Solvryn wrote: » Depraved wrote: » your subjective experience doesnt matter. same as mine, it doesnt. these are objective things im talking about. Which require you to have the facts. Depraved wrote: » Having to choose between 6 different meaningful actions or more every turn in a strategy or a tab targetted has more depth than aiming and clicking or pressing one button. It has more decisions to make than a tab or strategy game
Depraved wrote: » your subjective experience doesnt matter. same as mine, it doesnt. these are objective things im talking about.
Depraved wrote: » Having to choose between 6 different meaningful actions or more every turn in a strategy or a tab targetted has more depth than aiming and clicking or pressing one button.
Depraved wrote: » Solvryn wrote: » Depraved wrote: » your subjective experience doesnt matter. same as mine, it doesnt. these are objective things im talking about. Which require you to have the facts. Depraved wrote: » Having to choose between 6 different meaningful actions or more every turn in a strategy or a tab targetted has more depth than aiming and clicking or pressing one button. It has more decisions to make than a tab or strategy game no. this depends how design the game. again, you can have a strategy game that is more complex than an action game and you can have an action game that is more complex than a strategy game. Usually strategy games are more complex tho.
Solvryn wrote: » Depraved wrote: » Solvryn wrote: » Depraved wrote: » your subjective experience doesnt matter. same as mine, it doesnt. these are objective things im talking about. Which require you to have the facts. Depraved wrote: » Having to choose between 6 different meaningful actions or more every turn in a strategy or a tab targetted has more depth than aiming and clicking or pressing one button. It has more decisions to make than a tab or strategy game no. this depends how design the game. again, you can have a strategy game that is more complex than an action game and you can have an action game that is more complex than a strategy game. Usually strategy games are more complex tho. Logistics is the backbone of Warfare, you cannot fight a war without it, but its not combat. Diplomacy is the backbone of a healthy civilization, you cannot have one without it, but it is not combat. You used a Strategy game as an example of combat depth. So I just removed the components of Civilization that aren't apart of the actual fighting. This comes back to the original point of the thread, being concise. com·bat NOUN [ˈkämˌbat] fighting between armed forces: Combat =/ Warfare, Warfare includes Logistics and Diplomacy. Are you comparing the depth of the combat system of Civilization to TERAs combat? Because if you are, that requires a certain amount of knowledge and mastery off of both games. And if you are, you gotta back that one up homie because that's a massive claim.
Mag7spy wrote: » @_@
JamesSunderland wrote: » Tab Target combat and Action combat are cool and all but damn looks like Semantics Combat is peak!
Depraved wrote: » Solvryn wrote: » Depraved wrote: » Solvryn wrote: » Depraved wrote: » your subjective experience doesnt matter. same as mine, it doesnt. these are objective things im talking about. Which require you to have the facts. Depraved wrote: » Having to choose between 6 different meaningful actions or more every turn in a strategy or a tab targetted has more depth than aiming and clicking or pressing one button. It has more decisions to make than a tab or strategy game no. this depends how design the game. again, you can have a strategy game that is more complex than an action game and you can have an action game that is more complex than a strategy game. Usually strategy games are more complex tho. Logistics is the backbone of Warfare, you cannot fight a war without it, but its not combat. Diplomacy is the backbone of a healthy civilization, you cannot have one without it, but it is not combat. You used a Strategy game as an example of combat depth. So I just removed the components of Civilization that aren't apart of the actual fighting. This comes back to the original point of the thread, being concise. com·bat NOUN [ˈkämˌbat] fighting between armed forces: Combat =/ Warfare, Warfare includes Logistics and Diplomacy. Are you comparing the depth of the combat system of Civilization to TERAs combat? Because if you are, that requires a certain amount of knowledge and mastery off of both games. And if you are, you gotta back that one up homie because that's a massive claim. i can understand why u dont understand. ill probably give some examples tomorrow since its gonna be a long post and ill sleep soon. depth has to do with meaningful choices at every "turn". if the game civilization has 10 meaningful choices at every turn, and tera or any action game has 6 meaningful choices at every time you can take an action, then civ is more depth. how is that so hard to understand? its not about mehanical skills. its about number of meaningful actions. its something that you can count. 1, 2, 3 etc tomorrow ill tell you about l2 buff system (old versions at least) and illustrate how a tab targeted game can be more complex and deep than an action game (of course this depends on the class you play). actually, now that i say that this question for you just popped in my head. in tab or action games, how come you have some classes that are more complex/deep/harder than others? not all playable characters or builds have the same difficulty yet the game is the same. so explain that to me? so if you play 2 different classes in an action game, why is one of those much easier to learn and play than another game. same game, different classes, different levels of difficulty. explain it to me, please. maybe you will finally get the answer by yourself.
