NiKr wrote: » Ok, I saw how Serqet's taunt works. It's a direct pull of the camera and hold of it for like 1s. It disorientates you a bit because the screen moves really damn quickly, but that is the point of a taunt imo. So now, Mag, your ideal goal would be to find any and all feedback from smite players that complain about this mechanic. If you don't want to do that and will just say (as you have been) that "imagine 20 people doing that to you" - that is not an argument. And it's not because Intrepid have probably a dozen ways of designing the mechanic of such a taunt in a way where "20 people" can't just keep pulling your camera all over the place. Also, the move of the screen itself doesn't have to be that jarring. It could be a slight slowish slide instead of an instant snap. Though even that is arguable, because either of those serve their own purposes in a fight. Mag7spy wrote: » https://www.youtube.com/watch?v=zC07LNGirPQ 1:34 you can see how they lose control of the camera, though this one is stronger since they can't cast skills and such or more with "WASD" it is a forced attack. If they were moving away from them or not knowing hey were there they would be flipped around and forced to move to the target. In larger fights with a lot going on you would be pulled constantly with that kind of effect going on in a mmorpg sense. Even more so with the range that would be on the taunt. That one is way smoother, so even less of a problem imo. So yeah, if you manage to find feedback where people dislike this - I'll get your point much better. Right now I see literally no problem with a taunt that pulls your camera. ALSO! Just to make sure that I'm clear here. What I'm suggesting (and I think what Noaani was suggesting) is just the movement of the camera. Your char doesn't move on its own, it's not being pulled physically or anything of the sort. Your camera just starts to move towards the tank that taunted you and it's your task to account for that in your movement/actions. Those smite players seemed to have been doing fine. And as I've already said before, in all 12 years of me playing as (and against) a tank - I've not once seen more than 3 aggroing classes on one person. And I've participated in fights ranging in size from 9v9 to several hundred vs several hundred.
Mag7spy wrote: » https://www.youtube.com/watch?v=zC07LNGirPQ 1:34 you can see how they lose control of the camera, though this one is stronger since they can't cast skills and such or more with "WASD" it is a forced attack. If they were moving away from them or not knowing hey were there they would be flipped around and forced to move to the target. In larger fights with a lot going on you would be pulled constantly with that kind of effect going on in a mmorpg sense. Even more so with the range that would be on the taunt.
Azherae wrote: » I would request that this generally doesn't affect a person's camera facing more than once every 5 seconds even if there are many tanks timing it. Subject to testing, I'd be okay with this experience, but you should factor for 'higher than that' maybe since I have quite good reactions/spatial awareness.
Mag7spy wrote: » Before i go into depth on answering this are you suggesting that a mmorpg and the things that come with it, should have the same balancing as a moba design wise? (I'm not saying you have no cc protection). This is an important question before I get into more details with one game being hybrid and one being full action. Why this question is important is how balancing is approached is greatly different between what a moba and a mmorpg will be doing as well as the scale of conflict. Not a loaded question either you can say yes or no, but it will change how I approach answering.
NiKr wrote: » Azherae wrote: » I would request that this generally doesn't affect a person's camera facing more than once every 5 seconds even if there are many tanks timing it. Subject to testing, I'd be okay with this experience, but you should factor for 'higher than that' maybe since I have quite good reactions/spatial awareness. I'd personally go for smth like a 10s debuff that pans the camera slowly towards the tank every 5 secs (so 3 times overall) and if the taunt is recast by someone else, the direction of the pan just shifts toward that new caster but w/o the on-cast effect. This way each tank would have to pay a ton of attention to their target, if they wanted to chain-taunt it. And that seems like a perfect way to absolutely waste a ton of super valuable tank time. And if they don't try to perfectly space out their taunts, then they're either overlapping and wasting their CDs or their taunts are spread out more than 5s apart, at which point the effect is at a steady rate that a player can adjust to. Ideally, this effect would also depend on a stat that has a counter-stat that reduces the speed of the pan (maybe even to 0). Could be a resistance buff as well, though I'd prefer just a stat relation, cause imo that would make the builds deeper and more interesting.
