mcstackerson wrote: » Noaani wrote: » Okeydoke wrote: » Dygz wrote: » PvP-centric MMORPGs rarely have enough players to last long. God damnit Dygz. Pvp-centric mmos, which I'm assuming to mean mmos with a higher pvp focus, are capable of doing just fine. Black Desert Online, Archeage, Lineage, others I'm sure I'm missing. We're talking player counts in the millions between all these games. Tens of millions potentially While each of these games attracted a million or more subs at some stage, none of them retained that many players for all that long, and only BDO has a population that would be able to support Ashes staying live. This has been the story for new MMOs for a while now, not just the ones you are cherry picking.
Noaani wrote: » Okeydoke wrote: » Dygz wrote: » PvP-centric MMORPGs rarely have enough players to last long. God damnit Dygz. Pvp-centric mmos, which I'm assuming to mean mmos with a higher pvp focus, are capable of doing just fine. Black Desert Online, Archeage, Lineage, others I'm sure I'm missing. We're talking player counts in the millions between all these games. Tens of millions potentially While each of these games attracted a million or more subs at some stage, none of them retained that many players for all that long, and only BDO has a population that would be able to support Ashes staying live.
Okeydoke wrote: » Dygz wrote: » PvP-centric MMORPGs rarely have enough players to last long. God damnit Dygz. Pvp-centric mmos, which I'm assuming to mean mmos with a higher pvp focus, are capable of doing just fine. Black Desert Online, Archeage, Lineage, others I'm sure I'm missing. We're talking player counts in the millions between all these games. Tens of millions potentially
Dygz wrote: » PvP-centric MMORPGs rarely have enough players to last long.
Noaani wrote: » I'm going to pull you up here.
Okeydoke wrote: » The point is that these games prove there is a market for more...
Noaani wrote: » I think they prove that there is a market for a game with a 3 month persistent PvP cycle, and nothing more.
Okeydoke wrote: » Noaani wrote: » I think they prove that there is a market for a game with a 3 month persistent PvP cycle, and nothing more. Not sure what you mean. As in it will take 3 months on average before one side completely dominates a server, and then people start quitting?
Dygz wrote: » The possibility doesn’t matter as much as how much it actually happens. More PvP-centric than Ashes does not make Lineage II inherently PvP-centric by design. The PvP part of Lineage II dying more and more supports my claim. What you seem to be saying is that some PvPers perceived Lineage II to be PvP-centric. The dev updates did not support that because the devs don’t perceive the game to be PvP-centric. And you freely admit that you are in a bubble with a heavily biased and narrow view.
ELRYNO wrote: » Personally, I've played a few games in the past that have provided interesting ways of incorporating "action combat" into their games I'll list a few below.Witcher 3 Zelda Breath of the Wild Dragons Dogma Elden Ring Smite (Moba)And last but not least: Spellbreak (Very much a BR "action-spellcaster" but could have been an amazing action combat RPG). For me at least, this game was a complete success in pushing the boundaries of a "projectile" based combat game that resulted in fast paced and intense PvP. The game did however feel pretty chaotic because of the high level of mobility, APOC felt similar in a lot of ways where the pace of combat was consistently at 110mph with very few dips in intensity. The Developers of Spellbreak created a trajectory arc based aiming system, the projection of some spells is shown by an indicator and would cause aoe damage on impact. Please see below images. All abilities can be combo'd with other spells. Most spells will leave elemental effects behind such as frozen zones, burning zones, poison zones etc and made for some interesting interactions. I will leave a video below that better shows off the spells and combinations. Spell combination & trajectory indicator examples - https://www.youtube.com/watch?v=r3WmEOhzTKkNow, slightly more off topic, but I have always envisioned a toned down style of Spellbreak combat that would be interesting in an MMORPG, I'm not necessarily saying Ashes, but an MMORPG nonetheless. : The thought of using a system similar to Spellbreak's but incorporating deeper class mechanics & a variety of abilities has always peaked my interests. Using this trajectory based missile system with ranged classes in an MMO where the spells are able to be aimed whilst on the move, causing splash damage + secondary effects that could be combo'd with other classes. The thought of running into battle and arrows / fireballs raining down on my enemies from my ranged team mates behind me just looks awesome in my head. It's also noted that although Smite is similar in it's approach to combat, however it is no way near as intuitive & fluid as Spellbreak's combat in my opinion, ofcourse they are two entirely different genre's but style of combat is similar. My thoughts are that spells could be "charged" and then released, e.g certain spells damage would increase based on the length of charge time, therefore encouraging ranged classes to think moreso about positioning and setup to get a clear shot, but they could also get their spells off quickly and reposition by casting the spell earlier in it's "charge", this wouldn't be hugely effective damage but they wouldn't be locked into a cast timer that they are forced to cancel halfway through due to being gap closed. I think this would encourage dynamic combat and spell placement rather than having a pre-determined location or target. Additionally AOE damage would mean that the player didn't have to be 100% accurate to hit, similarly to melee swings or charged melee attacks that are usually based on proximity and "cleave" rather than accuracy. The spell cycle would go something like this "Press spell > Spell charges > during spell charge player movement is still possible > button is clicked to confirm missile release > right click / dodge / esc to cancel spell charge" The "missile" based spell in these scenarios would have multiple outcomes such as direct hit, AOE damage & zone control but could also combo up, E.G if two direct hits land from a frost spell in the last 5 seconds the target will be frozen in place for 2 seconds. This in combination with cone, frontal & line based "Skill shots" would, in my opinion be very interesting in the MMORPG space. One thing I think an MMORPG desperately needs when compared with these action games is a variety of meaningful melee barrier spells and ranged zone control spells. What I mean by this is physical blocks, cone & frontal "skill shots" and abilities to disengage effectively, whether that's blocking an opponents path toward you, reflecting spells or telegraphed attacks that allow for counter play. I'm frankly a bit bored of an AOE blizzard or a big slash of my sword, give me abilities like Sejuani's Bola Ulti or Braums Shield. Now I know this is a completely different genre of game, but seriously lets take LOL for example, the champion Taliyah can wall off parts of the map, lay down large aoe slows & displace her enemies using a dynamically positioned & rotated AOE ability, they have 4 abilities but the pace and dynamic feel, fluidity & polish of the combat is unmatched (Sorry Dota Fans). However, the possibility of outplaying these abilities is always there which is a key part of PvP and "skill expression". Is it a case that these sorts of combat interactions can't be incorporated into a 3rd Person game, or they simply haven't been successfully incorporated yet? Alas the above is just opinion and take from it what you will ☺️. Edit: Possibly the direction in which Riot are going with their MMO? Who knows?!
NiKr wrote: » One of my biggest dreams for an mmo is a particle-based spell-crafting mmo. The balance would be around character stats (that you yourself allocate), which would determine your range of control when in comes to spell-crafting. But the main point would be that you can create your own spells. I feel like UE5 could manage to support such a design idea and make it look really cool, but I dunno if there's development tools that can streamline the coding process for it. And depending on the coding part, you could determine which combat system would fit the design the best.
234Graph wrote: » "Two Worlds 2" had something like that and that came out in 2010
superhero6785 wrote: » I'm curious how stats like "dodge chance" or "accuracy" will work with action combat. It would suck to land a great snipe only to see the word "Miss" float up. Those are great stats when using Tab Targeting but irrelevant for Action Combat. How will a hybrid system take this into account?