Mag7spy wrote: » Don't agree player has too much to worry about, unless you are going to provide an example this won't get anywhere.
Noaani wrote: » Mag7spy wrote: » Don't agree player has too much to worry about, unless you are going to provide an example this won't get anywhere. I mean, a number of games are full of examples of it, but you need to play them to understand. The problem with what you are saying here is that you are looking for evidence of a statement (which in itself is fair enough), but the facts of the statement preclude that evidence existing outside of first hand experience. A number of EQ2 Avatar encounters would - at various times - fit the desired description. However, there is no information on those encounters at those times at all, and in the case of those encounters, they dont even exist in that game any more. The thing is though, you've already provided an example of a game that increases things in one direction, but takes away from it in another. Soul Caliber allows movement in 8 directions, but is a slower game than fighting games that only have 2D movement. The fact that you claim to not understand the point I made about games taking from one area if they are adding to another area is just baffling even without your Soul Caliber experience. With that experience in mind though, you need to be willfully not understanding - as in you will not understand simply because you do not want to understand.
Mag7spy wrote: » I'm baffled by the fact you cant understand what someone is saying, simply because it goes against what you think.
Mag7spy wrote: » What you are doing is akin to saying people can't do things, and people can't handle more complex task. Which goes against you complaining about the difficulty of mmorpgs and worried it will be too easy. People are clearly capable of a lot more than you realize since you use the skewed view point to try to use that as a means to attempt to reduce action combat elements by not acknowledging under your bias pretense that tab takes more skill when it does not. Which makes 0 sense because you are after saying it is too difficulty for people to have both at the same time....Also which makes 0 sense and not backed by any actual facts except for bias.
iccer wrote: » Mag7spy wrote: » I'm baffled by the fact you cant understand what someone is saying, simply because it goes against what you think. Funny, because I immediately thought of you when I read that sentence. Which is why I've given up on engaging in any sort of arguments with you. Mag7spy wrote: » What you are doing is akin to saying people can't do things, and people can't handle more complex task. Which goes against you complaining about the difficulty of mmorpgs and worried it will be too easy. People are clearly capable of a lot more than you realize since you use the skewed view point to try to use that as a means to attempt to reduce action combat elements by not acknowledging under your bias pretense that tab takes more skill when it does not. Which makes 0 sense because you are after saying it is too difficulty for people to have both at the same time....Also which makes 0 sense and not backed by any actual facts except for bias. Some people definitely wouldn't be capable, but I'd argue it's not about "being able to" do things. It's rather about not wanting or not enjoying doing those things. And again, usually tab-target games have way more depth and strategy included, compared to action-combat games, which rely more on mechanical skill. I'm not saying action-combat games require no strategy, nor that they have 0 depth, it's different for each game. It would definitely lean more towards "not being able to" if we had both the depth, strategy, etc. of a tab-target game, and all the mechanical stuff from action-combat game. From what I understand, the example given to you demonstrated it perfectly. Once you add more depth, more things to do, more strategy, etc. you give up other things in order to make it work. I haven't played any of those games, but that's what I understood the argument to be about, just by reading the last page of this thread. It seems like you failed to understand it. Anyways, I don't want to engage in this argument, as I have no experience in those games, nor do I wish to argue with you ever again.
Mag7spy wrote: » This statement makes no sense on a game being slower. Moving in 8 directions dose not make a game slower...How do you even logically get to this point that a game can't be designed faster as if coding doesn't allow it?
