Mag7spy wrote: » You saying action combat can't handle 40 people is not true, what matters is how its designed.
Dygz wrote: » Shilee wrote: » Action combat is how others and I see the direction of the genre evolving. Not only does action combat feel more engaging because of it's difficulty to learn, it makes the gameplay feel far more dynamic. In WoW pvp the only thing I need to worry about is my rotation, some positioning, and managing my cds according to my opponents. In action combat, you need to do all of those things to a higher degree. Worrying about my rotation now includes that I'm actually aiming and hitting my abilities on target instead of hitting a button and knowing it will hit. Utilizing my positioning relative to my opponents so that I can optimize hitting my abilities on them while also avoiding theirs. Using my environment to my advantage, if I'm playing a ranged class such as a ranger or a mage, how can I use the difference in elevation to make it so my opponent can't hit me; should I mantle that ledge and attack from above? All of this enhances combat and adds depth to an otherwise stale genre. Ashes has Hybrid combat. People who don't like Action Combat should be able to create Tab Target builds they like, so... No need to be bickering about which playstyle is better.
Shilee wrote: » Action combat is how others and I see the direction of the genre evolving. Not only does action combat feel more engaging because of it's difficulty to learn, it makes the gameplay feel far more dynamic. In WoW pvp the only thing I need to worry about is my rotation, some positioning, and managing my cds according to my opponents. In action combat, you need to do all of those things to a higher degree. Worrying about my rotation now includes that I'm actually aiming and hitting my abilities on target instead of hitting a button and knowing it will hit. Utilizing my positioning relative to my opponents so that I can optimize hitting my abilities on them while also avoiding theirs. Using my environment to my advantage, if I'm playing a ranged class such as a ranger or a mage, how can I use the difference in elevation to make it so my opponent can't hit me; should I mantle that ledge and attack from above? All of this enhances combat and adds depth to an otherwise stale genre.
Shilee wrote: » The game will allow players to be up to 75% action combat or tab target, but you cannot be 100% of either. After trying the game, if you still don't enjoy action combat for 25% of the time, there will always be games that cater to your wants and needs, this one just won't be it.
Dygz wrote: » Hmmmn. I guess, I could call standard reticle aiming free aim. Soft lock in NWO is sticky aim. Sixth Sense is a different kind of aim assist, but seems great for an RPG. Target Lock would also be good, of course. I mean - I think I would expect to be using bow shots as an opener and then switching to a different weapon. I have a feeling Assassin's Creed is not a high magic setting.
Noaani wrote: » Mag7spy wrote: » You saying action combat can't handle 40 people is not true, what matters is how its designed. Have you not been paying attention? I said action combat can't handle the variety needed. I have given examples of a few encounters with action combat and many people (in one case, I took it on with 250 or so people). The thing is, these encounters are all essentially the same - because action combat doesn't allow for that much varity - the more people you add, the fewer design options you have in combat. Look at BDO, it has exactly three encounters of note (that is being generous). The game is 8 years old. All three of those encounters essentially play the same. There are differences between them, but they are subtle differences rather than material differences. Then you look at a game like EQ2. In that same 8 year period after launch (where BDO had 3 encounters of note) EQ2 had about 400. Each of those 400 or so encounters in EQ2 were more different from any other of those 400 encounters than any of the 3 encounters in BDO were different from the other two. Again, this is where action combat fails. You can always just throw a big stick in the ground and have people jumping over it, dodging around it, all that stuff. However, you can not get the variety in an action combat game that you can get in a tab target game - and variety of encounter IS what makes a tab target game. Perhaps another way to out it for you. An action combat game is about the combat system - a tab target game is about the content. As an aside, since you are ALWAYS using the same combat system in an action combat game, they tend to get boring fast. Since you are taking on many different encounters in the same day in a tab target game, they do not get boring as fast. The only way to keep an action combat game even remotely interesting is to make it a PvP game - the game as a whole simply won't stand up without it - where as tab target games without PvP absolutely can and do stand up.
mcstackerson wrote: » If tab combat was as interesting as you claim then rpgs outside of MMOs would use it. They don't. They all use some kind of system that requires aiming. Elden ring and Monster hunter could be considered some of the most popular pve games on the market and use aiming.
