Noaani wrote: » Mag7spy wrote: » You are missing the point, depending on how an encounter is designed you can vary the level of need to dodge a enemy based on what you want. So, in order to make action combat work on encounters that would be natural to tab combat, you need to strip away that action combat. Then, you can approach what tab target can do naturally.
Mag7spy wrote: » You are missing the point, depending on how an encounter is designed you can vary the level of need to dodge a enemy based on what you want.
Azherae wrote: » That seems to get quite high when movement is actually required. Looks close to 90-100 base though? Which implies it rises by the standard... 20ish when in an area when you have to look out for enemies? (Is it 20ish for everyone else? Camera spins and other checks? I think I'm pretty bad at this because I'm not good at shooters, for example)
Mag7spy wrote: » You are still missing the point its about creating the level of difficulty. The same way adding more advanced mech make thing difficult, so does adding more movement skills.
Solvryn wrote: » Tab generally refers to the target system
Noaani wrote: » Mag7spy wrote: » You are still missing the point its about creating the level of difficulty. The same way adding more advanced mech make thing difficult, so does adding more movement skills. But this isn't unique to action combat. Tab target games also require players to avoid attacks. I mean, you can't say "this specific thing is what makes action better than tab" if that thing is in both action and tab. That is what you are doing. Same with just general movement. One encounter that jumps out to me had sections of the floor falling every few seconds, requiring players to take note of the ground around them, and reposition themselves often. This is my point though, all of these things can be ADDED to an encounter that ADD to tab target. In order to have that much on an encounter in an action game, the developers first need to REMOVE something from the action combat - and players generally don't like it when developers take things away from them.
Mag7spy wrote: » If we look at a tab target game and look at any mmo that has action movements in it we would be able to easily see a pretty big difference between tab target dodging and action based dodging.
Noaani wrote: » Mag7spy wrote: » If we look at a tab target game and look at any mmo that has action movements in it we would be able to easily see a pretty big difference between tab target dodging and action based dodging. Yeah, but the difference is animation, not player interaction. In terms of player interaction (perceiving an attack, then activating a defense), they are virtually identical. If you think there is a big difference, then I am wondering if all you are really talking about is the visuals of the game, and not the actual mechanics and player interaction. This is a very common thing for people to do - people often even complain that a class or ability isn't balanced properly, when all they mean is that the ability doesn't look and/or feel impactful enough for them - the actual balance is often fine (Margret commented about exactly this on a stream a while ago).
Mag7spy wrote: » Honestly feel we are just going to go back and forth on this, I can show example but I see no example on dodging given to me in any tab target mmos with dodging / mobility skills. You couldn't even dodge in city of heroes with super jump since tab target everything is locking onto you by default and hitting you still.
Mag7spy wrote: » Just to make this short form, your comment on abilities causing miss can be applied to action as a buff the same way as tab target.
Mag7spy wrote: » Second tab target is not better for large scale, you can use buffs as well in action as a tank. And you don't use your movement skill to have the boss hitting people, the same way you wouldn't taunt and turn he boss around to face the dps hitting it behind.
Noaani wrote: » Mag7spy wrote: » Just to make this short form, your comment on abilities causing miss can be applied to action as a buff the same way as tab target. Yeah, it could - but that's MY point. It is in both games, and as such YOU should not be using it as a "action combat is better because dodge" as you have been doing. It is in both types of games already. Mag7spy wrote: » Second tab target is not better for large scale, you can use buffs as well in action as a tank. And you don't use your movement skill to have the boss hitting people, the same way you wouldn't taunt and turn he boss around to face the dps hitting it behind. Are you not noticing a pattern here? Every time you say "but action is able to do that thing that tab can do, all you need to do is NOT have this part of action combat". Again, this is MY point. In order for action to be able to be used in the type and variety of content that a top end player would expect, you have to strip out components of that action combat system to make it work. Stripping things out for top end content is counter-productive. If you are having to strip down an action combat system, what you are then left with is a lesser combat system than a fully fledged tab target combat system.
Ottobot wrote: » Tab is boring and for lazy gamers. Get with the times people.
JHWRD wrote: » Ottobot wrote: » Tab is boring and for lazy gamers. Get with the times people. How am I going to eat my party size bag of Dorritos and my large Meatzza Dominos pizza and sip on my 2 liter of Mountain Dew while I play if it isn't tab?