Aerlana wrote: » Mag7spy wrote: » This statement makes no sense on a game being slower. Moving in 8 directions dose not make a game slower...How do you even logically get to this point that a game can't be designed faster as if coding doesn't allow it? You can create a game, needing a totally perfect accuracy with less than 1 millimeter of window, and less than 1 millisecond timing. and this with a sniper allowing you to hit from 100 meters distance But because you want people play and enjoy your game, you will lower those requirement, making time to react slightly bigger like 100 milli second and the area to hit being at list 10 millimeter. and the distance being now only 10m And we can admit that it would be still not so easy to hit but it becomes possible... or... return to 100 meter but the time to shoot is now 1 second. get it to one minute but fall back to 1 millimeter for the size area you want to hit. What i tried to show is simply that difficulty is based on different values (mechanics being mostly... values) And we, human, have our own limits, 3D fighting games totally feels (at least for me) slower than 2D one, but, because they add a depth in decision making with this third axis to use allowing far more way to avoid damages. you added a value, and to continue to have a decent game you did a slightly lower of another value. Both game can totally be as difficulty to fully master, and have both really interesting competition for competitors. You can't just do a stupid addition of all difficulty factor, and push them always higher. because you could reach a point where your game is so hard that nearly no one is interested. You can't put ALL element from tab targetting to action, i love both tab and action, and i would love to see action with more "buffs/debuffs" mechanics than currently, and also i prefer tab games which have more "action" part than the "2 big" (ffxiv/wow). But all have its limit, And faster the decision making has to be, the lesser the amount of data your decision are based on is.
Mag7spy wrote: » 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. Like I commented on the game using bad examples of pve does not really get a point across, he came up pretty short on that video. 1. BDO doesn't really have pve content so you can't compare it 2. In new world he should have did that in a dungeon atleast. New world is not that complex another bad example to use. *edit Kiting issues is pretty easy to solve, if they wanted to make the game more difficult....
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.
Azherae wrote: » To add to that, in case the unfamiliar care. The reason 3D games don't have fast normal attacks is because the player's character needs to be able to get out of the way. You can't make them fast enough movement to get out of the way of a 6f attack without making the entire game practically unplayable (imagine the Fighter Dash from the melee showcase but that's how the character moves all the time... or don't imagine it and just watch BDO). So for those you make the character just block instead of moving. Then everyone uses that attack type more often to force the opponent to block instead of moving (because the attacker did a quick thing, and wants the other player to never be able to do their own powerful slow thing). And then you have a '2D game', even if the characters have 'counters' or 'sidestep attacks', it's not really different feeling/tactics wise than a 2D game anymore. Mag's stance is in my opinion a contradiction because Mag says 'don't make the game as fast as BDO, let it be slower' and also 'aim doesn't have to be perfect, just soft lock', and 'abilities from mobs can curve'. Basically saying 'here are the ways I think the skill requirement should be reduced'. And then disqualifies 'Tab Target' (a term referring to a targeting system, not an ability/execution function, though apparently not in Mag's experience) as a similar solution. All while 'building up a whole system to compensate for and mimic how good Tab Target games work anyway'. There's no need to even have the discussion. If it were up to Mag the game would require LESS skill, even physical skill, than what anyone else in this thread so far would build, I think.
Mag7spy wrote: » [Action games aren't about exact aim and making a fps game lol.
Mag7spy wrote: » Azherae wrote: » To add to that, in case the unfamiliar care. The reason 3D games don't have fast normal attacks is because the player's character needs to be able to get out of the way. You can't make them fast enough movement to get out of the way of a 6f attack without making the entire game practically unplayable (imagine the Fighter Dash from the melee showcase but that's how the character moves all the time... or don't imagine it and just watch BDO). So for those you make the character just block instead of moving. Then everyone uses that attack type more often to force the opponent to block instead of moving (because the attacker did a quick thing, and wants the other player to never be able to do their own powerful slow thing). And then you have a '2D game', even if the characters have 'counters' or 'sidestep attacks', it's not really different feeling/tactics wise than a 2D game anymore. Mag's stance is in my opinion a contradiction because Mag says 'don't make the game as fast as BDO, let it be slower' and also 'aim doesn't have to be perfect, just soft lock', and 'abilities from mobs can curve'. Basically saying 'here are the ways I think the skill requirement should be reduced'. And then disqualifies 'Tab Target' (a term referring to a targeting system, not an ability/execution function, though apparently not in Mag's experience) as a similar solution. All while 'building up a whole system to compensate for and mimic how good Tab Target games work anyway'. There's no need to even have the discussion. If it were up to Mag the game would require LESS skill, even physical skill, than what anyone else in this thread so far would build, I think. Pretty false statement, action gameplay doesn't need exact precise shots. BDO speed is unreadable for people, pure speed doesn't mean as meaningful gameplay. Your statement sounds full of if a game isn't doing the fullest extremes mag wants the game to have less skill involved. Action games aren't about exact aim and making a fps game lol. You will say anything to try to redirect things and try to make something more complex to try and find some reasoning to say someone else is wrong... It isn't up to me its up to intrepid studios by the way, Last i checked they are doing 75% action or tab based on your choices. So by default if you are saying games can't do this, a game is literally doing this...
