Originally posted by Navac Kinda sucks, I love tab targeting for healing and support roles, makes it MUCH easier and more fun. I don't mind certain spells being AoE or Cone though, but if that's all it is for support roles that seems kind of lame
This is not a problem with this game because sadly support rolls are not impacting like trinity games. Healers will be like healers in GW2. IMO as more and more support classes are removed from MMOs or downplayed, you also remove tactics required to win. Zerg tactics take place more and number of players becomes the main way you win. I am watching to see how Crowfall will address this or if they will fall into the same foot print. I hope its not the later.
Originally posted by Navac Kinda sucks, I love tab targeting for healing and support roles, makes it MUCH easier and more fun. I don't mind certain spells being AoE or Cone though, but if that's all it is for support roles that seems kind of lame
This is not a problem with this game because sadly support rolls are not impacting like trinity games. Healers will be like healers in GW2. IMO as more and more support classes are removed from MMOs or downplayed, you also remove tactics required to win. Zerg tactics take place more and number of players becomes the main way you win. I am watching to see how Crowfall will address this or if they will fall into the same foot print. I hope its not the later.
Couldn't agree more. I know a lot of people that really enjoy healing or at least appreciate having healers and the mechanics behind it. I don't even think you need a trinity. You don't have to have a traditional tank role where you sit and soak up all the damage. I just hope there is actually a purely support class that can heal and protect allies. Zerging someone till dead is no fun
Originally posted by Navac Kinda sucks, I love tab targeting for healing and support roles, makes it MUCH easier and more fun. I don't mind certain spells being AoE or Cone though, but if that's all it is for support roles that seems kind of lame
This is not a problem with this game because sadly support rolls are not impacting like trinity games. Healers will be like healers in GW2. IMO as more and more support classes are removed from MMOs or downplayed, you also remove tactics required to win. Zerg tactics take place more and number of players becomes the main way you win. I am watching to see how Crowfall will address this or if they will fall into the same foot print. I hope its not the later.
Couldn't agree more. I know a lot of people that really enjoy healing or at least appreciate having healers and the mechanics behind it. I don't even think you need a trinity. You don't have to have a traditional tank role where you sit and soak up all the damage. I just hope there is actually a purely support class that can heal and protect allies. Zerging someone till dead is no fun
Maybe it's my memories of DAoC, but I really prefer "healers" to have more dimensions then keeping HP bars full.
CC, debuffs, buffs, cures, little DPS, rezing, etc along with a bit of "oh crap" healing has been a lot more enjoyable then small heal, big heal, group heal, hot, small, big, group, hot, etc.
Really is all about the execution.
Someone standing back spamming heals might be fun, but really doesn't add a ton to strategy. "Alright guys, you run in and I'll just keep healing you!" isn't a very complex tactic. PVE, sure, PVP not so much.
I hope there are "healing" types and skills through the Support classes though.
In DAoC, a group with a decent "healer" could destroy a zerg, not uncommonly due to the CC and skills of the "healer." Had very little to do with actually healing.
Originally posted by Navac Kinda sucks, I love tab targeting for healing and support roles, makes it MUCH easier and more fun. I don't mind certain spells being AoE or Cone though, but if that's all it is for support roles that seems kind of lame
This is not a problem with this game because sadly support rolls are not impacting like trinity games. Healers will be like healers in GW2. IMO as more and more support classes are removed from MMOs or downplayed, you also remove tactics required to win. Zerg tactics take place more and number of players becomes the main way you win. I am watching to see how Crowfall will address this or if they will fall into the same foot print. I hope its not the later.
Couldn't agree more. I know a lot of people that really enjoy healing or at least appreciate having healers and the mechanics behind it. I don't even think you need a trinity. You don't have to have a traditional tank role where you sit and soak up all the damage. I just hope there is actually a purely support class that can heal and protect allies. Zerging someone till dead is no fun
Maybe it's my memories of DAoC, but I really prefer "healers" to have more dimensions then keeping HP bars full.
