Meaningful combat: From what we saw in the dev. updates combat seems very spammy and the attacks from mobs over all meaningless since steve or his team did not react to any attack by dodging or interrupting specific attacks from the mobs that could have been a greater threat. It looked like the goal was just to throw out as much dps as possible by spamming all attacks available.
In a fun game with meaningful combat that shouldnt be possible imo. I want to be forced to look at specific animations that teaser specific outcomes like big stuns or big damage that will interrupt you no matter what spell or block you use. So you either have to interrupt the animation (which can only be achieved with ultimate spells or spell combos) or simply dodge.
And if you get hit? well, what would be way more epic if being thrown 40 metres away from the mob, now imagine that in an epic dragon fight where players fail to dodge and you see them fly off frequently. Or you dps from further way and some tank gets thrown into you which leads to both of you taking dmg and falling. THAT would make me think like "holy moly what a threatening dragon that you should be very aware of".
There would be less spamm and way more interactions inbetween the players themselves.
WeGbored wrote: » Just please, for the love of God, do not make end-game PvE all about dodging various one shots.
NiKr wrote: » WeGbored wrote: » Just please, for the love of God, do not make end-game PvE all about dodging various one shots. Where would you want difficulty to come from then? If it's not "you gonna die real quick if you mess up" then what?
SunScript wrote: » There's many other examples, and many types of fights and tactics, but I wanted to keep it simple for now.
Azherae wrote: » Hopefully someday, I don't have time to make an MMO and even if I did, people probably wouldn't actually play it.
Talents wrote: » Sounds like a pain in the ass and most of that doesn't sound like fun gameplay.
SunScript wrote: » NiKr wrote: » WeGbored wrote: » Just please, for the love of God, do not make end-game PvE all about dodging various one shots. Where would you want difficulty to come from then? If it's not "you gonna die real quick if you mess up" then what? You want the short or the long answer? Ah what the heck I'm feeling generous, I'll give both. Short: stacked status effects and coordination difficulties. One-shots are the poor man's idea of balance, it comes from bad MMO diet. Really unfortunate stuff. Long: I'll just give you an example whipped up from my day to day FFXI experience. This is the basics. We go into a dungeon and engage some random goblin suitable for our level. Midway through the fight, the healer ends up taking a few hits because the tank lost hate temporarily (he was trying to heal and thus couldn't use Stun in time and the opponent got off a big move and thus lowered their hate toward the tank you see). What this means is a number of things:It means that skeleton a room back is now coming with an army (undeads have blood aggro so they attack people at low hp and can 'smell' them from a distance) It means the bard might need to AoE sleep a bunch of unintentional aggro and we need to coordinate and decides who fights what, because attacking a slept mob wakes them up which is sometimes a recepy for a TPK It means your skillchain might need to change to something completely different mid fight (whoever ends the skillchain gets the hate generated by the skillchain), which essentially means our entire party needs to reconfigure their scheme mid combat It means the healer might need to change who gets haste (putting haste on the tank instead of the DPS) or delay removing the status on someone It means I might need to consider whether I have to Cure Waltz now or can still save TP (TP is a gauge you build up as you attack) for my weaponskill It means I need to consider if to switch from Aspir Samba (party wide MP regen on hit) so Drain Samba (party wide HP regen on hit) It means I might need to consider blowing my own Chakra (big self heal on big cooldown) early instead of using it to remove blind/paralysis because being at full health removes some of the burden of the healer and it means they take less hate for a bit due to healing, so things can stabilize It means that suddenly I blew a bunch of my stored TP on healing and status removals, which puts me out of sync with the TP generation of the party member I was supposed to skillchain with, thus throwing a wrench both in our DPS and our ability to keep hate stably on the tank. During this entire time, our Dark Knight needs to mentally keep track of the opponent's TP (which is invisible) despite the fact that our attack pacing changed and thus the speed or their TP generation. This is because the Dark Knight can drain TP and thus delay enemy weaponskills. It keeps us alive. The Dark Knight and Paladin both have stuns to stop big enemy attacks and they need to coordinate their own timings so they don't both do it at once, but alternate. We manage to win and breathe easily for a bit. No, I'm just kidding, it's time for the next monster. This time we select a Crab because our WHM is low on MP and if I use Aspir Samba on such a tanky mob with MP, our White Mage can regain MP in time for the next fight. We obviously have to keep in mind respawn timers on those goblins we fought earlier. If we mess up, they will respawn and aggro on us and kill all of us. And we need to make sure not to blow all of our TP on the crab, we need it for the goblins. There's many other examples, and many types of fights and tactics, but I wanted to keep it simple for now.
Julixim wrote: » I actually didnt mean impactful abilities to oneshot. I nowhere said that, i literally said "big damage" or that interrupts you. Pls do not interpret weird meanings out of my sentences, like being hit from those certain abilities is bad and you should escape them, but its not that fatal that it insta kills you, that was not my intention.