Azherae wrote: » mcstackerson wrote: » If tab combat was as interesting as you claim then rpgs outside of MMOs would use it. They don't. They all use some kind of system that requires aiming. Elden ring and Monster hunter could be considered some of the most popular pve games on the market and use aiming. Both these games have a 'tab target' option similar to how it works in Legend of Zelda games. People may not always use it, but it is not quite fair to say they 'use aiming' without clarifying more detail on what that 'aiming' is.https://www.polygon.com/monster-hunter-rise-guide/22388040/lock-on-target-monster-camera-style
mcstackerson wrote: » Azherae wrote: » mcstackerson wrote: » If tab combat was as interesting as you claim then rpgs outside of MMOs would use it. They don't. They all use some kind of system that requires aiming. Elden ring and Monster hunter could be considered some of the most popular pve games on the market and use aiming. Both these games have a 'tab target' option similar to how it works in Legend of Zelda games. People may not always use it, but it is not quite fair to say they 'use aiming' without clarifying more detail on what that 'aiming' is.https://www.polygon.com/monster-hunter-rise-guide/22388040/lock-on-target-monster-camera-style That is not tab. Yes, they have assist aiming but the retain their core action elements. If tab was the key, they wouldn't need those.
Mag7spy wrote: » Thing is you can have all of those features and be able to dodge abilities together. In fact BDO actually has that to an extent with some abilities. Stat changing abilities are not limited to tab target. PvP view point can be different but when you are fighting a mob that you know what it does its easy to predict when you need to do things.
Selo wrote: » Mortal Online Guild Wars 2 (big part action combat, not dead but only a fraction of players at start) TERA New World Lost Ark Skyforge Black Desert Online Elder Scrolls Online (not dead but not big either) Archeage Wildstar Wether its action combat or not only, the fact that people go back to traditional tab target games are true. Pretty much all games that survives for more than 6 months with a larger playerbase are tab target. I dont think neither you or me hang out with the "average" player. Most are casual players with family that dont hang on discord or forums. Those players are generally more traditional and dont like changes.
mcstackerson wrote: » That is not tab. Yes, they have assist aiming and camera direction but the retain their core action elements. If tab was the key, they wouldn't need those.
Azherae wrote: » mcstackerson wrote: » Azherae wrote: » mcstackerson wrote: » If tab combat was as interesting as you claim then rpgs outside of MMOs would use it. They don't. They all use some kind of system that requires aiming. Elden ring and Monster hunter could be considered some of the most popular pve games on the market and use aiming. Both these games have a 'tab target' option similar to how it works in Legend of Zelda games. People may not always use it, but it is not quite fair to say they 'use aiming' without clarifying more detail on what that 'aiming' is.https://www.polygon.com/monster-hunter-rise-guide/22388040/lock-on-target-monster-camera-style That is not tab. Yes, they have assist aiming but the retain their core action elements. If tab was the key, they wouldn't need those. I can only say that if you perceive that using a Ranged Weapon in Monster Hunter games with lock-on to not be the equivalent of Tab Target in the context of this conversation, then whether or not you are correct about it has nothing to do with the conversation happening.
mcstackerson wrote: » Azherae wrote: » mcstackerson wrote: » Azherae wrote: » mcstackerson wrote: » If tab combat was as interesting as you claim then rpgs outside of MMOs would use it. They don't. They all use some kind of system that requires aiming. Elden ring and Monster hunter could be considered some of the most popular pve games on the market and use aiming. Both these games have a 'tab target' option similar to how it works in Legend of Zelda games. People may not always use it, but it is not quite fair to say they 'use aiming' without clarifying more detail on what that 'aiming' is.https://www.polygon.com/monster-hunter-rise-guide/22388040/lock-on-target-monster-camera-style That is not tab. Yes, they have assist aiming but the retain their core action elements. If tab was the key, they wouldn't need those. I can only say that if you perceive that using a Ranged Weapon in Monster Hunter games with lock-on to not be the equivalent of Tab Target in the context of this conversation, then whether or not you are correct about it has nothing to do with the conversation happening. I think i'm saying that the game is still action combat. They don't abandon any of the other action elements. If tab was truely what people enjoyed then why waste time on those other elements? My conversation was directed at Noanni's comment so not sure how you can say it's not relevant.