Solvryn wrote: » Depraved wrote: » Solvryn wrote: » Depraved wrote: » Solvryn wrote: » Depraved wrote: » your subjective experience doesnt matter. same as mine, it doesnt. these are objective things im talking about. Which require you to have the facts. Depraved wrote: » Having to choose between 6 different meaningful actions or more every turn in a strategy or a tab targetted has more depth than aiming and clicking or pressing one button. It has more decisions to make than a tab or strategy game no. this depends how design the game. again, you can have a strategy game that is more complex than an action game and you can have an action game that is more complex than a strategy game. Usually strategy games are more complex tho. Logistics is the backbone of Warfare, you cannot fight a war without it, but its not combat. Diplomacy is the backbone of a healthy civilization, you cannot have one without it, but it is not combat. You used a Strategy game as an example of combat depth. So I just removed the components of Civilization that aren't apart of the actual fighting. This comes back to the original point of the thread, being concise. com·bat NOUN [ˈkämˌbat] fighting between armed forces: Combat =/ Warfare, Warfare includes Logistics and Diplomacy. Are you comparing the depth of the combat system of Civilization to TERAs combat? Because if you are, that requires a certain amount of knowledge and mastery off of both games. And if you are, you gotta back that one up homie because that's a massive claim. i can understand why u dont understand. ill probably give some examples tomorrow since its gonna be a long post and ill sleep soon. depth has to do with meaningful choices at every "turn". if the game civilization has 10 meaningful choices at every turn, and tera or any action game has 6 meaningful choices at every time you can take an action, then civ is more depth. how is that so hard to understand? its not about mehanical skills. its about number of meaningful actions. its something that you can count. 1, 2, 3 etc tomorrow ill tell you about l2 buff system (old versions at least) and illustrate how a tab targeted game can be more complex and deep than an action game (of course this depends on the class you play). actually, now that i say that this question for you just popped in my head. in tab or action games, how come you have some classes that are more complex/deep/harder than others? not all playable characters or builds have the same difficulty yet the game is the same. so explain that to me? so if you play 2 different classes in an action game, why is one of those much easier to learn and play than another game. same game, different classes, different levels of difficulty. explain it to me, please. maybe you will finally get the answer by yourself. I think you've ran out of field, there is no other place for you to shift the posts. Nor have you proven your points. As amusing as it is, you should probably stop.
Depraved wrote: » Solvryn wrote: » Depraved wrote: » Solvryn wrote: » Depraved wrote: » Solvryn wrote: » Depraved wrote: » your subjective experience doesnt matter. same as mine, it doesnt. these are objective things im talking about. Which require you to have the facts. Depraved wrote: » Having to choose between 6 different meaningful actions or more every turn in a strategy or a tab targetted has more depth than aiming and clicking or pressing one button. It has more decisions to make than a tab or strategy game no. this depends how design the game. again, you can have a strategy game that is more complex than an action game and you can have an action game that is more complex than a strategy game. Usually strategy games are more complex tho. Logistics is the backbone of Warfare, you cannot fight a war without it, but its not combat. Diplomacy is the backbone of a healthy civilization, you cannot have one without it, but it is not combat. You used a Strategy game as an example of combat depth. So I just removed the components of Civilization that aren't apart of the actual fighting. This comes back to the original point of the thread, being concise. com·bat NOUN [ˈkämˌbat] fighting between armed forces: Combat =/ Warfare, Warfare includes Logistics and Diplomacy. Are you comparing the depth of the combat system of Civilization to TERAs combat? Because if you are, that requires a certain amount of knowledge and mastery off of both games. And if you are, you gotta back that one up homie because that's a massive claim. i can understand why u dont understand. ill probably give some examples tomorrow since its gonna be a long post and ill sleep soon. depth has to do with meaningful choices at every "turn". if the game civilization has 10 meaningful choices at every turn, and tera or any action game has 6 meaningful choices at every time you can take an action, then civ is more depth. how is that so hard to understand? its not about mehanical skills. its about number of meaningful actions. its something that you can count. 1, 2, 3 etc tomorrow ill tell you about l2 buff system (old versions at least) and illustrate how a tab targeted game can be more complex and deep than an action game (of course this depends on the class you play). actually, now that i say that this question for you just popped in my head. in tab or action games, how come you have some classes that are more complex/deep/harder than others? not all playable characters or builds have the same difficulty yet the game is the same. so explain that to me? so if you play 2 different classes in an action game, why is one of those much easier to learn and play than another game. same game, different classes, different levels of difficulty. explain it to me, please. maybe you will finally get the answer by yourself. I think you've ran out of field, there is no other place for you to shift the posts. Nor have you proven your points. As amusing as it is, you should probably stop. ok noaani 2.0 if you dont wanna learn thats your problem. now, go design and build some games then come back and stop watching tiktoks on game development
Solvryn wrote: » NiKr wrote: » Solvryn wrote: » Try Archer! You’ll experience the bloom on the reticle and the arrow physics. Also, combos are very important. I'm sure that its archer is great and all, but I don't really care about that class. Me playing it wouldn't really give me any knew revelations about this discussion, because I've played archers in other action games already. At this point I'm sure we won't get anywhere. You just want shooter mechanics in Ashes and I just want some action abilities that can be blocked. Our interests cross paths, but you're just much more of stickler for semantics of said mechanics and for very particular features that I have no interest in. We'll see what Intrepid decide to do with their rangers. Initial plan was always to fall back on full tab, if hybrid doesn't work out, so I wouldn't be surprised that they change course down the line if they hear a ton of negative feedback about the action part of the game. Well, I at least hope they will, because otherwise we'd be looking at yet another 5 years of "subjects to change" and "we're still deciding what to do". I don’t think any tab version of this game will be superior to what they started in Apoc. Apoc is one of the things that gave me confidence that they’d make great combat. I don’t see that same level of combat in the tab system. You’re being a bit hyperbolic with shooter mechanics, as the games I’ve posted above and shooters aren’t the same. Im a stickler for concise wording because that’s the best way to temper reasonable expectations.