CC, debuffs, buffs, cures, little DPS, rezing, etc along with a bit of "oh crap" healing has been a lot more enjoyable then small heal, big heal, group heal, hot, small, big, group, hot, etc.
Really is all about the execution.
Someone standing back spamming heals might be fun, but really doesn't add a ton to strategy. "Alright guys, you run in and I'll just keep healing you!" isn't a very complex tactic. PVE, sure, PVP not so much.
I hope there are "healing" types and skills through the Support classes though.
In DAoC, a group with a decent "healer" could destroy a zerg, not uncommonly due to the CC and skills of the "healer." Had very little to do with actually healing.
Yeah that sounds like a blast, I never played DAoC at max level but I do enjoy WoW arena for competitive matches and I think healing and CC really brings a nice group dynamic to the game that promotes team play
Originally posted by Dullahan The problem with the non-tab target mmos of the past wasn't their combat systems or even the lack of polish, it was the lack of anything worthwhile to do or fight over besides castle seiging and random ganking. It doesn't make for a compelling or believable virtual world, and its likely the same fate Crowfall will suffer if they don't focus on making the game fun beyond the PvP. A world cannot exist for PvP alone. The counterstrike with elves archetype offers no long term playability.
Darkfall is doing just fine. As well as some other sandbox games. -_-
Not sure who you are kidding, but it sure ain't me.
Lets not pretend the hundreds of thousands of players like myself who followed Darkfall from its announcement back in the early 2000s were anything but disappointed with the final product or its sequel. They got stuck on pvp and sieging and never delivered on creating a meaningful world with various other activities that offered players a reason to log in. No progression, no content = no fun.
Pretty much what he said. I too followed Darkfall and everything they promised us, and failed to deliver everything else except FFA PvP, and even that was ruined by the horrible macro-fest grind the game had. DF is doing just fine is a white lie, they can perhaps keep the server costs up, but less than 10k subscribers isn't doing fine, its a dying game that is slowly withering away.
Well, full loot is NECESSARY in games. Without fear there isn't any fun. I had biggest fun in games when I was running from few guys with my gear which I was collecting for 14 days. Also I don't care about combat systen (target/non-target) both can be done fine.
Originally posted by Volumends Well, full loot is NECESSARY in games. Without fear there isn't any fun. I had biggest fun in games when I was running from few guys with my gear which I was collecting for 14 days. Also I don't care about combat systen (target/non-target) both can be done fine.
lol you try and make all the carebears realize that, they're not intelligent enough to consider the possibility that they're actually playing boring, dull-as-fuck games.. that being sad though I'm really glad its not tab-target, makes for much more fun combat, higher skill ceiling and generally a step in the right direction.
Tab targeting sucks, especially in large scale pvp because it is way to zerg friendly. Its far to easy to just call out a target and have everyone in the group instantly burn it down as long as it is in range. When people actually have to pay attention and aim, it creates a whole new layer of skill especially if friendly fire is a factor.
When you can't just tab - aimbot 1-2-3 and have a healer to bail you out of mistakes the game becomes a lot more interesting and deep since things like choosing when to engage and over-extending become extremely important.
Don't have enough information about the game...but if you want an opinion, it will probably suck like most games. They just don't make games like they used to....
Originally posted by sowens0074 Don't have enough information about the game...but if you want an opinion, it will probably suck like most games. They just don't make games like they used to....
Maybe it's time for you to find a new hobby if you really feel this way?
I'm actually highly interested in the No-Tab Targeting. And the reason why is in the details of the game's FAQ.
See, most "Action" MMO's these days, they have this Unreal Tournament vibe to them - which I hate. The characters move around really fast - they jump constanly. And the whole game is you just trying to keep your crosshair on this little thing that darts around at will-nilly, while you try to blast it for 5 minutes straight, whittling down the HP. It's just.... boring. It's even worse in PvP because the movement is even crazier.
