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In the coming months and year many games are releasing or have been released that appear to be branching off into a few different styles of combat.
If you had to pick your mmo based solely on the combat style, and stick with that game long - term, which style would you pick? What is the future of MMO combat in your opinion?
I'm just posting this out of curiosity. I'm pretty sure certain options aren't going to be that popular around here, but I'm just curious to see what people like the most. There are definitely a few distinct styles in upcoming games.
Also, just as a disclaimer, I don't really know where to put GW 2 in the examples. It seems more of a hybrid system to me than a purely action based combat system. I am no expert though, so if I'm totally wrong flame me to death in the comments and let me know how stupid I am so I can change it.
Edit: Also, please don't base your vote on the games I am providing as examples. I am just providing examples to explain what combat systems are upcoming and how they might function. These games are very complex ecosystems, and most people don't just base their decisions to play on combat alone. Just think of the combat from these games as an example of what could be implemented in future releases.
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Honestly, I'm liking what GW2 and Neverwinter have shown me, combat wise. It has the familiarity of current MMO combat with tab targeting yet the freedom and action of non tab target combat mixed in. Seems to flow much better and seems more skill oriented. Sure, once could say, well why not go full action but Tera doesn't quite get it right as you stop moving when casting and AoC is just annoying due to distance to target and having to unleash combos which is just uncomfortable for all but keyboard jockeys on speed. So I voted for the Hybrid choice.
I still enjoy a good tab targetting game like WoW but I also like the hybrid GW2 style as well. I will also be looking forward to Neverwinter which usses an action style combat similar to Tera with out the stupid self rooting feature.
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Action based combat with some twich based gameplay. MMOs have the most boring combat ever. Select monster, sit in one place, then mash 1, 2, 3 till your keyboard breaks. I hate tab targetting. I don't want to be able "target" something. You slash, cast in the general direction of something and you either hit or miss. Having an autoaim system do it for me is boring.
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I figured I'd throw my opinion in here as a reply so as not to bias the OP or something.
I'm all for FPS combat in an MMO. The problem with this is that so few "MMOFPS" games have actually gotten the MMO part right in their game.
I am a huge Planetside fan (still subbed to the original) and am eagerly anticipating Planetside 2. However, I don't think that the other games that are coming out touting MMOFPS gameplay are going to nail the MMO part properly. Firefall and Defiance have a chance, but to me they are too focused on PvE. I wouldn't call the Firefall PvP massive in any way, and I think an MMOFPS needs massive open world PvP to work properly.
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I'm not really sold on TWITCH ACKTIUN TACTICOOL KOMBAT1!!1
But then again, I'm probably the only person here that thinks the only good RPG ever was PS:T.
I don't like action combat in my RPGs. I play them specifically for that reason. If the current trend continues, I will no longer have an alternative to twitchy console gameplay, but then again, isn't that where the industry has wanted to be all along? They've been trying so hard to push into console territory, thinking they can make a killing, yet they don't seem to be willing to do so without screwing over their loyal PC customers.
I can understand that view entirely. I personally don't see the non-action mmo dying by any means. The action combat is certainly on the rise, but I think there is a large segment of the population that agrees with you.
As long as there is a market for it, the more traditional combat is not going anywhere. I think it's safe to say that there is definitely still a market for it.
In fact, with the rise of action combat, I could actually see some developers improving on the old way of doing non-action MMO's innovating in their combat systems in ways we haven't previously considered.
Look at a game like Wakfu for example. Their combat is very very turn-based but that game and its predecessor is very successful. That may not be the game for you, but I don't think your preferred playstyle is going to die.
On the flip side of the coin, most single player RPG's have gone the route of action combat. I can't think of many that don't feature action based combat. They are definitely targetting the console as you say.
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I want it to go in ALL directions (including ways that I dont personally like). There is no reason at all for mmos to go a particular way in favour of another. That just leads to boredom and stagnation which is something we have already witnessed. As long as they are Massively Multiplayer Online games then they can be absolutely anything. Variety is the spice of life
Oh I totally agree with you. I don't mean to ask what direction should all MMO's go and ignore all other possiblities. I just mean which one do you prefer and want to play most?
I guess my title isn't really representative of the question I meant to ask, but it is interesting to see all these games branching off in different directions.
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My vote is for all as well. Different IP and mmo styles work better with different combat systems. The only systems I don't really like are the Eve ship battle system(is why i don't play it) and the tube shoter(is one of the many many reasons I don't play SWTOR).
I will not play a game with a cash shop ever again. A dev job should be to make the game better not make me pay so it sucks less.
Totally wish I could edit polls now, haha. I would put in an "all" as well as a turn-based strategy option.
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i voted FPS.
after playing Mortal Online there is just nothing else that can quite mesure up for immersion. no other game that makes me feel like i'm actually there swinging a sword at somebody's head.
3rd person view is still nice every once in a while, but i just feel like i'm moving a puppet instead of it being me actually swinging the sword.
i just want one damn good fps "the Elder Scrolls" style, fantasy game. just one.....
