Selo wrote: » Vissox wrote: » I guess I'm the only one? I feel as though people are putting very little thought into the implications of action combat. If it's bad, its really, really bad. Tab targeting is tried and true, and rotations are a pve exclusive thing guys. If you watch some WoW arena (as boring as it is) there is a lot more to interact with. I hope you guys are right on this one. =/ Your definatly not the only one. Ive posted alot about it aswell but i usually only get rude replies so yea.. Noaani is another one. I would say action combat has even worse rotation. Just look at New World. Its all about spamming left mousebutton and 3 skills. XD I dont want to spam mousebutton all day while strafing and bunnyjumping around my enemies. I rather have tab targeted auto attacks and 10-15 skills and more stationary combat. MMORPGS with action combat vs tab target that has been succesful are VASTLY towards tab tageting side for a reason. Players in action combat mmorpgs leaves in droves very quickly when they notice they cant keep up due to playerskill inbalance. The differance between a skilled player in action combat mmorpgs towards a "normal" player is HUGE compared to a skilled/normal player in a tab target game. Players THINK they want one thing becouse they liked in in a single player game, or a totally different genre, but when they actually try it, they dont like it, quit, and rejoin their old proven tab target game. Ive seen it in 20+ mmorpgs. Ive seen the same discussions in Alpha/Beta forums since EQ. Unfortunally the players that wants all those systems are VERY vocal on forums, while the vast majority are NOT on these forums, and hardly watch any information about the game. Most here are player around 20 that has played way to few mmorpgs, and very obscure mmorpgs at that.
Vissox wrote: » I guess I'm the only one? I feel as though people are putting very little thought into the implications of action combat. If it's bad, its really, really bad. Tab targeting is tried and true, and rotations are a pve exclusive thing guys. If you watch some WoW arena (as boring as it is) there is a lot more to interact with. I hope you guys are right on this one. =/
Norkore wrote: » You're acting like the game is this way because people force Steven to make it this way, but this is just simply incorrect, Steven and the team wants this, they showed people their plans on kickstarter and people backed it. If you don't like it you're just not the target audience, and that's okay...
Noaani wrote: » Mag7spy wrote: » Group content i where its easiest you do you role, tab target is not meant to be moving around all over the place, its pretty clear you don't need to be watching out for attacks and dodge them because that isn't the case. I'm not sure what you are talking about here. As I've said many times, with tab target things like this are on the encounter level, not the combat system level. I have played encounters where if you stand still for more than 2 seconds, you wipe the raid. But yeah, tab target games are not meant for moving... Mag7spy wrote: » What are you talking about impossible, when I said impossible or near I'm talking about knowing 40 abilities and memorizing all of them in your head and not having any ui and having 40 different buttons set on your keyboards while knowing when they are all on cd or not. That is not normal, you aren't going to convince me it is for players to hide the whole UI, we can easy go jump into games and ask people and do a pole and seet what happens. I mean, it isn't normal to be able to do a 180 no scope either, yet people do them. You keep talking about how tab target takes no skill, and then you keep talking about the skills you don't have that players need to be good at tab target. It's really weird trying to follow you here. Are you saying tab target games take no skill, or are you saying memorizing your abilities, knowing how long their cooldowns are and being able to internally time them is not a skill? Because it can't be both. Either doing that is not a skill in which case everyone can do it - or doing that IS a skill, in which case tab target games require a very specific, honed skill that you do not possess. Mag7spy wrote: » You literally don't' need to look at a player to do that is my point You lick their name in your party, you click your easy. I just don't get why you want to argue with me over this....the nature of tab target isn't about dodge abilities because that is not something you can normally do in like 80-90% of the combat in tab target. When a mob hits you, you are getting hit no matter what you are getting a icon to dodge an ability or some marker like akin to lost ark or any moba game. Another untrue statement. In an action game, when you dodge an attack you move out of it's way. A dodge is essentially an action that you initiate in response to a pending attack (or an assumed pending attack). In a tab target game (literally every tab target game I have ever played) there are abilities you can use that you activate when there is a pending attack (or assumed pending attack) that makes that attack miss you. Literally the only inherent difference in these two situations is the fact that a dodge moves you, which is actually a major factor as to why action combat in large scale combat isn't as good as tab - when you have 40 people attacking a mob together, that thing needs to stay fairly still. The rest of your raid can't perform their job if the mob is moving all over the place - and in fact an ability to keep a mob still is one of the hallmarks of a quality tab target tank. Anyways, back to the abilities. If action has an ability you can activate that makes a pending attack (or an assumed pending attack) miss, and tab target games have abilities that make a pending attack (or an assumed pending attack) miss, why would this be something you would get up on your soap box and yell about?
