Otr wrote: » Now I understand why there is no gun powder! Imagine the range and bullet speed.
NiKr wrote: » Otr wrote: » Weightless projectiles travel forever like laser bullets I think that was an easy way to write the code. But is fun too. Probably we will not see it in AoC. It wasn't even about the projectiles. I'd really have to doublecheck it, but I feel like at least on some version of the game you had a cast snap distance, where if you went over that distance the cast of your attacker would cancel. Now this won't leave my head, cause I can't remember it for sure
Otr wrote: » Weightless projectiles travel forever like laser bullets I think that was an easy way to write the code. But is fun too. Probably we will not see it in AoC.
Solvryn wrote: » This thread needs to be locked because it’s devolved into conjecture. Here’s science, one combat system uses more fine tuned motor skills than the other. The other has that work coded into the game for you. Both require a data driven intelligence to play. That data is in the visual effects, sound, and combat text. Depending on the mobs AI, both require a tactile-kinesthetic memorization of a sequence, other wise known as a rotation. Meaningful boss fights come down to Intrepids ability to design good AI, not the actual combat system. You can be a more skilled action player, it doesn’t mean you posses more intelligence then a tab player. But tab doesn’t require the fine tuned motor skills an action combat system requires. That’s just how they’re built.
Mag7spy wrote: » Already know about skill ques you are missing the point, its not about ques its about slow combat.
Mag7spy wrote: » Going to install eq 2 and test some things out.
mcstackerson wrote: » Tab just means the delivery system, it has nothing to do with the rest of the combat system.
Noaani wrote: » Mag7spy wrote: » Already know about skill ques you are missing the point, its not about ques its about slow combat. @Mag7spy You know about them now, because I had to explain them to you. You didn't know about them, because your original comment on tab target game made it o obvious you didn't know about them (waiting for a skill to come off cooldown). As I said, you cant look at a video to determine what is and is not fast paced. Of the two videos you linked the player in EQ2 has to make more actions per second than the NWO example - and these are examples YOU picked to illustrate your point, not mine (I am familiar with both games). While actions per second is not a metric I have ever seen used outside of RTS games, it is the appropriate metric to use when the accusation is that the game is slow. Also, not only was there more actions per second in the EQ2 example that YOU provided to back up YOUR point, but they were taking on easy content that they have out geared, and are half ass'ing it. The player is clicking about half of their abilities - basically playing one handed (not going to ask what they are doing with the other hand). Also, the class in question is one of the slower classes to play. Sure NWO LOOKS busier, and as I keep saying, you are only concerned with how it looks. EQ2 PLAYS faster, but you seem to lot be concerned with that at all. You are concerned with what LOOKS better, not with what PLAYS better. Again, if you want to say you like action games because they LOOK better, and LOOK faster, have at it. Do not say they are faster, or that the combat is faster, because that is outright incorrect. In some games, some of the time, action may be faster - but in some games, some of the time, tab is faster. This is simply NOT one of the differences between these two combat systems.
Selo wrote: » Have there ever been any pure action combat mmorpg that have been any good?
JamesSunderland wrote: » Yes, you could indeed cancel skills casts by going out of the maximum range for the cast to resolve fast enough before around 51% of the total cast time, it was just uncommon for characters to have enough movements speed to outrun peoples cast other than daggers or Kamaels with blink. It worked for all versions
Dygz wrote: » Again...BDO Action combat is fine for a Hack & Slash, but sucks for an MMORPG.
CROW3 wrote: » What I like most about tab targeting is it’s RPG core - it’s based on my character’s skill not my own. As my character evolves they miss less and hit harder. With action it’s more about my skill as a player. Missing strikes in action is just a weird concept if I as a player are directing those strikes. That said, the system I prefer most is action with an optional ‘lock on target’ function as in Neverwinter and Witcher 3.
CROW3 wrote: » That said, the system I prefer most is action with an optional ‘lock on target’ function as in Neverwinter
NiKr wrote: » CROW3 wrote: » That said, the system I prefer most is action with an optional ‘lock on target’ function as in Neverwinter And here I thought NWO was purely action, yet this is also just hybrid. Or are you talking about non-online Neverwinter?
Mag7spy wrote: » A tab target element that would make anything hybrid if they have a lot of those elements in the gaemplay. Would be You select your target with your cursor or tab. You use your kill and the ability curves towards the target or hits it instantly never missing (not talking about evasion stats). Lock on, heavy targeting or soft targeting are all action based elements as it requires you to use some form of skill and hand eye coordination to attack your enemy.
NiKr wrote: » And here I thought NWO was purely action, yet this is also just hybrid. Or are you talking about non-online Neverwinter?