NiKr wrote: » Solvryn wrote: » It's hard to have this conversation at a level where everyone can participate and understand. Tab is the absence of aiming and requires different calculations. The shapes Clerics use, do not require aiming. They require positing, orientation, or placement - but not aiming. I'm interested in the behavior of an object (a variable with art attached to it) moving across 3d space, especially how it'll behave from a tab system and an aimed system. Ok, so it is just about direct aiming rather than the "actioness" of abilities. Got it. I feel like this is just another example of semantic discussions and the lack of concrete definitions for the bigger mmo community. To me, "action" always meant "doesn't require a target to cast". But from all the discussions I've seen, for A LOT of people it's usually "I want to shoot a "gun" in an mmo".
Solvryn wrote: » It's hard to have this conversation at a level where everyone can participate and understand. Tab is the absence of aiming and requires different calculations. The shapes Clerics use, do not require aiming. They require positing, orientation, or placement - but not aiming. I'm interested in the behavior of an object (a variable with art attached to it) moving across 3d space, especially how it'll behave from a tab system and an aimed system.
Solvryn wrote: » Depraved wrote: » Solvryn wrote: » NiKr wrote: » Azherae wrote: » It's that if the reticle does not NEED to be aimed there's balance issues for some. This is why I'm gonna try tera. BDO was an aoe fest and outside of guns in NW, iirc, it was the same. And we've seen that Ashes will have cone aoes too, so that's "action". I guess placing a thing on the ground requires less precision than a gun/bow shot, so even though it's an "action" move it's not really enough for the action players, but then does it mean that only ranged precision shots can be considered "action"? And the game's requirement for you to aim precisely then determines how "action" the game is? Cause iirc BDO's bows have soft tab, right? So would that mean that BDO is barely even an action game? My mind just doesn't seem to work in a way where it sees the difference between an action ability in a tab game and a whole game full of action abilities that seemingly function in the same way, yet people complain that those abilities are not "action" or that they don't contribute towards the game being a hybrid. Would a high-skill reticle-based ranged-weapon-only heal be considered a proper "action" ability then? Cause ironically enough even NW had fucking tab targeting for their healing (unless they added a ranged reticle heal after the release). It's hard to have this conversation at a level where everyone can participate and understand. Tab is the absence of aiming and requires different calculations. The shapes Clerics use, do not require aiming. They require positing, orientation, or placement - but not aiming. I'm interested in the behavior of an object (a variable with art attached to it) moving across 3d space, especially how it'll behave from a tab system and an aimed system. well, the ground targetted aoe and the cone that requires positioning and orientation are elements of action combat. i know what you mean though, you could just look at the ground and still hit your target, but you can do a lot of this in pure action combat games...purely aiming is more of a shooter thing... Asymmetrical games, tab, and action require positioning, orientation, and placement and the first two required them way before action ever game to be.
Depraved wrote: » Solvryn wrote: » NiKr wrote: » Azherae wrote: » It's that if the reticle does not NEED to be aimed there's balance issues for some. This is why I'm gonna try tera. BDO was an aoe fest and outside of guns in NW, iirc, it was the same. And we've seen that Ashes will have cone aoes too, so that's "action". I guess placing a thing on the ground requires less precision than a gun/bow shot, so even though it's an "action" move it's not really enough for the action players, but then does it mean that only ranged precision shots can be considered "action"? And the game's requirement for you to aim precisely then determines how "action" the game is? Cause iirc BDO's bows have soft tab, right? So would that mean that BDO is barely even an action game? My mind just doesn't seem to work in a way where it sees the difference between an action ability in a tab game and a whole game full of action abilities that seemingly function in the same way, yet people complain that those abilities are not "action" or that they don't contribute towards the game being a hybrid. Would a high-skill reticle-based ranged-weapon-only heal be considered a proper "action" ability then? Cause ironically enough even NW had fucking tab targeting for their healing (unless they added a ranged reticle heal after the release). It's hard to have this conversation at a level where everyone can participate and understand. Tab is the absence of aiming and requires different calculations. The shapes Clerics use, do not require aiming. They require positing, orientation, or placement - but not aiming. I'm interested in the behavior of an object (a variable with art attached to it) moving across 3d space, especially how it'll behave from a tab system and an aimed system. well, the ground targetted aoe and the cone that requires positioning and orientation are elements of action combat. i know what you mean though, you could just look at the ground and still hit your target, but you can do a lot of this in pure action combat games...purely aiming is more of a shooter thing...
