NiKr wrote: » Are you talking about cutscenes? Instanced story dungeons might have a tiny bit of that, but I doubt it. Otherwise I'm not sure how that would work in an mmo.
lexxxa wrote: » Thx. No, not the cutscenes. Character movement during control.
NiKr wrote: » lexxxa wrote: » Thx. No, not the cutscenes. Character movement during control. Could you provide an example? Cause "google this game" doesn't quite do it. I'm pretty sure I've seen all videos of Wukong, but I'm also fairly sure that camera could only dissociate with the MC when it was a cutscene of sorts. Maybe you're talking about ability animations? I think those kinda let the char be to the side of the screen as well? But that's a nice feature in a single player action game, yet I'm not sure if it would feel nice in a hectic mass battle where your awareness is very important, so losing your character's proper perspective could lead you to losing the fight.
lexxxa wrote: » Not cutscene. Character movements in and out of combat Wukong. At the beginning of movement in any direction, the character shifts slightly relative to the center of the screen. This is noticeable if you put a mark. (I glued gum))) In AOC, the character's figure is always in the center of the screen with any kind of movements. (except when the camera zooms in or out). Maybe make the offset a little bit and it would work in mmo.
NiKr wrote: » I thiiink I got what you're saying...
lexxxa wrote: » NiKr wrote: » lexxxa wrote: » Thx. No, not the cutscenes. Character movement during control. Could you provide an example? Cause "google this game" doesn't quite do it. I'm pretty sure I've seen all videos of Wukong, but I'm also fairly sure that camera could only dissociate with the MC when it was a cutscene of sorts. Maybe you're talking about ability animations? I think those kinda let the char be to the side of the screen as well? But that's a nice feature in a single player action game, yet I'm not sure if it would feel nice in a hectic mass battle where your awareness is very important, so losing your character's proper perspective could lead you to losing the fight. Not cutscene. Character movements in and out of combat Wukong. At the beginning of movement in any direction, the character shifts slightly relative to the center of the screen. This is noticeable if you put a mark. (I glued gum))) In AOC, the character's figure is always in the center of the screen with any kind of movements. (except when the camera zooms in or out). Maybe make the offset a little bit and it would work in mmo.
TheDarkSorcerer wrote: » I don't really care for daily assignments. I do find dividing armor into PVE/PVP is important. We've had this issue for a decade in ESO of developers struggling to balance skills and gear properly. A set that is performing great in PvE but extremely toxic and OP in PvP ends up getting nerfed into the ground = hurting raid community. Just balance gear separately IMO.
lexxxa wrote: » I wouldn't like daily assignments. Or that the reward for doing so has no impact or was obtained by other means.
lexxxa wrote: » I wouldn't like to divide armor and weapons into pvp and pve.
lexxxa wrote: » I wouldn't like arena achievements to have an impact in open world pvp.
MachadoDeCarvalho wrote: » TheDarkSorcerer wrote: » I don't really care for daily assignments. I do find dividing armor into PVE/PVP is important. We've had this issue for a decade in ESO of developers struggling to balance skills and gear properly. A set that is performing great in PvE but extremely toxic and OP in PvP ends up getting nerfed into the ground = hurting raid community. Just balance gear separately IMO. The thing is, as a PvX game, it makes more sense not to divide them in AoC. We should be able to be ready for both PvE and PvP at the same time. I'm also an ex-ESO player, and I never understood why they opted for keeping sets the same in and out of Cyrodiil. Battle Spirit wasn't enough to balance things, and they often frustrated both PvE and PvP players with attempts to balance things by changing how some sets functioned. ESO has a bad design of sets IMO, with all of them having specific effects. There are too many sets, a lot of them obsolete, and they have to keep coming up with broken OP stuff in order to make the new ones attractive and "force" people into buying the new content (to knowingly nerf them later). I bought expansions just so I could get access to specific gear in order to be able to keep up with the meta in Cyrodiil. If you don't, you're in disadvantage. That's fucked up. Anyway, excuse my ranting
MachadoDeCarvalho wrote: » ESO has a bad design of sets IMO, with all of them having specific effects. There are too many sets, a lot of them obsolete, and they have to keep coming up with broken OP stuff in order to make the new ones attractive and "force" people into buying the new content (to knowingly nerf them later). I bought expansions just so I could get access to specific gear in order to be able to keep up with the meta in Cyrodiil. If you don't, you're in disadvantage. That's fucked up.
daveywavey wrote: » Yeah, I mean I like having lots of sets to choose from that each do different things, but having to release multiple new sets every time they release any new content has just made it a farce. Some of them even do the same things as some of the other older sets. Just mind-boggling.
Depraved wrote: » no gif im dissapointed
Fairest wrote: » Depraved wrote: » no gif im dissapointed Why would you want a gif of an immobile hamster?
daveywavey wrote: » Depraved wrote: » no gif im dissapointed It's like they're not even trying, any more.
Kilion wrote: » lexxxa wrote: » I wouldn't like arena achievements to have an impact in open world pvp. Why? And unless general PvP is vastly different from Arena PvP it will always have an impact, by providing experience about the other classes skill sets and human behavior in PvP situations.