But in their FAQ's, they talk about the movement of the characters. How they actually have to build up momentum to move fast. Most people who have never played a game like this, won't understand. And most people actually HAVE played an MMO like this, and actually know how it's better, but wouldn't know it unless you pointed it out to them.
But veterans of the old SWG know exactly how this feels in an MMO - and it's the most natural thing you've ever controlled. You naturally start to move in a walk, up to a jog, and then into a full run. When you stop moving, you don't stop on a dime. Your character goes into a slow down state, from run, to job, to a few steps, to stop. This all happens rather quickly... but it's enough to make a huge difference in certain systems in the game.
To put this another way, think about playing Super Mario Bros. Think about how Mario moves. Even when you press the "run" button - Mario still takes a second to get up to full speed. And if you suddenly press the opposite direction - what happens? He does this little slide for a quick second like he's trying to stop, and then he starts running the other way - again building up speed. It's just an animation process, but when you play it - it's giving you an emulation of how inertia works. And you naturally expect it to be there. Most MMO's today don't do this. It's not an analogue movement scheme. It's purely digital. And you don't realize how fake it feels until you realize you're playing something different.
This is something I've been harping on for years and years. I cannot stand games, especially "action" games, that don't try to simulate our understanding of natural physics. Even Mario on the NES had this nailed down as the most important aspect. The way Mario jumps, the speed of his descent, the small amount of in-air control you have. It's all very very important. And to finally get another MMO that tries to do this - I'm actually okay with the idea that it's going to be Action Oriented Combat. Because it's not going to be Unreal Tournament. It's going to be slower - more dynamic. The tension will be higher. The movements you make will be more important. It's not about Twitch so much as its about Quality of what you do.
So... I'm okay with this. I don't know how I feel about some other aspects - I guess I'll have to wait and see. But I'm okay with the Action Combat with fewer skills on the screen and no Tab Targeting. The way they describe how the characters move is really the key to making this sort of thing work well.
I'm actually highly interested in the No-Tab Targeting. And the reason why is in the details of the game's FAQ.
See, most "Action" MMO's these days, they have this Unreal Tournament vibe to them - which I hate. The characters move around really fast - they jump constanly. And the whole game is you just trying to keep your crosshair on this little thing that darts around at will-nilly, while you try to blast it for 5 minutes straight, whittling down the HP. It's just.... boring. It's even worse in PvP because the movement is even crazier.
But in their FAQ's, they talk about the movement of the characters. How they actually have to build up momentum to move fast. Most people who have never played a game like this, won't understand. And most people actually HAVE played an MMO like this, and actually know how it's better, but wouldn't know it unless you pointed it out to them.
But veterans of the old SWG know exactly how this feels in an MMO - and it's the most natural thing you've ever controlled. You naturally start to move in a walk, up to a jog, and then into a full run. When you stop moving, you don't stop on a dime. Your character goes into a slow down state, from run, to job, to a few steps, to stop. This all happens rather quickly... but it's enough to make a huge difference in certain systems in the game.
To put this another way, think about playing Super Mario Bros. Think about how Mario moves. Even when you press the "run" button - Mario still takes a second to get up to full speed. And if you suddenly press the opposite direction - what happens? He does this little slide for a quick second like he's trying to stop, and then he starts running the other way - again building up speed. It's just an animation process, but when you play it - it's giving you an emulation of how inertia works. And you naturally expect it to be there. Most MMO's today don't do this. It's not an analogue movement scheme. It's purely digital. And you don't realize how fake it feels until you realize you're playing something different.
This is something I've been harping on for years and years. I cannot stand games, especially "action" games, that don't try to simulate our understanding of natural physics. Even Mario on the NES had this nailed down as the most important aspect. The way Mario jumps, the speed of his descent, the small amount of in-air control you have. It's all very very important. And to finally get another MMO that tries to do this - I'm actually okay with the idea that it's going to be Action Oriented Combat. Because it's not going to be Unreal Tournament. It's going to be slower - more dynamic. The tension will be higher. The movements you make will be more important. It's not about Twitch so much as its about Quality of what you do.