Solvryn wrote: » NiKr wrote: » Azherae wrote: » It's that if the reticle does not NEED to be aimed there's balance issues for some. This is why I'm gonna try tera. BDO was an aoe fest and outside of guns in NW, iirc, it was the same. And we've seen that Ashes will have cone aoes too, so that's "action". I guess placing a thing on the ground requires less precision than a gun/bow shot, so even though it's an "action" move it's not really enough for the action players, but then does it mean that only ranged precision shots can be considered "action"? And the game's requirement for you to aim precisely then determines how "action" the game is? Cause iirc BDO's bows have soft tab, right? So would that mean that BDO is barely even an action game? My mind just doesn't seem to work in a way where it sees the difference between an action ability in a tab game and a whole game full of action abilities that seemingly function in the same way, yet people complain that those abilities are not "action" or that they don't contribute towards the game being a hybrid. Would a high-skill reticle-based ranged-weapon-only heal be considered a proper "action" ability then? Cause ironically enough even NW had fucking tab targeting for their healing (unless they added a ranged reticle heal after the release). It's hard to have this conversation at a level where everyone can participate and understand. Tab is the absence of aiming and requires different calculations. The shapes Clerics use, do not require aiming. They require positing, orientation, or placement - but not aiming. I'm interested in the behavior of an object (a variable with art attached to it) moving across 3d space, especially how it'll behave from a tab system and an aimed system.
NiKr wrote: » Azherae wrote: » It's that if the reticle does not NEED to be aimed there's balance issues for some. This is why I'm gonna try tera. BDO was an aoe fest and outside of guns in NW, iirc, it was the same. And we've seen that Ashes will have cone aoes too, so that's "action". I guess placing a thing on the ground requires less precision than a gun/bow shot, so even though it's an "action" move it's not really enough for the action players, but then does it mean that only ranged precision shots can be considered "action"? And the game's requirement for you to aim precisely then determines how "action" the game is? Cause iirc BDO's bows have soft tab, right? So would that mean that BDO is barely even an action game? My mind just doesn't seem to work in a way where it sees the difference between an action ability in a tab game and a whole game full of action abilities that seemingly function in the same way, yet people complain that those abilities are not "action" or that they don't contribute towards the game being a hybrid. Would a high-skill reticle-based ranged-weapon-only heal be considered a proper "action" ability then? Cause ironically enough even NW had fucking tab targeting for their healing (unless they added a ranged reticle heal after the release).
Azherae wrote: » It's that if the reticle does not NEED to be aimed there's balance issues for some.
Azherae wrote: » In that small case where the only option for even landing your shot is the tiniest sliver of a sightline and maybe 10f of time where you could even be hit in some games, projectile travel speed matters. Any game where the calculation of if it should hit was done at the moment of firing, would result in the person who successfully did a fakeout still getting hit, basically ruining the game.
Azherae wrote: » Even if you can shoot straight through friendlies (not always possible) you still can't SEE (your reticle lock is usually blocked) so it's possible for a highly coordinated movement between Tank and Carry to result in a situation where the opponent attempts to hit the Carry who pokes out from behind the Tank and as a result misses BOTH of them, similar to the wall thing. If you care about this type of gameplay (skill level irrelevant) then you'll care a lot about Action vs Tab Targeting. If you don't care about this type of gameplay/twitch skill, then it will be hard to see any issue. That's probably the best way to determine if a game is 'True Action Combat' or not for most people (i.e. you might manage to not annoy both sides, except you-know-who).
NiKr wrote: » Azherae wrote: » In that small case where the only option for even landing your shot is the tiniest sliver of a sightline and maybe 10f of time where you could even be hit in some games, projectile travel speed matters. Any game where the calculation of if it should hit was done at the moment of firing, would result in the person who successfully did a fakeout still getting hit, basically ruining the game. I think L2 did the "projectile speed" with their animation-based combat. You could still hide behind stuff to avoid hits, because the ability's effect check would happen at the end of the attack animation, rather than at the start. This is probably one of the reasons why my mind can't quite comprehend the difference. Azherae wrote: » Even if you can shoot straight through friendlies (not always possible) you still can't SEE (your reticle lock is usually blocked) so it's possible for a highly coordinated movement between Tank and Carry to result in a situation where the opponent attempts to hit the Carry who pokes out from behind the Tank and as a result misses BOTH of them, similar to the wall thing. If you care about this type of gameplay (skill level irrelevant) then you'll care a lot about Action vs Tab Targeting. If you don't care about this type of gameplay/twitch skill, then it will be hard to see any issue. That's probably the best way to determine if a game is 'True Action Combat' or not for most people (i.e. you might manage to not annoy both sides, except you-know-who). As a Tank, I definitely want this. Hell, I want even tab abilities to have this, so that even if the enemy is still targeting my mate behind me, if I'm between the two - any projectile flying towards my mate hits me instead. And I'm sure that it's waaaay more difficult than what I'm imagining, but I feel like this could be achieved through the "same" animation-based combat as L2 had. Add to that a check of "did you have a hard or a soft tab at the start of the animation" and you have yourself a situation that you described.Player 1 has a projectile attack. P2 is a tank. P3 is behind him P1's attack is "hybrid", so you can use it in both modes in tab it just tracks projectile's actions, but the "aim" is always on P3 (by keeping P1 directly facing P3) in reticle mode it "railguns" the shot, even if soft target was acquired (projectile's action is still tracked) P1 is trying to hit P3 in tab mode P1 always hits P2, unless P3 pops out during the animation of the attack in reticle mode P1 always misses, unless the same^ thing happens Iirc in the archer showcase the "bloom" was quite big, so even when Steven went past the soft locked target with his reticle, he could still hit it. I'd prefer if the "bloom" was controlled more by the size of the projectile than just by system-determined difficulty. Arrows and basic magic wand attacks would be "railgunned", while fireballs and iceshards (and the like) would obviously have a fairly big hit diameter. Would smth like that work in general? And does it seem like smth that could work in Ashes?