Mag7spy wrote: » Honestly i think im reading wrong or something, did you say your camera pans every certain amount of seconds over the duration of a debuff?
NiKr wrote: » Mag7spy wrote: » Before i go into depth on answering this are you suggesting that a mmorpg and the things that come with it, should have the same balancing as a moba design wise? (I'm not saying you have no cc protection). This is an important question before I get into more details with one game being hybrid and one being full action. Why this question is important is how balancing is approached is greatly different between what a moba and a mmorpg will be doing as well as the scale of conflict. Not a loaded question either you can say yes or no, but it will change how I approach answering. Nope. It's for the exact reason of Intrepid having more design freedom in how they approach this mechanic, that I believe it would not be jarring or annoying. And it would let them balance it in a better way than a direct copy from smite/predecessor would lead to.
NiKr wrote: » Mag7spy wrote: » Honestly i think im reading wrong or something, did you say your camera pans every certain amount of seconds over the duration of a debuff? The pan would be no longer than 2s, it would be slow and, yes, it would repeat 3 times over the duration of the buff. This is how I see a pvp taunt working where you'd have to, at the very least, pay attention to the tank and his positioning instead of your preferred target. And it would be on the tank to spin you around from other targets. And if you notice that you're the main target of taunts - you'd be able to build against them. This wasn't a thing in L2 afaik.
Mag7spy wrote: » ok If the answer is no, what does other people playing smite with their opinions have to do with Camera affecting skills. As in the game their complains would be around smaller fights, non tab target skills (aka a taunt that is not a skill shots), and very minimal chance to encounter that kind of affect besides a characters I can count on one hand? By default opinion and voices on it are not going to be as loud as there are 8 archetypes in AoC so we can say one in 1-8 to run into a tank. Where in smite it be like a 2-100 to run into it roughly. (this is not to say there aren't voices by the way but based on how smite is being designed differently voices and complains might be else where again from a design stand point and the options of characters to pick..)
Mag7spy wrote: » This sounds like a very tab idea mind set, my voice point is strong on it being once every 5-10 seconds even if that taunt lasted one second. This sounds like one of the most unenjoyable effects I've heard of though , please don't take offense to that but that is just how i see it.
NiKr wrote: » Mag7spy wrote: » ok If the answer is no, what does other people playing smite with their opinions have to do with Camera affecting skills. As in the game their complains would be around smaller fights, non tab target skills (aka a taunt that is not a skill shots), and very minimal chance to encounter that kind of affect besides a characters I can count on one hand? By default opinion and voices on it are not going to be as loud as there are 8 archetypes in AoC so we can say one in 1-8 to run into a tank. Where in smite it be like a 2-100 to run into it roughly. (this is not to say there aren't voices by the way but based on how smite is being designed differently voices and complains might be else where again from a design stand point and the options of characters to pick..) It would be a point to extrapolate on. If there's people complaining about it in smite, there'll definitely be people complaining about it in Ashes. If there's only a tiny minority of complainers in Smite, Ashes would probably have a somewhat decent number (purely because I don't think this has been done in an mmo before). Also, once again, classes don't matter and don't count, because they do not represent separate skillsets. It would just be "there's a tank", and that's it. And unless Intrepid truly succeed with their "1 of each" design, I'm not even sure how many parties will have tanks in their setups. But even if Intrepid do succeed, that's still only 1 tank per party. So even in a huge 500v500, that's only 60 tanks for FIVE HUNDRED TARGETS OF ENEMIES. The mass literally doesn't add up to "omg there's 20 damn tanks on me who can all perfectly stagger their taunts in such a way that I'm constantly taunted". Even 3 tanks on one target would mean that 3 whole-fucking-parties'-worth of tanks are controlling A SINGLE TARGET. All while literally anyone else on the field can attack those tanks' parties with them being defenseless. I haven't played BDO nearly enough to know if they have any kind of party play or coordination, but I definitely feel like you think that you'd be the center of attention on a field of hundreds, instead of each of those people having their own target. In a party-based game, the party IS the target, so any incoming damage or CC or whatever else is spread across all 8 members, even if it's directed towards only a single character. You do not exist in a vacuum.
l only 1 tank per party.