Azherae wrote: » The 'most skilled game' would be slightly higher than BDO speed (it's real speed, not the flashy distraction speed), require the precision levels of MineCraft, and have PvE enemies on the Absolver level.
NiKr wrote: » Azherae wrote: » The 'most skilled game' would be slightly higher than BDO speed (it's real speed, not the flashy distraction speed), require the precision levels of MineCraft, and have PvE enemies on the Absolver level. After looking at Absolver's gameplay real fast, I'm fairly sure my idea is really close to this
Azherae wrote: » Right, because you're crazy lol. I definitely think you would want to play a game at that tier of 1v1 and input requirements, but you are REALLY not common in that regard.
NiKr wrote: » Mag7spy wrote: » [Action games aren't about exact aim and making a fps game lol. Imo they have to be, if they want to be truly hardcore. The whole point of action is the requirement to aim your abilities properly. And the highest difficulty in aiming is the super precise one against fast moving enemies. So, imo, by default you have to have high precision aiming in an action game to make it truly hardcore. I'd personally do that by the way of vertical body segmentation and requirements to hit different parts of the body to have different effects on your attacks. This would work for both melee and ranged attacks. I'd then add buff/debuff dependencies between all those segmented attacks and would then test the game to see how far I could push the speed of gameplay. Then, as you say, we just take a good complex tab game and apply its mechanics and encounters to my suggested system, while adding all the stuff I listed. And depending on how good the designers are you'd have yourself a truly hardcore action mmo, by my standards. I imagine it'd be a pain to play, but quite rewarding if you can master it.
Azherae wrote: » There's no need to even have the discussion. If it were up to Mag the game would require LESS skill, even physical skill, than what anyone else in this thread so far would build, I think.
Mag7spy wrote: » NiKr wrote: » Mag7spy wrote: » [Action games aren't about exact aim and making a fps game lol. Imo they have to be, if they want to be truly hardcore. The whole point of action is the requirement to aim your abilities properly. And the highest difficulty in aiming is the super precise one against fast moving enemies. So, imo, by default you have to have high precision aiming in an action game to make it truly hardcore. I'd personally do that by the way of vertical body segmentation and requirements to hit different parts of the body to have different effects on your attacks. This would work for both melee and ranged attacks. I'd then add buff/debuff dependencies between all those segmented attacks and would then test the game to see how far I could push the speed of gameplay. Then, as you say, we just take a good complex tab game and apply its mechanics and encounters to my suggested system, while adding all the stuff I listed. And depending on how good the designers are you'd have yourself a truly hardcore action mmo, by my standards. I imagine it'd be a pain to play, but quite rewarding if you can master it. We need to remember this is action combat with a mmorpg, meaning it is taking strong elements of action and making it work in a mmorpg sense. A full action game is still a action game, and a mmorpg with action combat shouldn't really be expected to be working the same. It should be looked at as a bar with how much of action elements can you have in it without lowering certain elements ina mmorpg. One example being stat sheets and such, in a action game when you hit you pretty much always hit. When you are thinking mmorpgs there are normally more stat sheets when you can dodge or block attacks even if you are hitting. If you do it where it always hits you are removing that quality and dialing it more towards action. Where if you have it so you can dodge still you are dialing it more towards mmorpgs. My question would be why would you need to make a mmorpg with hardcore action elements? You can make a mmorpg without it being hardcore and dialing it towards action and making the gameplay more complex and fun with the elements that brings while keeping the standard mmorpg qualities. Again AoC is literarily doing this as unless changed you can go 75% action based...so what I'm saying will exist in the game so saying this can't be done or developers won't do it already doesn't make sense as a few are saying.
