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What combat changes would you like to see.

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Comments

  • lahnmirlahnmir Member LegendaryPosts: 5,050
    cheyane said:
    I want combat to be less action orientated and based on decision making. Not split second dodge or just button mash but involving actual thought before making a move. Fast combat does not achieve that.
    Sekiro would like to have a word with you, and that game has elevated combat to an art form. Its a masterclass in tactical decision making, eliminating button mashing completely but still requiring lightning fast reflexes and lots of tactical thinking.

    /Cheers,
    Lahnmir
    'the only way he could nail it any better is if he used a cross.'

    Kyleran on yours sincerely 


    'But there are many. You can play them entirely solo, and even offline. Also, you are wrong by default.'

    Ikcin in response to yours sincerely debating whether or not single-player offline MMOs exist...



    'This does not apply just to ED but SC or any other game. What they will get is Rebirth/X4, likely prettier but equally underwhelming and pointless. 

    It is incredibly difficult to design some meaningfull leg content that would fit a space ship game - simply because it is not a leg game.

    It is just huge resource waste....'

    Gdemami absolutely not being an armchair developer

  • cheyanecheyane Member LegendaryPosts: 9,386
    edited April 2019
    lahnmir said:
    cheyane said:
    I want combat to be less action orientated and based on decision making. Not split second dodge or just button mash but involving actual thought before making a move. Fast combat does not achieve that.
    Sekiro would like to have a word with you, and that game has elevated combat to an art form. Its a masterclass in tactical decision making, eliminating button mashing completely but still requiring lightning fast reflexes and lots of tactical thinking.

    /Cheers,
    Lahnmir
    Nah thanks not a genre I enjoy. Action adventure is always me trying to jump somewhere and falling so given up on it and they seldom have really great stories although I loved the Mass Effect series.
    Post edited by cheyane on
    AlBQuirky
    Garrus Signature
  • lahnmirlahnmir Member LegendaryPosts: 5,050
    cheyane said:
    lahnmir said:
    cheyane said:
    I want combat to be less action orientated and based on decision making. Not split second dodge or just button mash but involving actual thought before making a move. Fast combat does not achieve that.
    Sekiro would like to have a word with you, and that game has elevated combat to an art form. Its a masterclass in tactical decision making, eliminating button mashing completely but still requiring lightning fast reflexes and lots of tactical thinking.

    /Cheers,
    Lahnmir
    Nah thanks not a genre I enjoy. Action adventure is always me trying to jump somewhere and falling so given up on it and they seldom have really great stories although I loved the Mass Effect series.
    I fully understand, I just mentioned Sekiro to counter your point that fast combat can not achieve a system where actual thought has to be given before you make a move. But again, the genre, and most certainly Sekiro, aren’t for everyone.

    /Cheers,
    Lahnmir
    'the only way he could nail it any better is if he used a cross.'

    Kyleran on yours sincerely 


    'But there are many. You can play them entirely solo, and even offline. Also, you are wrong by default.'

    Ikcin in response to yours sincerely debating whether or not single-player offline MMOs exist...



    'This does not apply just to ED but SC or any other game. What they will get is Rebirth/X4, likely prettier but equally underwhelming and pointless. 

    It is incredibly difficult to design some meaningfull leg content that would fit a space ship game - simply because it is not a leg game.

    It is just huge resource waste....'

    Gdemami absolutely not being an armchair developer

  • AlBQuirkyAlBQuirky Member EpicPosts: 7,432
    edited April 2019
    lahnmir said:
    cheyane said:
    I want combat to be less action orientated and based on decision making. Not split second dodge or just button mash but involving actual thought before making a move. Fast combat does not achieve that.
    Sekiro would like to have a word with you, and that game has elevated combat to an art form. Its a masterclass in tactical decision making, eliminating button mashing completely but still requiring lightning fast reflexes and lots of tactical thinking.

    /Cheers,
    Lahnmir
    Pardon my ignorance (never played Sekiro), where do the decisions come in? Do you decide when to mash that button, or the does the game tell you when? Where is the tactical portion?

    - Al

    Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.
    - FARGIN_WAR


  • lahnmirlahnmir Member LegendaryPosts: 5,050
    AlBQuirky said:
    lahnmir said:
    cheyane said:
    I want combat to be less action orientated and based on decision making. Not split second dodge or just button mash but involving actual thought before making a move. Fast combat does not achieve that.
    Sekiro would like to have a word with you, and that game has elevated combat to an art form. Its a masterclass in tactical decision making, eliminating button mashing completely but still requiring lightning fast reflexes and lots of tactical thinking.