NiKr wrote: » Mag7spy wrote: » This sounds like a very tab idea mind set, my voice point is strong on it being once every 5-10 seconds even if that taunt lasted one second. This sounds like one of the most unenjoyable effects I've heard of though , please don't take offense to that but that is just how i see it. And imo that is the whole point of a taunt. It should be distracting, annoying and unpleasant. And your goal would then be to remove it instead of putting up with it. Also, L2's aggro had a cd of 3 seconds on its effect. That's a tab effect. I adjusted that to a more actiony gameplay. Also also, if you see that you're being targeted by a tank - literally all you'd need to do is go into tab mode. Now your camera is not panning. You're still taunted, but at least you're not being disoriented. The beauty of hybrid combat system
Mag7spy wrote: » https://www.reddit.com/r/Smite/comments/ascj5m/athena_taunt_needs_some_looking_at_and_i_dont/https://www.reddit.com/r/Smite/comments/zfms1h/most_annoying_cc_in_the_game/https://www.reddit.com/r/Smite/comments/1fui2d/athenas_taunt_the_most_annoying_thing_ever/https://www.reddit.com/r/Smite/comments/lxftoy/what_do_you_think_about_athenas_upcoming_taunt/
Mag7spy wrote: » I don't think this is valid (I'm unsure if they said you need one of each archtype, pretty sure they mean a mix in some variety with the different ways you can flex your class, but don't really want to get to into that that is another convo) Why I don't think this is valid is because wars are not going to be just a one of each arch type and done. Based on the balance of the game, what is strong and what works and what you need. Armies are going to be created based off that. That was the case for NW when I was making our roster, things were not even, we had more bruisers and tanks for wars, healers, and some dmg mages. The weight of classes we had in are rooster was important and not balanced at all.
Mag7spy wrote: » You think certain people don't get focused in wars even with everything going on? That is a fact that it can happen lol but also besides the point. The argument here I'm seeing if because there isn't a tank per person it isn't as bad. I view things equally it isn't about if it affects 10%-70% but how does that affect the gameplay experience per person. And it affects it badly, even more so if there was a debuff that did it multiple times over a duration.
Mag7spy wrote: » Based on what you are saying with a single target we are assuming the taunts only affect one target? If we are talking about pve id expect plenty of aggro like skills, single taunts, and aoe taunts. I don't think we should be setting the bar the tank has one taunt and that is enough to handle very hard pve content.
Mag7spy wrote: » So the point is to ruin the action camera so they have to go tab to not deal with it? do you see what the issue is here? I keep saying you are ruining the experience with a skill like that, to decide to not use it shows that is exactly the case. Again why choose the worse possible way to do it, and not have a more organic way to taunt through smart design?
Those seem to mostly complain about the "character being pulled" part, rather than the camera. So even within the niche of a niche of a niche, there doesn't seem to be much complaining about the camera part. I'm sure there must've been at least a few people in the game's history that disliked it, but that's a minority within a minority. And, as you pointed out, we've been talking about a non-char-pull taunt, so Ashes would probably have the same kind of minority complaining about it, while you were trying to argue that the majority would complain.
And NW barely had a trinity. And had 5-person parties. And had 0 proper supports iirc. While L2 had almost the exact same archetype composition as Ashes will. Yes, party setups will vary and differ, but tanks would have to be absolutely fucking insanely OP for majority of parties to have 2 tanks in their setup. And imo a CC-based tank that "forces" his enemies to target him (through the usage of said CCs) would be much worse than a tank who can just directly taunt a target but not too much on top of that (outside of obvious protective abilities).
