Noaani wrote: » mcstackerson wrote: » Who said those are the only encounters? Just because it has the large variety of tab encounters doesn't mean it can't have other encounters that use more action elements of the system, creating even more variety. So, my take on what you are saying here is that a game with action combat could basically disable that action combat for top end raids, leaving players using only remnants of an action combat system. If this is the wrong take away from what you are getting at, let me know. Raid content in a game that is trying to support a raiding scene is the aspirational content for the game - at least for PvE. Content that is cutting out aspects of the combat system will not be considered aspirational content. An honest question for you - do you see any game developer creating a combat system, and then having to disable aspects of it for their marquee content? I mean, you may be right from a literal perspective (note; *may* be right). However, from a practical perspective, I don't think you believe what you are saying here yourself.
mcstackerson wrote: » Who said those are the only encounters? Just because it has the large variety of tab encounters doesn't mean it can't have other encounters that use more action elements of the system, creating even more variety.
NiKr wrote: » Back in L2 no one cared about raid videos because the fight was super easy and you just needed people and gear to win. In FF14, from what I've heard, no one cares about showing their clears because the game is so difficult mechanically that it doesn't matter if you know the mechanics, cause you still need to execute perfectly in order to beat the encounter (I believe WoW's raiding races are similar). So I got curious where EQ2 was on that spectrum, considering that you've said multiple times that people didn't release videos to prevent others from clearing some raids.
Noaani wrote: » Mag7spy wrote: » Because you can have more happening means you can have more levels of difficulty based on however they design it. How can you not see that? Yeah, but... this is MY argument. Content in both action and tab can be developed past the point where it is possible to kill. Developers even do this on purpose on occasion (and then slowly tone back mechanics to leave the encounter on the cusp of what is possible). So, logically, this means that the greater the gap is between what the combat system requires and the cap of what is possible, the more levels of difficulty the developers can place in to the design of the encounters. Since you agree with me that tab is easier than action (in general), this leaves developers with more room on tab target content to create those varying levels of difficulty.
Mag7spy wrote: » Because you can have more happening means you can have more levels of difficulty based on however they design it. How can you not see that?
mcstackerson wrote: » If it's really a reaction mechanic, in an action system you also have the option of making people dodge to do it.
mcstackerson wrote: » The last comment was just saying there are ways you could make that add so that it was jumping around like you mentioned but still easy to hit in a free aim system.
NiKr wrote: » At this point I feel like it's coming down to the level of raiding standards for different people. Noaani and Azherae are trying to say that not utilizing literally all of the combat's mechanics during the top lvl content is asinine and that, in order to have a raiding scene, you need to have several top level raids with enough variety for all of them to be interesting to said scene.
Azherae wrote: » This happens partially because in older games, 'special' or 'secret' team/group compositions can be a thing, moreso than FFXIV which is intended to be much easier.
Azherae wrote: » The Meta-shakeups you often talked about for L2, within Raiding, can happen in that way specifically.
Azherae wrote: » E.g. since I've provided the point now... One might expect that the sensible way to defeat Jormungand was to get a lot of Ice defense to reduce damage, but while the fight is POSSIBLE that way, it is definitely not the easier way to do it, and the easier way to do it is not particularly intuitive. So you might want to keep your group's 'special technique' secret.
mcstackerson wrote: » You can't imagine taking any of the the tab games mentioned, converting them to action, and adapting their content?
Mag7spy wrote: » Sure some people might want more action elements but most people understand how a mmo should be. At this point it is just assuming what people want, which doesn't really relate to doing dungeon content in action combat on a larger scale.
NiKr wrote: » mcstackerson wrote: » If it's really a reaction mechanic, in an action system you also have the option of making people dodge to do it. Yeah, but you'd need awareness to do that dodge. And fov gives you that awareness. As I said before, imo having a huge mob that you don't have to aim at properly is not my definition of hardcore action combat content. Both of the videos you showed were closer to smth like LA in their design: you have ground hazards to dodge and you have aoeish and cone-based attacks that you use against a huge mob that moves slowly. If I was trying to design a "true action top lvl boss" I'd be using all of the action features to their max. You gotta aim properly, even as a melee character. The bosses would be way smaller and way more agile. You have more verticality gameplay than any given tab game (or even wildstar/tera). You gotta almost constantly be aware of things to dodge, those things being horizontal dangers and ground hazards (with some of the hazards accounting for verticality, so you might need to duck under or jump over them). You'll have to actively parry/block some attacks too. That is what I think of when I hear "top lvl action combat pve content". All of the prominent features used in one encounter. And then you'd have to somehow design dozens of such encounters over the years, with tangible variability between all of them. And in the case of all those mechanics, you'd need camera to be way closer, so that you can properly dps the boss. And when the camera is closer, your fov is narrower and anything that comes from behind you will feel unfair to the battle (at least I'd assume people would call that unfair). Now again, I'm not saying that you have to have 360 view in order to have an engaging fight. I'm saying that a 360 view brings quite a few benefits to the design variety of encounters. And due to properly difficult action combat (again, as I see it) limiting your fov, you won't have that variety. I might be wrong in that assumption and I'd love to be proven wrong by some game devs, but, until that happens, I think this is the thing that action can't do (that being the utilization of all 360 degrees of space when designing an encounter w/o it being unfair to the players). mcstackerson wrote: » The last comment was just saying there are ways you could make that add so that it was jumping around like you mentioned but still easy to hit in a free aim system. But that goes against the whole point of the encounter being top lvl. The context of the discussion is the attempt to prove that either sides have features that the other side can't do. The ones I could come up with is the 360 design in tab and the verticality precision gameplay in action.
Noaani wrote: » mcstackerson wrote: » You can't imagine taking any of the the tab games mentioned, converting them to action, and adapting their content? See, I can imagine this happening. The thing is, that adaptation of the content is the issue. It will require adjustments in a negative fashion. Every single adaptation of an encounter in this scenario will be a downgrade to it. When you talk about the scale of a game like EQ2 (currently sitting at very nearly 1k raid encounters), what you are going to end up with is a whole lot of encounters that play the same, because the uniqueness of them was adapted out. I should point out that I am not even necessarily talking about any singular specific mechanics. To me, the issue is more in relation to the total number of mechanics players can manage, while still being able to perform actual combat. If an action game were to throw the number of mechanics at players that top end tab target games do, they would have to compromise by not requiring the same level of attention be paid to actual fighting vs dealing with mechanics.
mcstackerson wrote: » I also feel like you avoided my comment that actions have large FOVs. Was there a reason for that?
NiKr wrote: » Both of the videos you showed were closer to smth like LA in their design: you have ground hazards to dodge and you have aoeish and cone-based attacks that you use against a huge mob that moves slowly.
Solvryn wrote: » Now it’s a top level PvP vs PvE thread?
mcstackerson wrote: » As i said and you agreed, you literally could have the same mechanic so if the adaptation is a downgrade, then why does it need to happen?
NiKr wrote: » Solvryn wrote: » Now it’s a top level PvP vs PvE thread? Always has been.
Solvryn wrote: » But I’m not interested in this argument there’s pages of it.
Mag7spy wrote: » Ya no one is going to change their mind on this, and people will just say if action can do it, then tab can add more mechanics even if they didn't exist in the content before. That is why there isn't much point arguing this unless we compare with exact raids from other tab games but that conversation won't come up so -shrugs-. Infinite what ifs or assuming people cant do things or can.