Azherae wrote: » mcstackerson wrote: » Azherae wrote: » mcstackerson wrote: » Azherae wrote: » mcstackerson wrote: » If tab combat was as interesting as you claim then rpgs outside of MMOs would use it. They don't. They all use some kind of system that requires aiming. Elden ring and Monster hunter could be considered some of the most popular pve games on the market and use aiming. Both these games have a 'tab target' option similar to how it works in Legend of Zelda games. People may not always use it, but it is not quite fair to say they 'use aiming' without clarifying more detail on what that 'aiming' is.https://www.polygon.com/monster-hunter-rise-guide/22388040/lock-on-target-monster-camera-style That is not tab. Yes, they have assist aiming but the retain their core action elements. If tab was the key, they wouldn't need those. I can only say that if you perceive that using a Ranged Weapon in Monster Hunter games with lock-on to not be the equivalent of Tab Target in the context of this conversation, then whether or not you are correct about it has nothing to do with the conversation happening. I think i'm saying that the game is still action combat. They don't abandon any of the other action elements. If tab was truely what people enjoyed then why waste time on those other elements? My conversation was directed at Noanni's comment so not sure how you can say it's not relevant. I will leave it to Noaani to clarify whether or not your comment is relevant given the clarification. I saw you ask 'why don't popular games use Tab Target', and clarified that they have something that I perceived to be equivalent to what Noaani has tried to explain is 'Tab Target'. But it is true that all gauging of relevance is up to the target of your point so I apologize for speaking on behalf of Noaani in this case and will disengage.
NiKr wrote: » Mag7spy wrote: » Thing is you can have all of those features and be able to dodge abilities together. In fact BDO actually has that to an extent with some abilities. Stat changing abilities are not limited to tab target. PvP view point can be different but when you are fighting a mob that you know what it does its easy to predict when you need to do things. At which point then would you have too many things to physically do in the game? From what I remember of BDO, it's a combo system where you gotta press keys in a proper order or in a proper combination at the same time. And iirc a lot of abilities take directionality into account, so you're using up your movement presses to use a skill (correct me if I'm wrong here). So how exactly would you have a deeper variety of skills, on top of dodgy fast movement, w/o overwhelming the player with a piano-like gameplay. Hell, I played a piano build in L2 and even that was right at the edge of what I'd consider a breaking point of "too much shit to do". I can't even imagine having 20 abilities on top of constant fast-paced movement and proper targeting.
Doublebass wrote: » From the demo i saw posted recently i'm afraid it looks like diablo - nothing different from just clicking an enemy to attack them, then using an ability that does a certain aoe in front. Nothing different from if this was a tab target game. Stats on stats. Chop them up. Slice and dice until enemy crumbles.
Noaani wrote: » mcstackerson wrote: » If tab combat was as interesting as you claim then rpgs outside of MMOs would use it. They don't. They all use some kind of system that requires aiming. Elden ring and Monster hunter could be considered some of the most popular pve games on the market and use aiming. The need to aim is not what makes a game action or tab. If that were the case, every tab game would be at least action in part, because every action game I have played has had abilities that need to be aimed. While we may use tab target as a term to refer to tab target combat, it is because that is an easy descriptor for it - not because that is the defining feature of it. The aiming paradigm is NOT the defining factor between action and tab target games.
Mag7spy wrote: » There is nothing action can't do compared to tab that is false you can design things to be however you want in a game.
Mag7spy wrote: » It all comes down to balancing and the experience you want players to do and the learning curve you want is implement well. So not making things unreadable, balancing the speed of the combat so its something most people can play and enjoy, and having that flare of action that people can rely on to dodge some moves with skills, and having some element of aim being a factor at times.