I'm mainly talking about a direct taunt ability. Other skills will probably have aggro values on them for pve, but they wouldn't be "taunts". At least not in pvp. As for aoes, I've already talked about it. They can be designed and balanced around their pvp applications. Their range could be super small in pvp or their pvp power could be small enough for most classes to resist them with stats (if taunts are based on them), or any other potential solution to your perceived problem with them.
Yes, the point is to keep the game a hybrid. Solution to problems should come from the whole game, not just from one place. I'd expect some tab problems to be solved with action camera mode, so it'd be only logical to have action problems that can be solved with tab mode. Just as I approach this discussion a bit too much from the tab perspective, you seem to approach it a bit too much from the action one. Ashes is not an action game. If anything, it's way closer to a tab one and will quite likely have a ton of problems that would be solved through tab mode. One of those is Fear, which was mentioned in those reddit threads. What is your opinion on fear in action combat? Cause that is literally taunt but in reverse, except even worse. You completely lose control of your character while it runs away from the enemy. I'd imagine that you hate Fear effects as well, if you dislike camera-moving taunts this much, right?
Mag7spy wrote: » And also you are not the one to decide on the protection time of a cc
If you are already going after the tank and you are adding camera spin it is going to feel like input delay and feel clunky
Lets not assume you are going after the tank though
CC sucks
Mag7spy wrote: » The issue is constant forced camera control and chunkiness, I'm not talking about general cc prevention.
Noaani wrote: » So, four points that you bolded. Mag7spy wrote: » And also you are not the one to decide on the protection time of a cc I'm not, no. But neither are you - Intrepid makes that decision. As such, we should be assuming that if they add this to the game, they will make this duration what they consider an acceptable amount of time. Basically, this is only a point ti argue if there is no acceptable amount of time - but there is. If you are already going after the tank and you are adding camera spin it is going to feel like input delay and feel clunky Design taunts to not work on an enemy that has a primary tank target. As such, if I am already going after a tank, I am immune to taunts of other tanks. There are minor alterations to that needed to prevent cheesing the mechanic, but they are minor. Lets not assume you are going after the tank though Why would we assume people aren't going after the tank? If the idea of this is to make players want to go after the tank first, then being taunted on to the tank should tell you to go after the tank. As for moving, character movement will need to be independent of camera movement. You will need to be able to move your character on one direction while looking in a different direction. As such, there is no reason at all for a change in camera direction (ie, being taunted) to alter the direction in which you are running. CC sucks If you are running in a direction holding W down and get taunted, your camera should change direction, but your character should remain running in the same direction it was. Yes, some action games dont allow for your camera and character to be facing different directions, but many do. The spatial awareness needed to he able to control your character and camera as individual entities is a fairly basic MMO skill - even in tab target games. That said, the only time you realistically should be running and have your camera taunted to a substantially different direction is if you are running away from a fight. If you are actually fighting, the change in direction wont very often be more than 45 degrees. If you are fighting properly by going after the tanks first, you wont ever have a change in direction of your camera.
As such, there is no reason at all for a change in camera direction (ie, being taunted) to alter the direction in which you are running.
Noaani wrote: » Mag7spy wrote: » The issue is constant forced camera control and chunkiness, I'm not talking about general cc prevention. Players will literally have the ability to be permanently immune to having their camera being moved on them. All they need to do is go after the tank first. Since the idea of the whole thing is to make it so players would chose to go after the tank first (and force those who try not to), it would seem to me that it is having the desired effect.
Mag7spy wrote: » It is funny that i can literally look at this the opposite and be like if you get taunted and are forced to retarget something else (on the field with all the people you can barely tell where they are and need to go pixel hunting for lack of better word) you can rely on action combat to attack where you want. Still will feel clunky for tab side of things though which i still feel as a issue with forced retarget.
