This is "one way" an action camera can work. Even in tab target games, this is "one way" the camera works. In fact, it is the way the camera works most of the time in a tab target game. However, it is not the only way it works. In many games, holding the right mouse button down de-syncronizes character and camera movement, with character movement being left with wasd, and camera movement being controlled with the mouse. Again, being able to move your character in a straight line while looking in many different directions is a key player skill for MMORPOG's. There is no reason this player skill can not be present when a player in is action camera mode. Sure, your attacks would still go in the direction your camera is facing, but that is the point. If you are taunted, you can only attack the character that taunts you for the duration, hence your camera pointing at them. That is literally the desired function here - however you can still run in what ever direction you want.
In most MMO PvP, the meta right now is to go for the healers first. If you don't kill the healers, they will just keep whoever you do go after alive - iobviously. Players don't really have an option, in most games that is what you need to do to win. All this suggestion does is shift that to needing to go to the tanks first - which realistically is where it should be. Now, there are obviously more tricks to it than just alwaysgoing after the tank - you may want to find a way to get a burst DPS class through to take out a healer or two, or perhaps a top performing DPS or a support. The key point there though, is that you can't just go strqaight after those more vulnerable classes, because the tank is essentially excercising zone of control between you and them.
Yeah, and if you and your group or raid go after them first, you are all essentially immune to their taunts.
Yeah they would be immune. Again, if you are targeting a character with tank primary, you shouldn't be able to be taunted off of them. The idea of taunts here is to encourage players to go after tanks first, so if you are going after a tank you shouldn't be able to be taunted off. Any other effects on a taunt ability should take hold, just not the actual taunt component. This being possible is counter to the entire point.
Mag7spy wrote: » NiKr How many more pages do i need to write now, legit making me feel like I'm writing for 4 people x.x.
NiKr wrote: » Mag7spy wrote: » NiKr How many more pages do i need to write now, legit making me feel like I'm writing for 4 people x.x. That's a question for Noaani, not me. I'm done with this convo I want taunts in Ashes because I'm gonna be a tank. You don't want them because they feel clunky/oldschool/bad/etc to you. I see no way for us to come to an understanding on this point.
Mag7spy wrote: » I'm not saying you are taunted right away or during the effect....I'm saying at then end of the effect when the protection is gone be it 5-10 seconds or less potentially. Another tank will be able to use taunt on you and flipping your camera around.
Azherae wrote: » Wait you play games in 'Attack In Camera Direction' mode in Action MMOs? That explains so much. Change the setting to 'Attack In Character Facing Mode' to solve the problem, Mag. EDIT: Nvm, I knew BDO kinda didn't have this setting but turns out that New World doesn't have it either so I'll just assume most games Mag plays don't have it. Mag7 for your data, a lot of other games have 'attack in direction character is facing' as a setting you can use and players of those games build up a specific skill related to spatial awareness where they can fluidly adjust the camera to keep it on their target while moving in the direction they want in a gradient. For an example, see recent Monster Hunter games, where the character attacks in their facing direction and the player controls the Camera separately.
NiKr wrote: » I think Azherae was talking about 8-directional-based combat design. Instead of just "you always attack forward", you can hit in any of the 8 directions (the combos of wasd that is) while your camera is directed onto one point. Genshin works this way (an action combat game), Star Rail works this way (action combat in the overworld) and multiple other action combat games have this. And I'm assuming some games even have this as an option, as Azherae said. Oh, and this doesn't require any button presses or anything, you just gotta have enough skill to adjust to the changes of your surroundings on the fly. But I'm sure you'll still consider it clunky.
Mag7spy wrote: » This is not a good feature, I don't think you understand how much you are actually ruining the experience of a player. But if you plan to be in tab most the time, and have mostly played tab games this is where i'm saying the bias comes into play not understanding how it will feel. Azherae playing a lot says she is fine with clunky games so i can't say anything to that. But you think the normal player is going to be fine, again people hate losing control, this is the worse way to lose control.
Mag7spy wrote: » But if you plan to be in tab most the time, and have mostly played tab games this is where i'm saying the bias comes into play not understanding how it will feel.
