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I watched the video and listened to what he had to say. It seems like a combination of both FPS and RPG styles which seems very 'clunky'. If there's no auto-lock and you have keep the reticle on the target using left mouse to attack and right mouse to use abilities, how do you click on the abilities without moving the mouse and therefore moving the reticle off the target.
Did I miss something?
Comments
With the number keys like all other MMOs.
I am thinking that it will probably work on a queue system, you press an ability and it will fire on your next action.
_______
|___|
\_______/
= |||||| =
|X| \*........*/ |X|
|X|_________|X|
You wouldn't understand
If things seem "clunky" it's because the game just started closed beta, and because he was explaining features, not focussing on pwning the mob.
It seems to me that abilities are set to your number keys and hitting the key sets it to your right mouse button (while left is your default attack).
Yeah, ranged combat looked a bit weird; third person with a blend of auto aiming (calculated hit & miss it seemed) and the need to target a mob yourself. Or .. the crosshairs are only used to select a target and the rest is 'auto'. Wasn't very clear to me either.
edit: It is indeed pretty far from FPS style combat. I would have loved to have seen 1st person real time shoot-where-you-aim in ranged, but meh. Can't have it all. The landscapes, UI and 'ghevvy armer' looked great though
My brand new bloggity blog.
They call it a "soft lock" system. You have to aim at the target, but as long as you are aiming at them, it's up to the stats to determine if you hit. There are no multiple hit boxes for head shots and stuff that require pixel perfect aiming.
You are probably right. It will be weird using the right button for activating actions as I normally like to steer using the right button instead of WASD... I may have to learn a new trick and I'm getting to old for that.
Soft lock means the target closest to your curser will be your active target, so you're going to still need to focus your curser around one player when there's other targets around. This is to keep the game in an RPG setting and not force players to depend too much on twitch base mechanics.
Honestly I have a feeling the combat is going to be a lot like Neocron...
www.youtube.com/watch
didn;t really see any combat apart from him shooting is gun a few times into the air and it aparently hitting a monster. combat looked bad and way it was described sounded awful, when will somebody make a proper FPS mmo....
My blog:
When Blizzard decides to do it...lol
>=P
If you still have to aim, why not just go full "shooter-style"...? I dont get it...
Neocron... was that for the Amiga/Atari? Or Commodore 64? Long time ago i saw graphics that horrible...
If you still have to aim, why not just go full "shooter-style"...? I dont get it...
Neocron... was that for the Amiga/Atari? Or Commodore 64? Long time ago i saw graphics that horrible...
I don't know...lol, go ask MH...=P
It's one of those things you have to try it out at the moment you're playing it to make a decision....as for what do I think right now? Well, a lot of RPG players find twitch based games hair splittingly annoying, they say they end up spending more time trying to target a character especially when he's running around then forming strategies for the actual fight. And that's why they prefer RPGs over FPS or TPS.
Personally I find it very noobish of them but meh...I only bring that up when I feel like flaming one that I don't like..=P
As for the graphics argument, honestly that videos quality was bad, especially for everyone that tried to maximize the size....plus I find arguing over graphics dumb since everyone (gamers with more than a half a brain) knows since the Nintendo vs. Sega days gameplay is everything, not graphics.
Anyways, all I care is if the game is engaging enough at the moment I play it, if it is awesome...great...if not then "oh well."
I thought that the video was a real snoozer. It was like driving while you are dead tired with the heat blasting. People have been waiting a long time for Earthrise, why show them grass growing? Gamers are hungry as hell and do not want a bowl of cold peas.
I know that I made some of you guys cry like little girls, get real already and grow some jawbreakers. The dev shoud have taken his beta toon into some real action. The only thing we got to see was an elderly man crapping out a half digested prune.
LoL, ok...?!?
If you say so....;P
But as for the whole argument over the demo, yeah....I kinda agree, the devs need to step it up a bit if that's how they plan on advertising this game the entire time.
:P
Neocron 1 had pretty good graphics for it's time. It had great atmosphere and some of the areas were really impressive. I don't agree with how the devs handled the beta or release so I quit when it went retail but it had it's moments.
As far as FPS vs RPG style goes I think one of the main issues is that FPS controls kinda go against one of the core concepts of an RPG which is that even though you are controlling your character it is the chracter that is performing the actions and not you. YOU are not shooting at the enemy your CHARACTER is. You possess their mind and this allows you to play a role and perform actions that you otherwise couldn't do (something that obviously appeals to a huge amount of people).