Mag7spy wrote: » My question would be why would you need to make a mmorpg with hardcore action elements? You can make a mmorpg without it being hardcore and dialing it towards action and making the gameplay more complex and fun with the elements that brings while keeping the standard mmorpg qualities.
Azherae wrote: » Mag7spy wrote: » Azherae wrote: » To add to that, in case the unfamiliar care. The reason 3D games don't have fast normal attacks is because the player's character needs to be able to get out of the way. You can't make them fast enough movement to get out of the way of a 6f attack without making the entire game practically unplayable (imagine the Fighter Dash from the melee showcase but that's how the character moves all the time... or don't imagine it and just watch BDO). So for those you make the character just block instead of moving. Then everyone uses that attack type more often to force the opponent to block instead of moving (because the attacker did a quick thing, and wants the other player to never be able to do their own powerful slow thing). And then you have a '2D game', even if the characters have 'counters' or 'sidestep attacks', it's not really different feeling/tactics wise than a 2D game anymore. Mag's stance is in my opinion a contradiction because Mag says 'don't make the game as fast as BDO, let it be slower' and also 'aim doesn't have to be perfect, just soft lock', and 'abilities from mobs can curve'. Basically saying 'here are the ways I think the skill requirement should be reduced'. And then disqualifies 'Tab Target' (a term referring to a targeting system, not an ability/execution function, though apparently not in Mag's experience) as a similar solution. All while 'building up a whole system to compensate for and mimic how good Tab Target games work anyway'. There's no need to even have the discussion. If it were up to Mag the game would require LESS skill, even physical skill, than what anyone else in this thread so far would build, I think. Pretty false statement, action gameplay doesn't need exact precise shots. BDO speed is unreadable for people, pure speed doesn't mean as meaningful gameplay. Your statement sounds full of if a game isn't doing the fullest extremes mag wants the game to have less skill involved. Action games aren't about exact aim and making a fps game lol. You will say anything to try to redirect things and try to make something more complex to try and find some reasoning to say someone else is wrong... It isn't up to me its up to intrepid studios by the way, Last i checked they are doing 75% action or tab based on your choices. So by default if you are saying games can't do this, a game is literally doing this... Oh come on, I explicitly tried so hard not to make you defensive on this. I'm saying your stuff SEEMS like a contradiction to ME because you're reducing the skill cap. You are explicitly reducing it. BDO speed isn't unreadable for me at all. That's why I think DarkTides' point is so correct. There's no point in making a game with defensive mechanics (or offense ones, ofc) that only superhumans CAN USE. I now understand DarkTides' perception of Action Combat games. They are not realistic because they need to be what you are saying. Slow, imprecise, and the PvE similar. Except that we already have multiple games that don't do those things. BDO has the speed. MineCraft requires the precision. Absolver PvE is precise. The 'most skilled game' would be slightly higher than BDO speed (it's real speed, not the flashy distraction speed), require the precision levels of MineCraft, and have PvE enemies on the Absolver level. And 90% of people wouldn't play it. I don't know if you would or not, but you aren't asking for that, you're asking for literally NONE of that, so you're already accepting skill tradeoffs so that the game's difficulty is lowered. You just happen to also THINK that all Tab Target games made bigger tradeoffs than that. But they didn't. Many are 'BDO speed or higher' and 'PvE Absolver or higher', and Precision at least at what you imply. You just don't PLAY them.
