate descriptor. The hardest part being the low population and P2W being in conflict with the dogged nature of raiding. Giving self-heals in the form of life steals reminds me of what WoW did when the game shifted hard toward solo casuals. Sounds like a low threshold for healers to bail out for other games. That said … If you set the p2w, low pop, and big damage aside - did the action underpinnings work at scale for healers or is it much more favorable to dps / tanks?
Azherae wrote: » In fact, almost all healing works like this in MMORPGs of the last few years, with only two Innovative methods that I am aware of. I personally consider the innovative ones to be better suited for Action MMOs. So, from the perspective of 'could a player who is used to healing in a Tab Target game effectively act as a healer here while still experiencing some Action', the answer is yes. From the perspective of 'could this have been done better or in a way more suited to improving the gameplay from the Action perspective', the answer is 'very yes'. That said, I think it's usually better for games to make healing 'easy and similar to tab target' since adding mechanical skill to healing is a barrier to entry for a reasonably large portion of the healerbase. People already struggle with targeting and healing allies with Tab Target, particularly in mobility situations where they must get out of central attack cones/blast radii.
Azherae wrote: » I think I can explain this directly, actually, so indulge me. Healers are designed archaically in almost all games that are not Battle Arena shooters or specific MOBAs. Whether or not one likes the design, there are some factors that come up due to it.Why are Healers a low mobility class? Now, this isn't true in EVERY game, but consider it the other way. Why aren't they EXPLICITLY a high mobility class that heals from close range? The answer is basically because it would be a type of challenge that most players in ye olde days that wanted to play 'as Healers' wouldn't want, and therefore we got 'stuck' with this sort of 'I magically call upon my Divine Power/Deity and that Deity knows exactly who I am pointing at and heals them' while I safely stand over here'. But it would make much more 'sense' to at least have a type of Healer that is VERY mobile but heals at close range, whether they do that by 'magic' or not. In an Action-y game, a mobile Healer gets to experience the challenge too, of getting in and out of their healing position while avoiding damage. They wear light armor anyway in most games (and have no true justification for why they don't wear heavier armor other than old D&D tropes). The class normally is in the backline 'because it's easier to not take damage there', but in an Action heavy game, where both the enemy and the tank/DPS are moving around quite a lot, this guarantee falls very quickly, yet the Healer remains static. The Healer just 'sits there and hopes that no one messes up and pulls the enemy to them or causes them to end up in an attack cone/circle'. But why? A healer could simply... be mobile... and react. If limited to closer range healing, and with longer 'recovery times' after certain mobility skills for using self heals (assume for example that a fast teleport-like dash up to another player to heal them, only works on OTHER players, because MAGIC), then the complaint of 'I can't catch the healer to kill them' changes too. The Healer must come into RANGE to heal the person you are hurting, and therefore be in danger. As opposed to now, where other people have to devote focus and dedicated effort to catching the healer, making balance more difficult. Action MMORPGs may someday stop doing this, just as some MOBAs and Shooters have done. And maybe then, 'Action vs Tab' will be less of a consideration... Orrrr... a bunch of people will complain that they just want to heal and not have to move around all the time.