Mag7spy wrote: » Also on a note about a lot of L2 features, I want ashes to be ashes it does not need to carbon copy old games or old issues in games, or old concepts that would create issues with modern game design. The last thing i need is people lookat at ashes drawing to much old and reverting back (i dont see this happening ever i only see ashes being more of a modern mmorpg) And people start comparing it to Throne and Liberty, that game should be wake up call to everyone (though im still going to play it since i got nothing else to do, but the game itself is making me break my back to convince people to try it not going to derail into that though).
Mag7spy wrote: » Fear is very aids as well, fine for pve mobs to have that skill but meh. It it was a ultimate I think id be fine with that on a longer cooldown. Though personally i don't think I'd do mush push back against fear, mostly might be used for griefing as well but should have a competent cooldown There is a difference though in taunt compared to fear. Taunt forced camera to a player and based on PvE I'm sure it is expected to taunt far more often as well as more skills in relation to having taunt on it. Rather than running away from a target you are forced to look at a target, in the taunt we are talking about it only affects your camera meaning it feels clunky because you have partial control where fear you have 0 control being more akin to a moving hard cc with fear. And again to extra point this out, the use of fear compared to taunt for CD should almost not be comparable. Meaning you are taunting far more than someone could ever fear. Now if we are talking about a class that can fear as often as they taunt that be very very annoying. Anytime you approach someone you just get feared, it be a very good strat to get people killed to mobs though without going red and actively try to get raids to wipe. But that is another story for another day.
Mag7spy wrote: » Quick picture, showing the direction you are moving in based on action camera. Upon looking in a different direction your camera facing direction will be different meaning your directions will be changing.
I really don't like this concept you are pushing "you need to go after tanks first" and that is the mind set everyone has to have. All the points seem to step off that, players should do what they want to do, not be shoe horned by bad mechanics that you need to hit a tank first.
There are going to be multiple tanks in PvP in large scale, with all kinds of taunts this isn't going to be fun for anyone.
I go about this in my other post, long story short though there isn't just going to be one tank so they wont be immune.
As I said before, the taunt could have additional effect of "you barely do any dmg to other targets while taunted". Obviously this effect could exist even w/o moving your camera, but then you'd have zero clue as to who you're even supposed to attack. I'd prefer if the camera panned towards the one who taunted me and then gave some form of an indicator above that tank's head. I'm sure you'd say that it could do so w/o panning the camera, but, considering that action mode will give us a much smaller fov of the battlefield, you'd have to move your camera a lot either way when you get taunted. And I'd prefer if the game helped me find my enemy in a big fight. Though I doubt this would really be a problem for me, cause I'll be playing at full tab zoom out most of the time
Except it already has a shitton of stuff from L2, so anyone who knows that game will compare the two. Not like there's that many people who even know L2. Open world pvp is an old design. Death penalties is an old design. Long leveling is an old design. No party finder is an old design. And I'm sure there's a few other old designs that I'm forgetting right now. Ashes will be called "an old mmo" whether you like it or not. Well, unless they literally change all of tha shit
And just as fear has to be properly balanced so as to not be seen as op - the taunt will be too. Also, you like to say that you'll be taunted by 20 tanks in all kinds of directions. What about 20 fear-having classes from 20 directions then? I'd assume either mage or bard will have direct fear debuffs. And I'm almost sure that any party will have AT LEAST a mage and a bard. Most likely several of either or even of both. At that point each party will, potentially, have several fear-having classes that can properly stagger their casts and have you running all over the place w/o a single shred of character control. Tanks do none of that. But you said that you see fear as aids as well, so I think the main issue here is not that taunt is clunky, but just the fact that you dislike these kinds of mechanics by default. Others don't seem to do that. That's it. So unless Intrepid make a dev discussion about the "you lose control of your character" mechanics (btw @Vaknar please do) - we won't know how many people agree with you on this. So on this point I don't see any reason to continue this discussion (personally speaking). I'm sure Noaani can entertain you for a few more pages though