NiKr wrote: » Solvryn wrote: » Try Archer! You’ll experience the bloom on the reticle and the arrow physics. Also, combos are very important. I'm sure that its archer is great and all, but I don't really care about that class. Me playing it wouldn't really give me any knew revelations about this discussion, because I've played archers in other action games already. At this point I'm sure we won't get anywhere. You just want shooter mechanics in Ashes and I just want some action abilities that can be blocked. Our interests cross paths, but you're just much more of stickler for semantics of said mechanics and for very particular features that I have no interest in. We'll see what Intrepid decide to do with their rangers. Initial plan was always to fall back on full tab, if hybrid doesn't work out, so I wouldn't be surprised that they change course down the line if they hear a ton of negative feedback about the action part of the game. Well, I at least hope they will, because otherwise we'd be looking at yet another 5 years of "subjects to change" and "we're still deciding what to do".
Solvryn wrote: » Try Archer! You’ll experience the bloom on the reticle and the arrow physics. Also, combos are very important.
Solvryn wrote: » Depraved wrote: » Solvryn wrote: » Depraved wrote: » what the hell. you are literally turning into noaani, slowly but surely. you can say whatever you want but you still cant say what makes a game complex or deep xD yet you keep trying to talk about those things. oh well. I’m talking about about algorithms and data, you are talking about meaningful decisions. Combat depth in game design literally refers to meaningful decisions in video games. You’re giving me the impression you’re spitballing things you heard because it sounded neat. Data complexity can increase combat complexity, literally. So does introducing different types of data. Taking something as the Frostbolt in WoW and requiring a player to now aim it, increases the complexity of the spell. A player, having Frostbolt aimed at them now has additional data they need to interpret, like the trajectory of the spell. Your eyeball measures the speed, shape, size, color, trajectory all of that is data. It’s not going to read you Shakespeare or ponder Fermis Paradox as it makes its way towards you. You know what a high skill combat system will result in? The more abstract concepts. Damn dude, just damn. which champion is more complex, which one is more deep and which one is harder to master, lee sin or syndra. lee sin has 1 skill shot, syndra has 3. go. again, you are mistaking mechanical skills with complexity and depth. civilization requires 0 mechanical skills and is more complex than any action mmorpg you have ever played. I don’t play League. Complexity is abstract thought and depth is meaningful decisions in game decision. There’s no mistake.
Depraved wrote: » Solvryn wrote: » Depraved wrote: » what the hell. you are literally turning into noaani, slowly but surely. you can say whatever you want but you still cant say what makes a game complex or deep xD yet you keep trying to talk about those things. oh well. I’m talking about about algorithms and data, you are talking about meaningful decisions. Combat depth in game design literally refers to meaningful decisions in video games. You’re giving me the impression you’re spitballing things you heard because it sounded neat. Data complexity can increase combat complexity, literally. So does introducing different types of data. Taking something as the Frostbolt in WoW and requiring a player to now aim it, increases the complexity of the spell. A player, having Frostbolt aimed at them now has additional data they need to interpret, like the trajectory of the spell. Your eyeball measures the speed, shape, size, color, trajectory all of that is data. It’s not going to read you Shakespeare or ponder Fermis Paradox as it makes its way towards you. You know what a high skill combat system will result in? The more abstract concepts. Damn dude, just damn. which champion is more complex, which one is more deep and which one is harder to master, lee sin or syndra. lee sin has 1 skill shot, syndra has 3. go. again, you are mistaking mechanical skills with complexity and depth. civilization requires 0 mechanical skills and is more complex than any action mmorpg you have ever played.