    /Cheers,
    Lahnmir
    Pardon my ignorance (never played Sekiro), where do the decisions come in? Do you decide when to mash that button, or the does the game tell you when? Where is the tactical portion?
    Its a bit of both, a dance of being in control and then reacting. There are situation specific interrupts and temporary boosts to help out but its a game where you need to be on the offense and in harms way, constantly deciding whether to react or take the lead, whether to dodge, deflect, jump or push one more attack. It requires razor sharp focus and lighting fast reflexes and you only have 1 weapon and 1 attack button besides the things mentioned above. Positioning is crucial too and you need to be aware of your entire surroundings at all times.

    I hope this clarifies a bit. The strange thing is, Sekiro´s combat is very simplistic in its nature and very logical to play with but very hard to explain. for met at least. I just call it the Ikaruga of Souls games.

    /Cheers,
    Lahnmir
    AlBQuirky
    'the only way he could nail it any better is if he used a cross.'

    Kyleran on yours sincerely 


    'But there are many. You can play them entirely solo, and even offline. Also, you are wrong by default.'

    Ikcin in response to yours sincerely debating whether or not single-player offline MMOs exist...



    'This does not apply just to ED but SC or any other game. What they will get is Rebirth/X4, likely prettier but equally underwhelming and pointless. 

    It is incredibly difficult to design some meaningfull leg content that would fit a space ship game - simply because it is not a leg game.

    It is just huge resource waste....'

    Gdemami absolutely not being an armchair developer

  • AlBQuirkyAlBQuirky Member EpicPosts: 7,432
    lahnmir said:
    AlBQuirky said:
    lahnmir said:
    cheyane said:
    I want combat to be less action orientated and based on decision making. Not split second dodge or just button mash but involving actual thought before making a move. Fast combat does not achieve that.
    Sekiro would like to have a word with you, and that game has elevated combat to an art form. Its a masterclass in tactical decision making, eliminating button mashing completely but still requiring lightning fast reflexes and lots of tactical thinking.

    /Cheers,
    Lahnmir
    Pardon my ignorance (never played Sekiro), where do the decisions come in? Do you decide when to mash that button, or the does the game tell you when? Where is the tactical portion?
    Its a bit of both, a dance of being in control and then reacting. There are situation specific interrupts and temporary boosts to help out but its a game where you need to be on the offense and in harms way, constantly deciding whether to react or take the lead, whether to dodge, deflect, jump or push one more attack. It requires razor sharp focus and lighting fast reflexes and you only have 1 weapon and 1 attack button besides the things mentioned above. Positioning is crucial too and you need to be aware of your entire surroundings at all times.

    I hope this clarifies a bit. The strange thing is, Sekiro´s combat is very simplistic in its nature and very logical to play with but very hard to explain. for met at least. I just call it the Ikaruga of Souls games.

    /Cheers,
    Lahnmir
    Thanks! It does clarify a bit, yes. I know what you mean when it comes to explaining/describing some parts of video games :)

    - Al

    Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.
    - FARGIN_WAR


  • Kevyne-ShandrisKevyne-Shandris Member UncommonPosts: 2,077
    learis1 said:
    I come from the fighting game genre, and I always wanted to feel like I'm building up a super bar to unleash an ultimate attack.

    Mmorpgs are too much based on rotations, and the "ultimate attacks" don't feel so special when it's just on a cooldown timer. I want to feel like I earned that ultimate attack in some way, not just that the timer refreshed.

    Looking at my sad Prot Paladin GCD bar -- 12 second wait on Avenger's shield even (an active combat ability, not some 5 minute ultimate save like Divine Shield) -- can agree wholeheartily!

    When all your combat abilities are spinning like hands on a clock, as a method to control your actions, it's a VERY unrewarding play style.

    What I would prefer is, as a tank I tank, and that means I don't bunny hop everywhere to AVOID damage but plant myself there and counter abilities. Not spending time waiting and watching when GCDs are up again TOO counter ANYTHING.

    On paper it looks good, you have to choose wisely what abilities you use. In reality, with server shifts coming at any minute, what you cleared to fight some boss, can magically reappear right on top of you. The GCD didn't even matter.
  • AdamantineAdamantine Member RarePosts: 5,093
    I am absolutely not interested in any action games.

    You want me to aim, well then you dont want me as a customer. Tab targetting all the way please.

    I want a dynamic and complex combat system in which theres a lot of abilities, aka buttons, and it is not clear what button to best press next. Ideally I want it so that if you really understand the system well, you'll be far, far more effective than somebody who understands it less.

    Vanguard did this already pretty well.

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