Mag7spy wrote: » Azherae playing a lot says she is fine with clunky games so i can't say anything to that. But you think the normal player is going to be fine, again people hate losing control, this is the worse way to lose control.
Mag7spy wrote: » the few of you wanting one way and refusing to see anything else which to me is wild
Azherae wrote: » Mag7spy wrote: » This is not a good feature, I don't think you understand how much you are actually ruining the experience of a player. But if you plan to be in tab most the time, and have mostly played tab games this is where i'm saying the bias comes into play not understanding how it will feel. Azherae playing a lot says she is fine with clunky games so i can't say anything to that. But you think the normal player is going to be fine, again people hate losing control, this is the worse way to lose control. Ok I think there might be something akin to progress here. In some games I play, the direction of the character's movement is entirely separate from the camera facing except when aiming reticle based shots (which pause the character and snap their facing to the camera facing). I always move the camera to face whatever I want to attack anyway, and then when I want to make an attack at the camera position I press... W and the attack button. Or I tap W and press the attack button. Or if it is reticle based and 'snaps to facing' then I just press the attack. I entirely agree that if I am moving let's say 'diagonal backward strafe' away from a Ranger with my camera on that Ranger, and I then get taunted by a Tank directly on the other side of me from that Ranger, and my camera spins, I will, for about 12 frames minimum, end up moving diagonally away from the tank and therefore slightly closer to the Ranger. My camera view will now be on the Tank. I probably still know where the ranger is and I switch to pressing diagonal forward for some Diagonal Progression toward the Tank to maintain my direction. I can no longer attack the Ranger with my reticle-targeted ranged abilities unless I reorient myself. I must now move the camera 180 while blending the movement of my character to counter the camera movement. I consider this still having control of my character, but definitely not my camera (since I'm just resetting a change anyway, I am reasserting control relative to my goal). From what I understand, the part you have the problem with is the 12 frames, not the 'blending of camera movement with direction changes to retain the direction you are moving while doing the 180 camera turn'. Is that right?
Azherae wrote: » Is that right?
Mag7spy wrote: » Azherae wrote: » Mag7spy wrote: » This is not a good feature, I don't think you understand how much you are actually ruining the experience of a player. But if you plan to be in tab most the time, and have mostly played tab games this is where i'm saying the bias comes into play not understanding how it will feel. Azherae playing a lot says she is fine with clunky games so i can't say anything to that. But you think the normal player is going to be fine, again people hate losing control, this is the worse way to lose control. Ok I think there might be something akin to progress here. In some games I play, the direction of the character's movement is entirely separate from the camera facing except when aiming reticle based shots (which pause the character and snap their facing to the camera facing). I always move the camera to face whatever I want to attack anyway, and then when I want to make an attack at the camera position I press... W and the attack button. Or I tap W and press the attack button. Or if it is reticle based and 'snaps to facing' then I just press the attack. I entirely agree that if I am moving let's say 'diagonal backward strafe' away from a Ranger with my camera on that Ranger, and I then get taunted by a Tank directly on the other side of me from that Ranger, and my camera spins, I will, for about 12 frames minimum, end up moving diagonally away from the tank and therefore slightly closer to the Ranger. My camera view will now be on the Tank. I probably still know where the ranger is and I switch to pressing diagonal forward for some Diagonal Progression toward the Tank to maintain my direction. I can no longer attack the Ranger with my reticle-targeted ranged abilities unless I reorient myself. I must now move the camera 180 while blending the movement of my character to counter the camera movement. I consider this still having control of my character, but definitely not my camera (since I'm just resetting a change anyway, I am reasserting control relative to my goal). From what I understand, the part you have the problem with is the 12 frames, not the 'blending of camera movement with direction changes to retain the direction you are moving while doing the 180 camera turn'. Is that right? Party, we need to consider the time it takes for the camera to turn during that turn arch your character will be moving "feeling akin to being drunk" and at the end of the turn from the taunt you would be moving full in a backwards position of intention from before (aka if you were moving back now you are moving forward). You have control of your attack and your movement it is the lack of camera control that affects your overall gameplay experience. With what you guys have suggested having to have your camera on the tank, you won't be able to look away or focus is pulled back to it every few seconds for a duration. If you use Temp player camera the movement will feel clunky akin to pubg since it isn't your true camera, as your actual camera is forced to face the tank. You are simply using your key to look around since your actual camera is forced to look at the tank for the duration and attack the direction only what taunts you. Pubg is free will take like 10 min to download. If you use the Alt button and move with your WASD you will see what I'm talking about for that with movement.