Mag7spy wrote: » Azherae wrote: » Mag7spy wrote: » Azherae wrote: » To add to that, in case the unfamiliar care. The reason 3D games don't have fast normal attacks is because the player's character needs to be able to get out of the way. You can't make them fast enough movement to get out of the way of a 6f attack without making the entire game practically unplayable (imagine the Fighter Dash from the melee showcase but that's how the character moves all the time... or don't imagine it and just watch BDO). So for those you make the character just block instead of moving. Then everyone uses that attack type more often to force the opponent to block instead of moving (because the attacker did a quick thing, and wants the other player to never be able to do their own powerful slow thing). And then you have a '2D game', even if the characters have 'counters' or 'sidestep attacks', it's not really different feeling/tactics wise than a 2D game anymore. Mag's stance is in my opinion a contradiction because Mag says 'don't make the game as fast as BDO, let it be slower' and also 'aim doesn't have to be perfect, just soft lock', and 'abilities from mobs can curve'. Basically saying 'here are the ways I think the skill requirement should be reduced'. And then disqualifies 'Tab Target' (a term referring to a targeting system, not an ability/execution function, though apparently not in Mag's experience) as a similar solution. All while 'building up a whole system to compensate for and mimic how good Tab Target games work anyway'. There's no need to even have the discussion. If it were up to Mag the game would require LESS skill, even physical skill, than what anyone else in this thread so far would build, I think. Pretty false statement, action gameplay doesn't need exact precise shots. BDO speed is unreadable for people, pure speed doesn't mean as meaningful gameplay. Your statement sounds full of if a game isn't doing the fullest extremes mag wants the game to have less skill involved. Action games aren't about exact aim and making a fps game lol. You will say anything to try to redirect things and try to make something more complex to try and find some reasoning to say someone else is wrong... It isn't up to me its up to intrepid studios by the way, Last i checked they are doing 75% action or tab based on your choices. So by default if you are saying games can't do this, a game is literally doing this... Oh come on, I explicitly tried so hard not to make you defensive on this. I'm saying your stuff SEEMS like a contradiction to ME because you're reducing the skill cap. You are explicitly reducing it. BDO speed isn't unreadable for me at all. That's why I think DarkTides' point is so correct. There's no point in making a game with defensive mechanics (or offense ones, ofc) that only superhumans CAN USE. I now understand DarkTides' perception of Action Combat games. They are not realistic because they need to be what you are saying. Slow, imprecise, and the PvE similar. Except that we already have multiple games that don't do those things. BDO has the speed. MineCraft requires the precision. Absolver PvE is precise. The 'most skilled game' would be slightly higher than BDO speed (it's real speed, not the flashy distraction speed), require the precision levels of MineCraft, and have PvE enemies on the Absolver level. And 90% of people wouldn't play it. I don't know if you would or not, but you aren't asking for that, you're asking for literally NONE of that, so you're already accepting skill tradeoffs so that the game's difficulty is lowered. You just happen to also THINK that all Tab Target games made bigger tradeoffs than that. But they didn't. Many are 'BDO speed or higher' and 'PvE Absolver or higher', and Precision at least at what you imply. You just don't PLAY them. BDO isn't unreadable, do you do node, siege, large scale fights with 30 people around you attacking you at the same time, or getting attacked from render distance and not relying on a iframe spam class? There are less people that can read it based on that kind of skill, when have i said lowered the skill cap? You are misreading what im saying while also saying the skill cap is to high so devs won't have action combat in a mmorpg with all the skills that come with it? This logic is simply saying to make all those games faster speed wise or it has reduced skill cap. There are multiple skills players can be good at in games not simply based on speed. A game that has less incentive on fidgetily like speed but has room for other layers of elements to add skill into the game. honestly i could contrast with too much speed takes skill away from the game since it becomes about rushing someone than thinking anything else even remotely tactically which is more akin to a mmorpg. Adding action does not make speed suddenly unreadable, unless you make the action that fast for whatever reason. It would be like in BDO using nova to blitz someone before they can do anything and blowing them up when you get a cc and saying that takes more skill. Skill cap is push and pull, there needs to be a way to react.