Mag7spy wrote: » Group content i where its easiest you do you role, tab target is not meant to be moving around all over the place, its pretty clear you don't need to be watching out for attacks and dodge them because that isn't the case.
Mag7spy wrote: » What are you talking about impossible, when I said impossible or near I'm talking about knowing 40 abilities and memorizing all of them in your head and not having any ui and having 40 different buttons set on your keyboards while knowing when they are all on cd or not. That is not normal, you aren't going to convince me it is for players to hide the whole UI, we can easy go jump into games and ask people and do a pole and seet what happens.
Mag7spy wrote: » You literally don't' need to look at a player to do that is my point You lick their name in your party, you click your easy. I just don't get why you want to argue with me over this....the nature of tab target isn't about dodge abilities because that is not something you can normally do in like 80-90% of the combat in tab target. When a mob hits you, you are getting hit no matter what you are getting a icon to dodge an ability or some marker like akin to lost ark or any moba game.
ItsmeToki wrote: » I like the new hybrid approach on meele classes, but I can see your worries with the combat system especially if we are talking about ranged dps. Aiming your abillities is one thing, but if you have to aim all of your autoattacks with every single ranged dps class AoC offers, I think it will be difficult for the Game to win players from tab target oriented MMOs over. There are different types of ppl. Some like to show their skill in fps games by having a good aim and other players are strong in the tactical use of their given set of abillities. Both strenghtes should be respected separatly. Otherways classhandling gets way to complicated and the skill cap would be trough the roof.
Mag7spy wrote: » So please share the content and the examples of games please in your case.
Your comment on my statement being untrue is actually kind of funny. If in the small amount of content the boss is doing something that you can use a skill to avoid or negate a large amount of dmg that goes into my percent that you actually need to pay attention to the fight and if you know the phases you know when to worry about certain things.
No amount of seeing what the boss is doing is going to have you dodge an ability that will auto hit you.
Talents wrote: » This works both ways. Some people don't like tab, some people don't like action, you can't please everyone in regards to combat. I'm lucky enough to enjoy both if they're done well. I don't have a bias on one versus the other. My opinion is if they can do it while making sure the large scale fights still work well, then they should go more action oriented. Action combat is definitely "the future" compared to tab. If you look at recent MMOs they're basically all action (Elyon, Mortal Online 2, Lost Ark, New World). If you look at anticipated upcoming MMOs they're also mostly action like the Riot MMO for example.
Noaani wrote: » Mag7spy wrote: » So please share the content and the examples of games please in your case. As I have said many, many times on these forums, the game I have played the most does not have to end content posted online. It never has, not even today. The game is competitive, and posting a video of how you kill a mob (of which there are multiple paths to take for most mobs) is giving a way information that other guilds may use to progress faster than your guild. It is literally the fastest way to get booted from a top end guild in that game - and you will not be invited in to another one. Essentially, you are asking me to share something that doesn't exist. Your comment on my statement being untrue is actually kind of funny. If in the small amount of content the boss is doing something that you can use a skill to avoid or negate a large amount of dmg that goes into my percent that you actually need to pay attention to the fight and if you know the phases you know when to worry about certain things. You know what's funny? using the term "phases" here, it's as if you think that this is something that is inherent to all raid encounters. It isn't, unless you are only talking about WoW (every encounter that I recall from WoW has phases - very few encounters in other games have them). Again, this is showing your lack of understanding of tab target games. No amount of seeing what the boss is doing is going to have you dodge an ability that will auto hit you. Literally every tab target game I have played has mechanics of some sort that are essentially the same as an action combat games dodge. There are abilities you can/need to activate in order to prevent an attack from hitting you. In fact, I have already told you exactly this, in this very thread. Point is - and please, please let this sink in because I don't want to have to repeat it again - dodge (and other similar mechanics) is not something that action games have and tab target games do not. You saying that this is a thing that action games have and tab target games don't is a bit like me saying "yeah? well, tab target games have swords, so they are better than action combat games because I saw an action combat game once where a player didn't have a sword!" Please, let it sink in. Tab target games have abilities that function exactly the same as dodge in an action game. This means players do indeed need to - you know - pay attention and use it when it is most needed. TL;DR (because I know you are not reading anything), tab target games also have dodge, and you do not have some of the base skill required to be good at a tab target game, yet insist that tab target games require no skill.