Azherae wrote: » Is this because you are talking about 'Playing Ashes primarily in Action Reticle mode' and don't want this effect because it would be troublesome then? I don't think it's unreasonable to have effects that one counters by 'entering Tab Target mode' in a hybrid game.
NiKr wrote: » Azherae wrote: » Is that right? Btw, does Predecessor have fear-type effects? Cause I'd be interested in seeing how they work there, if they do. @Mag7spy same question for smite as well, cause I forgot to ask this when we were talking about those 2 games.
Azherae wrote: » Mag7spy wrote: » Azherae wrote: » Mag7spy wrote: » This is not a good feature, I don't think you understand how much you are actually ruining the experience of a player. But if you plan to be in tab most the time, and have mostly played tab games this is where i'm saying the bias comes into play not understanding how it will feel. Azherae playing a lot says she is fine with clunky games so i can't say anything to that. But you think the normal player is going to be fine, again people hate losing control, this is the worse way to lose control. Ok I think there might be something akin to progress here. In some games I play, the direction of the character's movement is entirely separate from the camera facing except when aiming reticle based shots (which pause the character and snap their facing to the camera facing). I always move the camera to face whatever I want to attack anyway, and then when I want to make an attack at the camera position I press... W and the attack button. Or I tap W and press the attack button. Or if it is reticle based and 'snaps to facing' then I just press the attack. I entirely agree that if I am moving let's say 'diagonal backward strafe' away from a Ranger with my camera on that Ranger, and I then get taunted by a Tank directly on the other side of me from that Ranger, and my camera spins, I will, for about 12 frames minimum, end up moving diagonally away from the tank and therefore slightly closer to the Ranger. My camera view will now be on the Tank. I probably still know where the ranger is and I switch to pressing diagonal forward for some Diagonal Progression toward the Tank to maintain my direction. I can no longer attack the Ranger with my reticle-targeted ranged abilities unless I reorient myself. I must now move the camera 180 while blending the movement of my character to counter the camera movement. I consider this still having control of my character, but definitely not my camera (since I'm just resetting a change anyway, I am reasserting control relative to my goal). From what I understand, the part you have the problem with is the 12 frames, not the 'blending of camera movement with direction changes to retain the direction you are moving while doing the 180 camera turn'. Is that right? Party, we need to consider the time it takes for the camera to turn during that turn arch your character will be moving "feeling akin to being drunk" and at the end of the turn from the taunt you would be moving full in a backwards position of intention from before (aka if you were moving back now you are moving forward). You have control of your attack and your movement it is the lack of camera control that affects your overall gameplay experience. With what you guys have suggested having to have your camera on the tank, you won't be able to look away or focus is pulled back to it every few seconds for a duration. If you use Temp player camera the movement will feel clunky akin to pubg since it isn't your true camera, as your actual camera is forced to face the tank. You are simply using your key to look around since your actual camera is forced to look at the tank for the duration and attack the direction only what taunts you. Pubg is free will take like 10 min to download. If you use the Alt button and move with your WASD you will see what I'm talking about for that with movement. I am not talking about temp player camera, why are you bringing it up? I don't see what temp player camera has to do with this conversation. Is this because you are talking about 'Playing Ashes primarily in Action Reticle mode' and don't want this effect because it would be troublesome then? I don't think it's unreasonable to have effects that one counters by 'entering Tab Target mode' in a hybrid game.
Azherae wrote: » Greystone's Ultimate heals him and makes him immune and invincible but unable to attack for a bit, but then does AoE damage around him. The almost universal best response is to run away from him as fast as possible before the AoE goes off. You can't hurt him, and most builds certainly do 'fear' getting caught in that AoE unnecessarily.
Mag7spy wrote: » Designing skills to ruin the experience in certain modes should not be a thing.