CROW3 wrote: » Azherae wrote: » I think I can explain this directly, actually, so indulge me. Healers are designed archaically in almost all games that are not Battle Arena shooters or specific MOBAs. Whether or not one likes the design, there are some factors that come up due to it.Why are Healers a low mobility class? Now, this isn't true in EVERY game, but consider it the other way. Why aren't they EXPLICITLY a high mobility class that heals from close range? The answer is basically because it would be a type of challenge that most players in ye olde days that wanted to play 'as Healers' wouldn't want, and therefore we got 'stuck' with this sort of 'I magically call upon my Divine Power/Deity and that Deity knows exactly who I am pointing at and heals them' while I safely stand over here'. But it would make much more 'sense' to at least have a type of Healer that is VERY mobile but heals at close range, whether they do that by 'magic' or not. In an Action-y game, a mobile Healer gets to experience the challenge too, of getting in and out of their healing position while avoiding damage. They wear light armor anyway in most games (and have no true justification for why they don't wear heavier armor other than old D&D tropes). The class normally is in the backline 'because it's easier to not take damage there', but in an Action heavy game, where both the enemy and the tank/DPS are moving around quite a lot, this guarantee falls very quickly, yet the Healer remains static. The Healer just 'sits there and hopes that no one messes up and pulls the enemy to them or causes them to end up in an attack cone/circle'. But why? A healer could simply... be mobile... and react. If limited to closer range healing, and with longer 'recovery times' after certain mobility skills for using self heals (assume for example that a fast teleport-like dash up to another player to heal them, only works on OTHER players, because MAGIC), then the complaint of 'I can't catch the healer to kill them' changes too. The Healer must come into RANGE to heal the person you are hurting, and therefore be in danger. As opposed to now, where other people have to devote focus and dedicated effort to catching the healer, making balance more difficult. Action MMORPGs may someday stop doing this, just as some MOBAs and Shooters have done. And maybe then, 'Action vs Tab' will be less of a consideration... Orrrr... a bunch of people will complain that they just want to heal and not have to move around all the time. So, does that more mobile healer put a player into more of a sub game of tag with short range heals, versus the stationary heal canon? I only healed the last part of legion on my Paladin, which was very much a stay put and lob yellow light at the tank. My aforementioned healer buddy always played Druid and spent a good deal of time running around deploying hots and activating his heals. I can’t say which is better since it’s really not my cup of tea.
NishUK wrote: » @Azherae you know, moba's did a fantastic job of not having to solely rely on healing, it really broadened the playing field and gave players options (quite a few would say, more "straight" options). The problem with the standard mmo format, is that it promotes team play instead of it actually being team play. Tank goes in, dps follow or range fire, healers stay safe and do their job, it's the ABC/123 you could be speaking another language and get shit done. Then when mmo's or new ones try to expand gameplay everyone plays and finds the cogs are sitting right, well it's because you've kept the jobs entirely the same and so heavily focused on one thing! "Hi, I'm a ranger" "nice, what you do" "I shoot a bow, I'm a dps" "great, nice....("LF Healer/Tank, this century please")" Theme wise is the ranger a Legolas turret? ofc not, why aren't there supportive elements out of him, it's kept so billy basic in the mmo world. When everyones shifting around, more so in hybrid/action games, when you have an ally nearby, just 1, the experience can be a lot realistic, it's not like they look at each other and go "we're dps!....shit! wanna be best friends? dood!....let's die and on respawn cry about healer suck, huhu!". All I'm saying is, it's cool to have specializations but the genre has got to evolve eventually from a hardened trinity system and the hardened formation that comes with it, tech and graphics have improved greatly and young people are used to that high octane gameplay from all sorts of games, it's been a long time needed...
NishUK wrote: » In regards to the Trinity System I have no problems with it's foundation, it's merely just devs lack of passion and bravery inside of that to make a system more reasonable for gameplay demands that many have experienced in some way from say the FPS and Moba genre.
NishUK wrote: » @Azherae they can evolve to have group mechanics, I love aim and want that to be more of a thing especially for making mages and rangers more exciting (not nerfing them to make them only aim, infact I would make them do more damage if their efforts were more calculated and precise!). In regards to the Trinity System I have no problems with it's foundation, it's merely just devs lack of passion and bravery inside of that to make a system more reasonable for gameplay demands that many have experienced in some way from say the FPS and Moba genre. I mean you couldn't get more crystal clear if you take LoL as an experiment, people want the action, only a small % actually want to play supportive elements but then when you introduce mechanics and characters like Thresh and Pyke they go "ok, that's pretty cool!". I'm really not biased against traditional healing/buffing gameplay and theme wise but devs have stayed stale with it, there's so much to explore.