So... I'm okay with this. I don't know how I feel about some other aspects - I guess I'll have to wait and see. But I'm okay with the Action Combat with fewer skills on the screen and no Tab Targeting. The way they describe how the characters move is really the key to making this sort of thing work well.
I totally get what you are saying If it was done right it would probably be a good system. But, when done wrong it is not very enjoyable (obviously).
Take a look at Wildstar. During the closed beta this was a grip I read on the closed beta forums on a daily basis. The constant sliding around when moving was really a turn off for a lot of people. Something I didn't mind too much, but a lot of people seemed to care.
Originally posted by bcbully Tab-target is dead. Get used to it. There will be no major mmorpg release with tab-targeting ever again.
Do you really believe that? I have a tendency to agree with much of what you say, but this is way off. I'd wager the next big thing will be a tab target or tab/action hybrid. I like action combat and think it will become prevalent, but fps combat is problematic in a genre where players demand so many abilities. There are too many combat scenarios where tab-targeting and ignoring line of sight is essential for gameplay purposes.
Tab Targetting is the perfect solution for a MMOrpg - other systems never allow the depth of gamewplay with a broad range of unique skills.
Also Tab Targetting is the only System that is userfriendly to all Ages and Health/Disability situations.
A MMOrpg that can not be played with some of the Family members bcs the targetting system puts them out is a MMOrpg that is most likely not being played!
"Torquemada... do not implore him for compassion. Torquemada... do not beg him for forgiveness. Torquemada... do not ask him for mercy. Let's face it, you can't Torquemada anything!"
I'm actually highly interested in the No-Tab Targeting. And the reason why is in the details of the game's FAQ.
See, most "Action" MMO's these days, they have this Unreal Tournament vibe to them - which I hate. The characters move around really fast - they jump constanly. And the whole game is you just trying to keep your crosshair on this little thing that darts around at will-nilly, while you try to blast it for 5 minutes straight, whittling down the HP. It's just.... boring. It's even worse in PvP because the movement is even crazier.
But in their FAQ's, they talk about the movement of the characters. How they actually have to build up momentum to move fast. Most people who have never played a game like this, won't understand. And most people actually HAVE played an MMO like this, and actually know how it's better, but wouldn't know it unless you pointed it out to them.
But veterans of the old SWG know exactly how this feels in an MMO - and it's the most natural thing you've ever controlled. You naturally start to move in a walk, up to a jog, and then into a full run. When you stop moving, you don't stop on a dime. Your character goes into a slow down state, from run, to job, to a few steps, to stop. This all happens rather quickly... but it's enough to make a huge difference in certain systems in the game.
To put this another way, think about playing Super Mario Bros. Think about how Mario moves. Even when you press the "run" button - Mario still takes a second to get up to full speed. And if you suddenly press the opposite direction - what happens? He does this little slide for a quick second like he's trying to stop, and then he starts running the other way - again building up speed. It's just an animation process, but when you play it - it's giving you an emulation of how inertia works. And you naturally expect it to be there. Most MMO's today don't do this. It's not an analogue movement scheme. It's purely digital. And you don't realize how fake it feels until you realize you're playing something different.
This is something I've been harping on for years and years. I cannot stand games, especially "action" games, that don't try to simulate our understanding of natural physics. Even Mario on the NES had this nailed down as the most important aspect. The way Mario jumps, the speed of his descent, the small amount of in-air control you have. It's all very very important. And to finally get another MMO that tries to do this - I'm actually okay with the idea that it's going to be Action Oriented Combat. Because it's not going to be Unreal Tournament. It's going to be slower - more dynamic. The tension will be higher. The movements you make will be more important. It's not about Twitch so much as its about Quality of what you do.
