Mag7spy wrote: » If the skill needs to active when you are facing towards them that is a lot better then not needing to face or the game fully auto directing you to face the target. It becomes more of a horizontal facing thing than what soft lock would be in horizontal and vertical but balance would be a lot closer and fair.
NiKr wrote: » Mag7spy wrote: » If the skill needs to active when you are facing towards them that is a lot better then not needing to face or the game fully auto directing you to face the target. It becomes more of a horizontal facing thing than what soft lock would be in horizontal and vertical but balance would be a lot closer and fair. I should've stated it more explicitly but the system would rotate you automatically, but it would do so in a way that any target that's moving at a high speed or is just way closer to you and moves around you would just outpace that autorotation. This would apply to fast moving mobs too, so it would even influence the pve difficulty. And as I see it, your camera could still be facing away from your target and your character could be moving backwards away from your target, but if the target is just running after you in a straight line - you'll be able to shoot out tab abilities at them. But if the target is moving in a zig zag pattern or is just doing a half-circle arc instead of a direct line towards you - you won't do shit.
DarkTides wrote: » Here's Narc's video on Action Combat, hah..https://www.youtube.com/watch?v=0MpDAy1Mdno@8:40 of the video, the BDO and New World mob kiting is a good example of what's wrong with Action Combat games.
NiKr wrote: » @Mag7spy would you consider it more skillful if tab abilities didn't curve and instead required 1-2° precision of where your character was facing, but the character would also very slowly turn towards the target if it was laterally moving? And projectile itself could hit anywhere within a 5° angle of its direction, but not outside of that. So smth like this. In order to even activate a tab skill your character gotta be facing your target directly. Then at the moment of use of the ability, there's a 5° angle within which the target could move and still get hit. But if the target moves outside of those 5° - they avoid the attack. The speed of turning would have to depend on basic speed of movement across all archetypes and races. If a character moves at the speed of, say, 60° a second (at the longest possible range of ranged attacks and abilities), I'd say that character turn speed should be ~20° a second. In other words, 1/3 of the lateral movement speed. This way the tab targeting still helps people aim at their targets, but the attacks themselves work way closer to action abilities than the usual tab ones (no hardcore 90° turns of flying projectiles). If the target is barely moving to the side, ranged abilities will still be tracking them fairly well, but if the target is at top speeds or is way closer to the attacker - the attacker would have to manually adjust their character's direction in order to even be able to use a tab ability. This would also boost melee fighting, cause you can just dance around your stationary target and they'd have hard time hitting you, which would make them move more and with more thought. Obviously melee tab abilities (if there even are any) would have a bit wider activation angle, though that could be tested.@Azherae @Noaani I'd be interested in hearing your opinions on a system like this too. I'm obviously super biased cause I'm used to this, so hearing opinions of less-action-combat-inclined people would be good.
Mag7spy wrote: » [ In everquest you do not need to face your target, the game auto faces your target for you so that is incorrect. There is a big different between facing your target and the game doing it for you. Tab is not like 4d chess tab is pretty simply and extend to just your understanding of the game. Action mmorpgs are having a understanding of the game and having the skill. 1. You can take all tab skills and make them action oriented 2. That means the entire depth will always be higher than tab for the additional layers that are added 3. More gameplay elements and challenges available Decision making is not more important than tab nor more in depth than a action game, action games have infinite for difficulty and decision making that can be added. Which is easily done by having more challenges on screen and further increasing the mobility and reaction abilities and physical effect abilities. in a way tab just doesn't do. If you played BDO on a higher level you would have realized there are action mmorpgs games where you need to make plenty of decisions and need to pick the best one. Regardless if you realize or accept other games it doesn't really matter because tab games can be made into action ones and that layer of depth is added. The way you incorrectly look at action elements is kind of naïve years + quantity of mmorpgs has given tab plenty of time and grow from the click to move era. The same thing is going to be applied to action combat in mmorpgs as it is still young, but every new game is pushing it further immensely (minus new world). There is a reason why people prefer action combat and its only a matter of time before that becomes the standard. More than likely will be when riots mmorpg comes out 4-7 years down the line.
Noaani wrote: » This seems like a reasonable game design. The only part I would personally consider changing is the need to be facing your target directly - give me the ability to assume where my target will be when my attack reaches them (or at least the ability to force the attack to happen even if not directly facing my target). One of the things it opens up is a desire for players using tab target projectile skills to want a boost in speed to those projectiles. If it reaches the target sooner, players have less opportunity to get out of that arc. Having an option to increase the tracking angle could also exist, but I like the idea of simply increasing the projectile speed more. As many will know, I'm all for options for players having options to make a skill either more user friendly, or more powerful. It let's players tailor their build to their own personal strengths. If you dont feel you need faster projectiles, you can always just make them do more damage.