When you add too much user-action such as true FPS aiming than you reduce or even eliminate this because you're no longer able to take on the role of something or someone beyond your own abilities you're simply projecting your own real self with all your limitations into the game. For people who either aren't good at quick aiming or who prefer a slower and more thought-out approach it is obvious why this system is not desired.
Having said that I happen to enjoy both systems as long as they are implemented well but also strongly believe that this is something that must be decided at the start with every aspect of the game designed around it. It isn't something that you can simply drop in (or remove) and have everything magically work out to be great.
Well it seems like all the criticing and nitpicking going on here or and on the main site payed off, these last few videos were only meant to be a simple quick peek for GDC, but now with all the talk MH plans to releasing a more suitable trailer for everyone....let's see how it turns out...8)
Wake me when a true mmorpgfps with fps gameplay in an open world without instances is released and dont fail to deliver.
Amen but darkfall does do fps without instances. I'm hoping mortal online will do it alot better.
on topic: I'm not completely giving up on earthrise yet but currently the game looks awful and fallen earth is looking ALOT better and its virtually the same game.
My blog:
You know if you guys were so interested in ER in the first place you would have read up on the fact that the game wasn't a fpsmmo since day one of any info about ER being released.
I wish this game was more twitch base but meh...can't win them all...=/
They are still making it.
If they release the game with this mechanics it WILL FAIL. Guaranteed.
What they have to do is listen to the community and change it.
It doesnt matter if it will take a long time to do it, if they keep insisting on this they are only fooling themselfs and wasting more time and money for nothing.
The only way they can save this is CHANGING IT TO PROPER FPS MECHANICS.
Hello again Mr. Troll.
First, there is no guarantee that changing to FPS would make the game succeed or fail. There are far more successful MMO's with combat that is anything but FPS. So that whole premise is just stupid.
Second, some quotes for you (since you can't be bothered to know anything about the game you're talking about):
"Onlinewelten: This leads us to the combat system. What comes first in your mind when think about combat in Earthrise? Is the combat faster and more active than in other popular MMOGs?
Apostol Apostolov: Combat in Earthrise plays as close to a Third Person Shooter as possible considering the complexity of using hundreds of different abilities and the tactical pace of the battle. We have sped up combat and movement, and given players complete control on their character. In comparison with traditional MMORPGs, Earthrise definitely feels more dynamic and deadlier."
Interview with Onlinewelten.
"M: Let's talk a little about the combat system. She tries to combine the advantages of shooter and RPG system. How do you manage to combine automatic and manual selection of target bead?
A: Actually, just now we are developing a new combat system, because we met a fairly negative reaction from the players when they first showed fight to the public."
Interview with GoHa.ru (badly translated from Russian)
The game has never been an FPS title, it was never meant to be one. It was RPG from the very beginning. Despite that, the devs have paid attention to feedback and are introducing more shooter-like twitch mechanics to the game.
I actually like the idea....a blend of focused (like fps) and soft-lock....if im reading it properly. So if there are 2 targets in near proximity to each other, your ability to focus on one is more player skill-based it seems.
I actually like the idea....a blend of focused (like fps) and soft-lock....if im reading it properly. So if there are 2 targets in near proximity to each other, your ability to focus on one is more player skill-based it seems.
Hmm I think it would be a good thing to post this here.
This was posted in September:
We understand that the combat system has undergone a fair number of changes over time. Can you highlight for us anything major that's been added or taken out from what's been previously announced?
While most we have announced so far has been implemented exactly up to our promise, we have been making many changes based on our own experience playing the game we're designing. One of the major changes we have definitely improved on is the control scheme which has been made more responsive and ergonomic, making it much easier to move while targeting your opponents with special abilities. Entering and leaving combat is now left to the player by choosing manually one of two control modes. Players can target their enemies using a muzzle-point cursor but can now easily switch to unlocked cursor for both shooting at any position on the screen with visibility being the only limiting factor, and also selecting and using interface items even in Battle Mode. In Exploration Mode players will move faster and be able to interact with devices and terminals but have no combat capability and would be more vulnerable. In Battle Mode players will have their armor and battle gear fully charged for combat, but will move slower to make targeting more comfortable to combatants. We have also moved from the previous implementation of locking which caused problems while targeting multiple opponents to an assisted cursor targeting which helps players lock their cursor to a target as long as they are pointing in a close enough range from them.
I underlined the important parts...