Solvryn wrote: » Depraved wrote: » what the hell. you are literally turning into noaani, slowly but surely. you can say whatever you want but you still cant say what makes a game complex or deep xD yet you keep trying to talk about those things. oh well. I’m talking about about algorithms and data, you are talking about meaningful decisions. Combat depth in game design literally refers to meaningful decisions in video games. You’re giving me the impression you’re spitballing things you heard because it sounded neat. Data complexity can increase combat complexity, literally. So does introducing different types of data. Taking something as the Frostbolt in WoW and requiring a player to now aim it, increases the complexity of the spell. A player, having Frostbolt aimed at them now has additional data they need to interpret, like the trajectory of the spell. Your eyeball measures the speed, shape, size, color, trajectory all of that is data. It’s not going to read you Shakespeare or ponder Fermis Paradox as it makes its way towards you. You know what a high skill combat system will result in? The more abstract concepts. Damn dude, just damn.
Depraved wrote: » what the hell. you are literally turning into noaani, slowly but surely. you can say whatever you want but you still cant say what makes a game complex or deep xD yet you keep trying to talk about those things. oh well.
Solvryn wrote: » Depraved wrote: » Solvryn wrote: » Depraved wrote: » Solvryn wrote: » Depraved wrote: » Solvryn wrote: » Depraved wrote: » your subjective experience doesnt matter. same as mine, it doesnt. these are objective things im talking about. Which require you to have the facts. Depraved wrote: » Having to choose between 6 different meaningful actions or more every turn in a strategy or a tab targetted has more depth than aiming and clicking or pressing one button. It has more decisions to make than a tab or strategy game no. this depends how design the game. again, you can have a strategy game that is more complex than an action game and you can have an action game that is more complex than a strategy game. Usually strategy games are more complex tho. Logistics is the backbone of Warfare, you cannot fight a war without it, but its not combat. Diplomacy is the backbone of a healthy civilization, you cannot have one without it, but it is not combat. You used a Strategy game as an example of combat depth. So I just removed the components of Civilization that aren't apart of the actual fighting. This comes back to the original point of the thread, being concise. com·bat NOUN [ˈkämˌbat] fighting between armed forces: Combat =/ Warfare, Warfare includes Logistics and Diplomacy. Are you comparing the depth of the combat system of Civilization to TERAs combat? Because if you are, that requires a certain amount of knowledge and mastery off of both games. And if you are, you gotta back that one up homie because that's a massive claim. i can understand why u dont understand. ill probably give some examples tomorrow since its gonna be a long post and ill sleep soon. depth has to do with meaningful choices at every "turn". if the game civilization has 10 meaningful choices at every turn, and tera or any action game has 6 meaningful choices at every time you can take an action, then civ is more depth. how is that so hard to understand? its not about mehanical skills. its about number of meaningful actions. its something that you can count. 1, 2, 3 etc tomorrow ill tell you about l2 buff system (old versions at least) and illustrate how a tab targeted game can be more complex and deep than an action game (of course this depends on the class you play). actually, now that i say that this question for you just popped in my head. in tab or action games, how come you have some classes that are more complex/deep/harder than others? not all playable characters or builds have the same difficulty yet the game is the same. so explain that to me? so if you play 2 different classes in an action game, why is one of those much easier to learn and play than another game. same game, different classes, different levels of difficulty. explain it to me, please. maybe you will finally get the answer by yourself. I think you've ran out of field, there is no other place for you to shift the posts. Nor have you proven your points. As amusing as it is, you should probably stop. ok noaani 2.0 if you dont wanna learn thats your problem. now, go design and build some games then come back and stop watching tiktoks on game development If you were a game designer, you wouldn't have to shift the goal posts and you would have been able to articulate your points in explicit detail from the start. Nor would have you engaged in fallacious behavior. Your inability to articulate your points doesn't constitute a failure on my part. Nor is the part where you have actively demonstrated that you do not understand basic statistics, psychology, strategy, tactics, or game theory. You have to reasonably explain and defend your extraordinary claims, not me. So after all of that, what is it that you could possibly have that I could consider a moment to learn from? That you cannot even the follow your own arguments? You've proven yourself incapable of argumentative logic? You have yet to present a teachable moment. You're able to regurgitate information, from a quick engine search. Don't worry though, I can say I will put more time than I already have in the last few years into game development and the combat systems for the specific purpose of presenting viable data and feedback. Something you seem to be unable to do at the moment.
Solvryn wrote: » Role Playing Game =\= Roll Playing Game Role Playing Game = Role Playing Game
Percimes wrote: » 8 pages? Who would have thought.
Patchify wrote: » snip