Neurath wrote: » We will mash the combat out in the tests. Right now the devs listen to our feedback. We should get a decent hybrid system and decent combat based around group play. What we don't want is the wildstar approach of walling the feedback and forcing scores of kicks in pve (kicks are good just not dozens in rapid succession). The massed pvp in wildstar was also a cluster fuck despite all the warnings given in testing. Other than that I hope fir a much improved wildstar/tbc hybrid combat game. Action from wildstar and tab from tbc.
Arya_Yeshe wrote: » Balancing doesn't just simply happen, this takes time and tools for measuring performance.
Lark Wyll wrote: » After playing New World off and on since it launched one aspect of their game that I am curious how AGS will approach the issue in their game is how to balance builds, weapons, roles, between PVE content and PVP content so that each role or build is viable and fun to use in both forms of content. In New World balance issues are a very real struggle. I'm mostly a pvp player but even in the pve I run it's clear that many roles/builds aren't viable for endgame pve. In pvp many builds have no semblance of balance and feel really bad to interact with as you can't trade with them in a fair way so running and hiding is the only option. I'd like to see AoC take a much better approach with much more forethought into combat design than a New World 'throw things at the wall and see what sticks, and even if it doesn't don't balance weapons/roles more than a couple times per year while leaving them in a broken state either unusable or completely dominant and oppressive to others'. I'm a bit jaded after playing New World with games that don't have a clear picture of how they will balance roles/builds somewhat fairly so they all have a place and function in the game and are viable. There's a long list of other issues with NW obviously as a game that I hope Intrepid learns from and avoids, but this one stands out for me of late. How would you all like for Intrepid to balance builds/roles between PVE/PVP content?
Lark Wyll wrote: » After playing New World off and on since it launched one aspect of their game that I am curious how AGS will approach the issue in their game is how to balance builds, weapons, roles, between PVE content and PVP content so that each role or build is viable and fun to use in both forms of content.
Mag7spy wrote: » New world combat and balance shouldn't be considered since it is non existent. Game and pvp and pve but isn't balanced for pvp or much of anything. If someone is copying new world its a bad sign. I could get into all the details but i don't feel i should need to ...
Lark Wyll wrote: » Mag7spy wrote: » New world combat and balance shouldn't be considered since it is non existent. Game and pvp and pve but isn't balanced for pvp or much of anything. If someone is copying new world its a bad sign. I could get into all the details but i don't feel i should need to ... Yeah, my point was that combat balance (both pve/pvp) needs to be a focus and not glossed over as an afterthought. They need to have a plan for it. NW is an example of, the winging it approach being a disaster. AoC has said they'll balance around the group for combat balance (8-person squad?). I hope they have a plan for that as many formats will not be much larger or smaller interactions as well.
Lark Wyll wrote: » @Depraved - In New World many weapons are simply not even viable in end game pve currently and have been that way since launch of the game (Musket). If a player uses that weapon their team suffers. I agree that weapons and builds can shine in one form of content or another. They all need to be viable though especially in a game where you're not classless. In NW ranged weapons have near unlimited range based on render distance or beyond for the bow. It makes it so that in pvp in open world or any open areas it plays like an fps game vs melee builds with very limited mobility typically. It makes it so that ranged can kite forever and are uncontested and combat interaction between roles is very poor due to the design of uncapped range. They're also machine gun firing from render distance so you get peppered with high damage shots. In pve the bow is viable to a degree but not desired for the highest pve difficulty. Musket is not viable at all so players that main it either don't do endgame pve or are forced to switch to a different build to be invited to a group. You all may not understand what I'm getting at without experiencing New Worlds endgame combat both pve and pvp. Its a mess.