HumblePuffin wrote: » I’ve always been a big fan of the Armored Core series and I feel like they have done that hybrid style of combat. You soft lock on enemies based on where your reticle is. You can miss if your opponent is strafing and you don’t manually adjust the reticle to lead them. Stuff like missiles would seek out targets but explode after a period of time. You could fire weapons without a lock. I may be misremembering but I don’t think anything was hitscan it was all projectile based. There is also a hard lock that focuses your camera on the target in the one coming out soon. You could still cycle through enemies in a tab kind of way. Very different games but I feel like it’s relevant in an action vs tab discussion. This is some gameplay discussing the lock on in the game a bit. There’s a lot of nuance he doesn’t talk about in this section of the video like being able to soft lock missiles and such on multiple targets, but it was the most to the point section in the video.https://m.youtube.com/watch?v=1c1crLkr56E&t=1786s
Azherae wrote: » HumblePuffin wrote: » I’ve always been a big fan of the Armored Core series and I feel like they have done that hybrid style of combat. You soft lock on enemies based on where your reticle is. You can miss if your opponent is strafing and you don’t manually adjust the reticle to lead them. Stuff like missiles would seek out targets but explode after a period of time. You could fire weapons without a lock. I may be misremembering but I don’t think anything was hitscan it was all projectile based. There is also a hard lock that focuses your camera on the target in the one coming out soon. You could still cycle through enemies in a tab kind of way. Very different games but I feel like it’s relevant in an action vs tab discussion. This is some gameplay discussing the lock on in the game a bit. There’s a lot of nuance he doesn’t talk about in this section of the video like being able to soft lock missiles and such on multiple targets, but it was the most to the point section in the video.https://m.youtube.com/watch?v=1c1crLkr56E&t=1786s Armored Core games are entirely projectile based, yes, but the specifics of how exactly to 'make sure your shots hit despite your FCS lock not being enough' differs from game to game. In most of them the answer is just 'you're too far away and your opponent is too fast so you're out of luck', though. EDIT: Just realized this might have seemed like 'talking to you' when it's moreso just 'adding data for any unfamiliar'.
Dygz wrote: » Yeah, but combat for an FPS is practically the polar opposite of combat for an RPG. In an RPG, the character's abilities are supposed to take precedence over player skills - especially player "twitch/dex" skills. FPS, the focus is player v player. RPG, the focus is character v character. Which is why Steven has said that while he's hoping for hybrid - if he had to choose Tab or Action, he would choose Tab. Hopefully, Steven will be able to implement a hybrid that feels good.
Dygz wrote: » https://en.wikipedia.org/wiki/Armored_Core"Armored Core is a third-person shooter mecha video game..."https://www.dexerto.com/gaming/everything-we-know-about-the-armored-core-6-1736918/"The Armored Core series is a third-person shooter that involves monolithic mechs blasting and bashing each other into oblivion." Same difference... Just because combat is fun in one game genre does not mean it fits well with every other game genre. A key aspect of RPGs is not just combat roles, but having enough reaction time to synergize your character's abilities with the individual abilities of the other characters in your group/party. Combat has to be slow enough to allow for that. But also, in an RPG, character knowledge and character skills are intended to be more important than player knowledge and player (twitch/dex) skills.
Dygz wrote: » I'm looking at gameplay for Armored Core 6. It's way too much action to be a good fit for an RPG.