Somebody in another thread made a great point. Action Combat seem to be the new trend and may become standard as some of the upcoming big MMOs seem to hint at.
Ok if that is going to be the case, I want to talk about the "Time To Kill ⏰️"
Typically the console and PC Action Combat games of choice is FPS games. They tend to have mechanics like headshot kills and other forms of quick kills.
But games like this usually are match instanced based so quick resets from quick kills work well.
But in a open world 🌎 that is large, couldn't quick kill mechanics like this be problematic, since there isn't quick resets. Also Typical MMOs have multiple group roles other than DPS. FPS games usually just have different forms of DPS but all the same role.
I haven't really seen Action Combat MMOs do the support and tanking in a fun way. Theses roles tend to oppose damage, but if they don't function well, the time to Kill goes up.
Where is the proper balance for Action Combat MMO time to Kill? Especially if they have both open world Combat and instanced competitive content?
Philosophy of MMO Game Design
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Logic, my dear, merely enables one to be wrong with great authority.
Perhaps someone that plays PlanetSide 2 could provide insight as to how such would be handled as it seems to be very much like a MMORPG with a heavy emphasis on FPS play that has been around for a good while now.
Would not a tab target game where significant gear or level advantage exists produce similar advantage as action combat games similarly so?
It also has nothing to do with group vs. solo play. That homogenization of capabilities to enable everyone to solo (which was very much player requested by the way) making all classes capable of damage, mitigation and healing is a whole different and independent trend that has been happening for years and can be done whether you're talking action combat or not.
You can still have class or build differentiation in more solo focused MMOs but those differences will be more subtle and not as extreme as they used to be.
A healer in modern MMOs is a class or build that can heal better than those not built that way and a tank is one built for mitigation and better at that. The fact that everyone can do some damage, mitigate and heal to some extent doesn't negate specialization and hybridization always comes at the cost of not being able to do any of the three things as well as someone who specializes in one.
TTK is also something that developers need to get right in PvP and it has always been a problem and tricky to get right, It also isn't a new thing nor confined to action MMOs.
As far back as DAoC there were many complaints about 1-shot kills - no you didn't need FPS games with head shots for that - , typically at the hands of a stealth class some of which also had ridiculously long stuns which meant that even if they didn't one-shot you they could still kill you before you could react at all. And that was not an action combat MMO nor was it particularly solo friendly.
If you want to have an intelligent discussion about how long it takes to kill something or someone in MMOs at the very least park your anti-action and/or anti-solo biases before you open the door
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
You might know it by its more commonly used name, "balancing."
Your DPS gets nerfed? Your TTK just went up.
Your DPS gets buffed? Your TTK just went down.
Your mitigation or healing gets nerfed? Others' TTK to kill you just went down...
... and so on.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Of course we are not talking about the same things.
Games that have slower time to respond like Everquest had a different mechanic. Yes tab targetting was used because you had to prioritize the one your tank was tanking and avoid hitting the mezzed or otherwise CCed mobs.
Action combat is a different way to play just as slower tab target games are different.
I really don't think you can compare these games. They are completely different just as turn based, tab target and action combat have their own complexities and attractions that make them good.
There is also no point in trying to say one is inferior to the other. Each of these types of games have their place. There is no way to gauge them equally because their mechanics differ and the reason they can be good also is different from each other.
This topic attempts to homogenize and compare them on an equal footing when they can never be that.
As for Holy Trinity in action MMORPG's, Destiny proves you don't really need it. Just have 3 player groups with quick queing for grouped content and never have to worry about tanks or healers again. Now that doesn't mean there can't be tanky classes or healer/support classes, it just means the content doesn't need to be designed around the taunt and heal dynamics of traditional MMORPG's.
/press # 2
/press # 1
/press # 2
/press # 1
....
....."hey, what did you do last night?"
"When was last night?"
"Did you hear that new song by someone?"
"Why is my character laying on the ground?"
"What a crapfest!"
"They ruined this game."
Once upon a time....
As they say, "Timing is everything."
In a long enough, major fight, if every player gets a chance to wait for the right moment to carry out a special thing they can do, and it all adds up to the big victory, then that's ideal, great fun, and very rewarding.
If Players took the time, that would be a great time for a tavern visit, drinks all around, and great story telling. (If only, lol.)
Once upon a time....
For some it is.
Seriously though, where's the entertainment?
Once upon a time....
Yeah, who could find fun in that?
Where I would say there isn't fun, at least for me, is not having any sense of danger, and sense that there is a chance that you can be defeated if you aren't smart.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Once upon a time....
My mom says otherwise!
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
But that brings up a question. Should we be offended that Devs want to act like our moms?
Once upon a time....