NiKr wrote: » Noaani wrote: » This seems like a reasonable game design. The only part I would personally consider changing is the need to be facing your target directly - give me the ability to assume where my target will be when my attack reaches them (or at least the ability to force the attack to happen even if not directly facing my target). One of the things it opens up is a desire for players using tab target projectile skills to want a boost in speed to those projectiles. If it reaches the target sooner, players have less opportunity to get out of that arc. Having an option to increase the tracking angle could also exist, but I like the idea of simply increasing the projectile speed more. As many will know, I'm all for options for players having options to make a skill either more user friendly, or more powerful. It let's players tailor their build to their own personal strengths. If you dont feel you need faster projectiles, you can always just make them do more damage. Yeah, I forgot to mention that projectiles would probably have to be on the speedier side in this kind of system. And as for forcing the attack, I feel like that side would just be covered by the action side of combat. I tried to add mechanical skill to the tab combat, while still keeping it purely tab, all while trying to keep the dodge mechanics intact. Projectile's angle could be widened a bit to let it hit moving targets a bit more often, though that's obviously a testable thing.
Mag7spy wrote: » [ Unsure where this is coming from, I've never mention head shots.
Azherae wrote: » Then, notice that sometimes the player does not fire despite those reticles being on target. Not often, but it happens. The reason for this is that the projectile speed of the bullets combined with THEIR ship's trajectory means that many of the bullets would still miss, even though their weapon is 'gimballed'.
NiKr wrote: » Azherae wrote: » Then, notice that sometimes the player does not fire despite those reticles being on target. Not often, but it happens. The reason for this is that the projectile speed of the bullets combined with THEIR ship's trajectory means that many of the bullets would still miss, even though their weapon is 'gimballed'. Do they not shoot because the ammo is limited? Or is there some other effect that makes not shooting in those situations more beneficial in the long run? Cause I'm trying to apply this info in the context of leading shots in smth like Ashes and I find it hard to see how it applies.
Noaani wrote: » Mag7spy wrote: » [ In everquest you do not need to face your target, the game auto faces your target for you so that is incorrect. There is a big different between facing your target and the game doing it for you. Tab is not like 4d chess tab is pretty simply and extend to just your understanding of the game. Action mmorpgs are having a understanding of the game and having the skill. 1. You can take all tab skills and make them action oriented 2. That means the entire depth will always be higher than tab for the additional layers that are added 3. More gameplay elements and challenges available Decision making is not more important than tab nor more in depth than a action game, action games have infinite for difficulty and decision making that can be added. Which is easily done by having more challenges on screen and further increasing the mobility and reaction abilities and physical effect abilities. in a way tab just doesn't do. If you played BDO on a higher level you would have realized there are action mmorpgs games where you need to make plenty of decisions and need to pick the best one. Regardless if you realize or accept other games it doesn't really matter because tab games can be made into action ones and that layer of depth is added. The way you incorrectly look at action elements is kind of naïve years + quantity of mmorpgs has given tab plenty of time and grow from the click to move era. The same thing is going to be applied to action combat in mmorpgs as it is still young, but every new game is pushing it further immensely (minus new world). There is a reason why people prefer action combat and its only a matter of time before that becomes the standard. More than likely will be when riots mmorpg comes out 4-7 years down the line. EQ *sometimes* auto faces you. Not every time. Needing to know when this will and will not happen is a part of that knowledge I've been talking about, and it happens less and less as you get more in to the game. However, some action games also have aim assist. You taking one concept from one tab target game that you have a poor understanding of and using it as an argument against tab target games in general is like me saying aiming in Action MMO's isnt all that hard because Tera. It's a similar thing to the above where you were trying to argue a possibility of action games without also arguing the possibility of tab games. Here though, you are arguing one aspect of one tab game, without arguing similar aspects of one action game. I played BDO at a fairly high end. The game had more decision making than any other action MMO I have played - but it is still only a fraction of top end tab target combat. Something you are probably not aware of - and I have no intention of telling you the mechanic that makes it the case - but specific position is more important in tab target PvP than in action combat. The equivalent of a step in one direction can make a massive difference in tab - far, far more than in any action game I have ever played. To your comment of tab simply being an understanding of the game but action being an understanding of the game and having the skill to play it, I totally agree. This is what I have been saying. The difference between what you and I are now saying is that I am aware that a tab target game is like an F1 car, where the player only needs to understand how it works. Action, on the other hand, is like a soap box racer - the user needs to understand how it works, and have the skill to drive it, but understanding how a soap box racer works isnt really all that hard. I've yet to see an action MMORPG that has had elements in its combat that I needed to analyze after more than a few days play, specifically where something disnt behave as I expected it to. There are aspects of tab target MMO's where I have not fully understood what was going on after a decade of using a combat tracker. This is - again- by design. Action combat games want players to focus on the action, and so design a combat system where that is what players need to do. Tab target games dont need players to focus on the action, and so instead opt to make a deep and complex combat system (again, other than WoW). This is literally the point of each combat system.
Asgerr wrote: » Mag7spy wrote: » [ Unsure where this is coming from, I've never mention head shots. Your ego is showing. I never mentioned you or anything you said specifically in my post.
Azherae wrote: » Limited ammo. For a skill, in a Fantasy game, the Skill would still fire off with all the associated costs, but miss, or go on cooldown, yes. Or in Ashes, even just 'Bow Durability depletion' might matter.
Mag7spy wrote: » As i said action in mmorpg is young with plenty of room to grow as it has been doing quickly. Not seeing something doesn't change the fact of my point, if you turn like 75% of the elements in a tab game to action you have more depth and a much higher skill ceiling. Not really about if you have seen it or not, mechanically that is just how it would work.