Mag7spy wrote: » You are so stuck in your mind about defending tab target it is actually insane. I've always known about ability ques not from you telling me.
Mag7spy wrote: » You could not have said that better, the entire time i look at my ability bar and not anything else its terrible. Part of the reason that it put me to sleep when I use to play City of heroes and SWTOR.
Mag7spy wrote: » You are right about the sense of time i can't do anything so im looking at the ability bar until my move is up and clicking it the moment its up lmao.
Again when I talk about speed it doesn't need to be sonic but there is a huge difference when you have full control and its your actions that are needed in a fight. Unlike tab target games where you can run in a straights line not look at any of your target and the game does more then half the work for you as all you have to do is be near the mob and press the attack button.
How it looks is important it gives you an idea of what is going on and what characters can do.
Sure you can say maybe you have more reason to move in high end content (akin to the dragon L2 raid boss) though unsure if they have anything akin to aoe things you need to constantly dodge in EQ2. But the majority of content wouldn't be true to that because tab isn't designed for that.
These make the fight look like its almost 20 years dated and people wouldn't see gameplay like that and think this is exciting.
Again what I see is people standing still using their skills
Mag7spy wrote: » The point of the discussion is there is a higher level that can be achieves through action combat in mmorpgs because the devs have more tools available to them from design perspective and creating a more immersive experience.
NiKr wrote: » So what I'm saying with this is - everyone who wants a more tab-leaning game has a god complex and wants to control people. Yep, 100% the case
@Mag7spy Since you didn't say either of these in the context of hyperbole or anything, and were absolutely dead serious, it is blatantly obvious that you did not know about ability queues when you posted these two comments. Either that, or you were lying. So, basically, either you were lying then by saying you waited looking at the ability bar for the ability you wanted to use to become available when you knew ability queues were a thing, or you are lying now in saying that you knew about ability queues. I don't care which one it is, but there is literally no scenario now in which it can't be one of these two. Regardless of which it is, you are blatantly lying to further your argument against tab targeting. To this, I would say that if you can't make a successful argument against a thing (against ANY thing) without needing to lie, then you probably shouldn't make nay argument against it.
Now on to the second part here, with melee combat, you have as much of a requirement for positioning as you do in action combat. You need to be up close and directly facing your target. In terms of ranged, you need to be in range and facing your target still. This is somewhat easier than an action game - but that is the point. In action games, you focus on aiming at the target and using one of your 4 or 5 abilities. In tab games, you aim generally towards the target, and focus on using the correct ability at the correct time out of 20+. You commenting on how easy tab is because of not needing to aim is akin to me commenting on how easy action is because of how few abilities games have.
Mag7spy wrote: » When people try to take wording out of context its kind of sad.
Noaani wrote: » You have yet to give one example of what an action combat game can do with a top end encounter that a tab target game can not do. This is because there literally is nothing one can do that the other can't.
Noaani wrote: » Mag7spy wrote: » When people try to take wording out of context its kind of sad. I didn't take it out of context - you didn't provide any context. If you do not feel the need to look at your screen, then you are obviously not playing top end content. You absolutely need to not only look at your screen in top end content in tab target games, but you often need to keep a lookout in multiple directions. In fact, this is why the camera direction and character direction (or attack direction) are not tied - you sometimes need to be attacking something in one direction, and keeping a lookout for things in the exact opposite direction. I mean, I'm not sure what to tell you here. Top end content requires you seeing things that are happening in the game world, because you have to react to them. Even if you are playing content that doesn't require this, there is literally always the chance of adds that you would need to be aware of (tab target games pack mobs in closer together since there is less movement in combat). If you are not watching the actual game, then you will have trouble even in solo areas (this is even more true in solo areas in which group or raid mobs roam). With the pace most group content goes by, if you aren't watching your screen, your group will run off without you. All up, the comment about just looking at your action bar is just lacking foundation - in literally any tab target MMO. The only time it COULD apply is if a game had action combat content, but a tab target combat system. This is why I am adamant that you have no actual tab target experience - your entire thought process seems to revolve around action combat games. Even your issue with there being too many AoE's is an action combat issue rather than a tab target issue.
Azherae wrote: » Misattribution! Lies and slander!
NiKr wrote: » If you try having this kind of mechanic in a tab system, you're either sacrificing your ability pool by 2/3 or you bloat it to 3 times its size and overwhelm the players with form shifting mechanics.
NiKr wrote: » Azherae wrote: » Misattribution! Lies and slander! Yeah, I probably missed an inside quote from somewhere, or it might've been an undeleted draft from before. Sometime this forum's quoting system frustrates me. Or maybe I just dunno how to properly use it.
Noaani wrote: » I assume what you are suggesting here is that - for example - a ranger could fire an arrow directly at the target to hit them on the side, or they could volley an arrow up to come down and hit them from the top.
Noaani wrote: » I have seen two systems in tab target games that essentially provide the same basic function. One is having multiple skills with a shared cooldown timer. You cast which ever one of the skills fits your situation right now, and both abilities go on cooldown. You are right that this causes ability bloat, and the only games I have seen them in have had those alternate functions of abilities as options things players could spec in to. The second one I have seen has abilities have multiple functions, and players determine which function they activate based on pressing a modifier key. Games like this are limited to perhaps 30 abilities before it comes too much, but games don't generally have more than that anyway. An argument could be made that neither of these are as fluid as using your camera to determine the version of the ability activated, but both do exist - and I assume this is the essence of the functionality you are talking about.
Noaani wrote: » However, the one advantage the above ways have over having to use your camera is that you can use these abilities on your target, while maintaining a greater situational awareness. In my experience, situational awareness in PvE is far more important in tab target games than in action games - I assume action combat developers don't make this a requirement due to the direction of the camera needing to be on the target.
Noaani wrote: » You seem to know how to use it just fine, it is just really easy to miss a the BBCode sometimes. I do it fairly often as well.
NiKr wrote: » And I see it as quite a hassle to delete autodrafts from the comment window.
NiKr wrote: » Yeah, but I think you could agree that an action combat game could have those 30+ abilities (say, 10 active ones) w/o it feeling clunky or too much, because your camera control would be at top lvl already (in the context of top end content and all). And you could then add synergy mechanics, not only through classes, but through directional well-timed attacks. Smth like "the tank makes a low shield bash from the front of the mob, while a warrior does a 2h sword high slash from the back. This makes the mob fall, which increases damage of low attacks and serves as a soft CC". The same could be applied to pvp, though obviously it'd be quite a pain in the ass to design properly.
Yeah, that will always be the advantage tab games have. Both in gameplay and design of said gameplay. But this is probably the most subjective part of the whole discussion and somewhat relates to my joke of "god complexes". Some people prefer to be completely aware of their surroundings at all times and then require for there to be something to be aware of. While other people prefer to "be in the thick of it" and have a much closer feel to their combat. Both are viable gameplay styles and both have their own design difficulty limits. It's just that I'm not sure if the action side has been pushed to its limits, or at least pushed as much as the tab side has been.
Noaani wrote: » I do have a question in relation to how this would work in an action game with encounters on the Z axis (perhaps flying mobs). If you targeted a mob that was above another, how would the system know if you are trying to use your high aimed attack on the ground mob, or a direct attack on the flying mob? This would potentially also be an issue with mobs on a small cliff near each other. I'm sure there is probably a solution to this, I am just curious as to what it is.
Noaani wrote: » My main concern with this is in relation to a hybrid game. Ashes can't really require people to aim their abilities which requires the camera face the target, and also keep a situational awareness that can only achieved by being able to re-orient the camera.