Izzetin wrote: » They said it will be a hybrid between Action AND Tab target. today they only showed us an update about Action Combat and it looked very good. I like it alot (Im a Tab target fan too). And now i hope we will see this new Combat style with Tab Targeting ''active'' to see how they will balance it.
Noaani wrote: » Please, let it sink in. Tab target games have abilities that function exactly the same as dodge in an action game. This means players do indeed need to - you know - pay attention and use it when it is most needed.
NiKr wrote: » Mag7spy wrote: » Large scale with action combat is better as long as its balanced properly and aoes are in check. Larger scale tab target is very generic and very poor having to click a person and attack rather then being more intuitive and just attacking who you want without as much of a fuss and using auto hit mechanics where 0 skill is involved. And with body collision you'd only be able to attack people at the front, which will be purely tanks (cause that would be the immediate meta). And unless literally all abilities can be lobbed over the targets' heads, ya ain't hitting anyone behind those tanks. There's a reason why action combat games are usually purely open world and wide open spaces, because you're limited by environment design by combat design. While back in L2 we had narrow chokepoints in castle sieges and dungeons. And you had to pick and choose your targets appropriately out of 50-100++ people on your screen.
Mag7spy wrote: » Large scale with action combat is better as long as its balanced properly and aoes are in check. Larger scale tab target is very generic and very poor having to click a person and attack rather then being more intuitive and just attacking who you want without as much of a fuss and using auto hit mechanics where 0 skill is involved.
NiKr wrote: » Noaani wrote: » Please, let it sink in. Tab target games have abilities that function exactly the same as dodge in an action game. This means players do indeed need to - you know - pay attention and use it when it is most needed. And the best thing about this is that different classes can have different ways of doing this instead of just "I move to the side and dodge your hit". In L2 daggers/archers had ultimate evasion that made phys classes miss 95% of hits. Elven daggers had an ability that let them dodge any phys skill for 7 secs. A mage class had a blink ability that had an iframe which let you dodge a projectile if used correctly. Mages could redirect dmg to their mana. Tanks could mirror reflect that damage or completely mitigate it. And several classes had a detargetting ability that was usually used as a cast stopping tool. All of those things are "I dodge your hit with a press of a button", but they're all way more interesting and flavorful than a fucking sidestep.
Mag7spy wrote: » Remember im not talking about the 1% of content that might be different by a bit but the normal experience in the game and what most people do. And you can still say what it is you did and if i can't find it I can't find it.
Clicking a button and the action of needing to move to dodge are on two different levels. One is simply clicking a button very very easy.
Noaani wrote: » Mag7spy wrote: » Remember im not talking about the 1% of content that might be different by a bit but the normal experience in the game and what most people do. And you can still say what it is you did and if i can't find it I can't find it. I am. I have already said many, many times that I agree action combat is better for solo content, but it falls to pieces the more you go up the content scale. As such, the 1% is literally what I am talking about (actually, the 25%, but what ever). Action combat simply can not handle that, never has, never will. This isn't even a case of what games out there exist, it is a case of what is and is not possible. if you have 40 people all actively trying to aim at a mob, and the tank is having to dodge out of the way of attacks - forcing the mob to reposition itself, things just don't work. In order to make this situation work, you need to stop the mob from moving. This means either stop it from responding to the tank at all, or stop the tank from dodging. In both cases, you are taking a key aspect of action combat and throwing it out the window. Clicking a button and the action of needing to move to dodge are on two different levels. One is simply clicking a button very very easy. Explain your thinking here. In literally every action game I have played, a dodge is a double tap in the direction you want to dodge in. since you already have a finger on that key, there is literally nothing to this. In a tab target game, you are right in that a dodge is an ability that needs to be activated. However, that still requires a button press. This can usually be bound to a double tap of a direction (some classes have a dodge ability for each direction), but it doesn't have to be - it can be bound as per a normal ability. However, even if it is a normal ability, I fail to see any material difference in the following scenarios; See pending attack, double tap to dodge Or See pending attack, press hotkey to dodge Explain to me why these two scenarios are - in your words - on different levels.