SunScript wrote: » It means I might need to consider blowing my own Chakra
Julixim wrote: » The combat updates were a nice progress in comparison to the alpha 1. But since then it didnt feel like there was that much progress regarding one specific topic that imo is very important for fun and meaningful combat. Could be that it is just a matter of time but for the case the team isnt aware, im going to explain myself.
Julixim wrote: » Meaningful combat: From what we saw in the dev. updates combat seems very spammy and the attacks from mobs over all meaningless since steve or his team did not react to any attack by dodging or interrupting specific attacks from the mobs that could have been a greater threat. It looked like the goal was just to throw out as much dps as possible by spamming all attacks available.
Julixim wrote: » In a fun game with meaningful combat that shouldnt be possible imo. I want to be forced to look at specific animations that teaser specific outcomes like big stuns or big damage that will interrupt you no matter what spell or block you use. So you either have to interrupt the animation (which can only be achieved with ultimate spells or spell combos) or simply dodge.
Julixim wrote: » And if you get hit? well, what would be way more epic if being thrown 40 metres away from the mob, now imagine that in an epic dragon fight where players fail to dodge and you see them fly off frequently. Or you dps from further way and some tank gets thrown into you which leads to both of you taking dmg and falling. THAT would make me think like "holy moly what a threatening dragon that you should be very aware of".
Julixim wrote: » Eg. the dev. update where you showed the golems that throw rocks at you i think: that was the perfect opportunity to show meaningful combat by making the hit player not only slide backwords but being thrown away and falling to the ground, maybe even losing the weapon which you then have to collect.
Julixim wrote: » No matter what mob, i enjoy combat where i have to use my brain even if its not pvp. Also it will help immerse even further since every single desicion you make will have an impact on your gameplay, so casually walking around and spamming mobs to death without having to fear any kind of interruption would not be a part of this game.
Julixim wrote: » Now think about raids or big pvp/pve battles. There would be less spamm and way more interactions inbetween the players themselves. I was always bored (and i know many others) from the aspect that as long as you dont enter raids or dungeons, mobs tend to be super boringly designed. I always wished that no matter what lvl you or the mob were that every single fight gave you the feeling of an epic battle.
Julixim wrote: » But for that to be possible the character itself should have more meaningful movement and physics. Dont get me wrong, some movement like in rdr would be over the top and prob. handycap pvp, but eg. the swings from the long sword are not that fast at all given stages. first you need to build momentum and it will be the fastest within the last 1/3 of the swing.
daveywavey wrote: » SunScript wrote: » It means I might need to consider blowing my own Chakra Well sure, if we could blow our own Chakra, we'd all be doing it, right?!
Solmyr wrote: » Some of the discrepancy can be chalked up to tab vs. action combat, with tab being more abstract and action being more visceral. While AoC is currently like 98% tab despite their efforts at a hybrid system, I have to wonder if it's possible to capture the kinetic/believable nature even with a more abstract combat system.
Solmyr wrote: » I actually agree for the most part. I'm sick to death of all these games that bend over backward to let you win, and sand down every corner to make the entire experience as frictionless as possible. But for me it's mostly an aesthetic thing, as an animator by trade I really enjoy a well-choreographed fight scene. Obviously, you can't really choreograph game fights, but you can have a combat system that facilitates a similar feel. As an example, compare a monster fight in a typical MMO to a monster fight in Monster Hunter. A typical MMO will have you: Standing in place in front of the monster doing your rotation, maybe occasionally moving to avoid some mechanics. If it hits you with its tail, your character flinches slightly and loses health. If you block the attack, your character takes no/less damage and doesn't move. When you damage the monster, it flinches slightly and its healthbar goes down. Nothing is different in the monster's behavious when it's at 100% health vs. 1%. You spend the entire fight slashing at the monster's toes with absolutely 0 physical interaction beyond phasing your sword through its model (if you're lucky). You're always focused on the UI, because the UI is in front of all the action, and it gives you all the information you need. Compare that to Monster Hunter: You're constantly moving, dodging, and reacting to every motion the monster makes. If it hits you with its tail, you go flying. If you block its tail, you go skidding backward. When you damage the monster, you see the wounds on its body. When it's at low health, it starts limping and tries to run away - or maybe it gets enraged and fights twice as hard. You're constantly inteacting with the monster at a physical level. Sometimes you're cutting an appendage off, sometimes you're getting battered around like a ragdoll, and sometimes you're literally riding its back stabbing your knives into it. You're always focused on the action, because the action looks cool, and the action gives you almost all the information you need. Some of the discrepancy can be chalked up to tab vs. action combat, with tab being more abstract and action being more visceral. While AoC is currently like 98% tab despite their efforts at a hybrid system, I have to wonder if it's possible to capture the kinetic/believable nature even with a more abstract combat system.