I loved Baldur's Gate and Icewind Dale, but when I tried to play Planescape Torment I was like "WTF is this..."
Dunno why, just felt a bit clunky to me.
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i dont even see it as a choice. FPS all the way.
pretty much all mmo games are fps lite now.
might as well have the real deal.
Screw fps and screw tab targeting...wheres my VIRTUAL REALITY .hack style...
Edit: who wouldnt want super strength and to feel their fist smash across another player's face, or actually feel pain for the wounds you take...reduced of course if you felt that pain if getting slashed in RL that would suck. not to mention accuracy would depend on your own balance and skill. or to even feel the blade as ur ripping it out of a monster's chest. that is my dream.
I don't mind the over used tab target and hot bar design i just want more detail as was shown me in FFXI.
Example FFXI used extensive player made macros because you could change weapons and gear on the fly during combat and it made a HUGE difference in combat.That makes for much more versatility in combat the FUN part of gaming.
I also want detail in other areas ,example elemental properties taken to a MUCH higher level both on the player and mob side of equations.
Becoming a VET inside a game shoudl be MUCH more than just saying ,i have the best gear and more max level players than you.Having elemental properties allows the vets and players that pay attention the ability to understand combat with al lthe different mobs inside the game.
Another apsect that is truly missing is "Terrain" we have not seen terrain taken into account or not nearly as much as it should.
There are actually MANY aspects that need to be looked at BEFORE designing a game,not AFTER you have decided to make the game.Example where will will the content focus?Groups/solo/alliances?I think this is one area most games fail becuase they by trying to cater to everyone end up alienating MANY.I think a nice happy medium as i witnessed playing FFFXI,a nice little group of 6 works nice.Once you start making RAID ocntent you piss a lot of players off and just plain alienate those who don't have the time or the LEET gear to be accepted.Any game can achieve exactly what RAID content does inside of a 6 man group,so it is nothing more than a STIGMA and is not needed in any game.
Solo content only is also a bad idea becuase it encourages peopel to not group which imo totally defeats the purpose of spending money on an onlinbe venture.
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Baldur's Gate I & II were great, Icewind Dale was a bit less, but still fun. Up until a few months back I still had the poster that came with Planescape Torment up on the wall. That game was just perfect for me because by that time (and still) I was a huge fan of both rpg's and adventure games, Planescape Torment was the perfect mix of both genres for me. Baldur's Gate is the best pure rpg ever in my eyes, Sanitorium the best adventure game of all time and Planescape Torment the best rpg/adventure game and the best darn game ever made. I still go back to it every once in a while.
Back on topic:
The worst combat system in my eyes is the one used by Age of Conan since it reminds me of the "repeat the sequence shown"- games and they bore the heck out of me. Also this system gives me the feeling I am further away from the combat instead of in the middle of it. I know it may sound strange since many use the same reasoning to say the exact opposite thing, but this is how it worked out for me, or I should say didn't work out for me.
Although boring as hell for many, I still prefer the way World of Warcraft handles it. In theory I like the Aion style better, but it just doesn't feel as smooth to me.
I loved Baldur's Gate and Icewind Dale, but when I tried to play Planescape Torment I was like "WTF is this..."
Dunno why, just felt a bit clunky to me.
I think, outside of the new discoveries we find with technology and graphics is not to find new routes but refine the ones we have.
We have a market for themeparks.
We have a market for sandboxes.
We have a market for casual players.
We have a market for hardcore players.
We have a market for PvE players.
We have a product for PvP players. (who want PvP in a MMORPG progression system setting. Non Diablo style like LoL, but more WoW, EQ etc. style. Hard PvP grinding where work=payoffs without everyone getting the spoils just for having a subscription)
It would be nice if every MMO did not try to focus on ever player, but target a group within. Then, really polish the product to make it the standard of its particular kind.
From a business point I know this idea sucks. But I am role playing the consumer and not the investor in this thread.
Who would want another wow clone system after the slew of fail boring games is beyond me.
I want more tactical combat where the making the right decision is more important than proper execution.
So basically a WoW style system, where managing ressources and cooldowns and knowing the opponents spells is the core.
It should be paced a bit slower, so you don't have to press a button every 1.5 seconds but every 3 - 10s on average.
And then more support for the right execution: auto-face, stick, skill-queue, auto-cast etc.
I want open world action-oriented combat where territory can be held indefinitely. Or taken by other players at any time. And where holding that territory actually matters.
The game world would need to be large enough to accommodate such a system so that if you got kicked out of your home. There is always some unsettled area to go to. The obvious downside being you have to rebuild everything. Cities, fortifications and any infrastructure like roads or bridges should all be built and destroyed by players.
Sci-fi, fantasy or post apocalyptic could all work.
I would like 3rd person shooter mechanics such as Global Agenda ,the way it was at release, but in a fantasy setting.
A true open world would be nice, but a map system of player controlled areas as instances as long as they were a good size, and each had it's own unique layout, but were interlocked as to make one complete land area/map. The hex system of AVA in GA fell short of this but is a good model imo for furthering game design.