So... I'm okay with this. I don't know how I feel about some other aspects - I guess I'll have to wait and see. But I'm okay with the Action Combat with fewer skills on the screen and no Tab Targeting. The way they describe how the characters move is really the key to making this sort of thing work well.
Notimeforbs ,I am glad you took the time to write this. This is information I was not aware of. Thank you.
OP, I am okay with action combat if it is done well. I found GW2 to be to much jumping and rolling around. DDO on the other hand had pretty good action combat 10 years ago.
I was hoping a game would come along that had a little bit of "Bullet Time" when you started up into the action combat. To slow things just a little to allow for strategy and to stop the flopping , rolling and circle strafing.
It looks silly for some 7 foot tall fully steel armored barbarian to suddenly stop, drop and roll ten feet away in a half a second. Then even sillier when they do it 5 times in a row.
The information posted by the nice person I quoted leads me to believe that they are on the right track. I'd like to see the combat in action now. I am okay with the full loot PVP too, again if its done right.
Too bad the item store will probably keep me away.
( Note to self-Don't say anything bad about Drizzt.)
When I was a hardcore gamer who played on a desktop I hated tab targeting. Now I'm semi-casual (with spans of hardcore) and I play on an old laptop which seems to run games that should turn it into a flaming mass of plastic. At this point.. tab targeting is nothing more than a shortcut to make things easier, and I'm cool with it or without it.
Honestly, every aspect of a game doesn't have to be molded to my specific preference in order for me to get behind it and enjoy it. Combat mechanics neither help or hurt a game in terms of appealing to me. Give me a solid game that feels a bit old school and doesn't hold my hand, and I couldn't care less how you handle combat. It could be Dragon Warrior style, with just a picture of the mob. I really don't care.
A "no thank you" moment. But if others happy with it, then go for it. I pass.
Action combat is for fps games, not for a mmorpg. Action combat makes the combat to important and will let me stop playing the game because of the headaches I get from all the jumping and dodging around. The disadvantage of becoming an older 50+ player.
But in the end, its only my opinion. If the market wants action combat these days, then good luck with it.
I'm lazy, so if this is a game where you use the mouse to rotate the view while only being able to attack what is in front of you, then I will continue to avoid playing it!
Honestly, it's just combat. It's the least unique, least interesting thing about an mmorpg. I don't know why people obsess over it so much. How well they make the other systems is what interests me.
This. Every combat system in every MMO, no matter how new and exciting will get old very quickly. No matter what system they design, Be it Reticle, Tab Target or soemthing in between, it should be fluid and intuitive. They need to flow and seemlessly become unconsious with the players. Trying to make it stand out, I think actually makes it worse. Instead, they are just getting clunkier and clunkier.
At PAX East 2014, the MMORPG.COM panel talks about "The future of MMORPGs" Just after a minute into the video, the question was asked about they they are doing differently.....Wildstar was the 1st to answer and what did they say?
Combat.
How's that working out for you Wildstar?
As for my personal POV. I would rather a system where I can build my character according to stats and those stats need to determine my character's effectiveness. I don't want that in my own hands. That's not "RPG" to me.
If its just another 'actiony' PVP game then tbh, don't need it, even as a PVE game it would probably be boring as everything about it reeks of a 5 different attacks to choose from and zero real abilities type of thing, and these days, who cares about that kind of game?
Everything about this game sounds like all the reasons some games fail and disappear into obscurity, its aiming for a very small segment of the overall MMO population, and doesn't sound as though it really offers all that much in terms of PVP anyway, its just a bit too fail.
Comments
This is not a problem with this game because sadly support rolls are not impacting like trinity games. Healers will be like healers in GW2. IMO as more and more support classes are removed from MMOs or downplayed, you also remove tactics required to win. Zerg tactics take place more and number of players becomes the main way you win. I am watching to see how Crowfall will address this or if they will fall into the same foot print. I hope its not the later.
Couldn't agree more. I know a lot of people that really enjoy healing or at least appreciate having healers and the mechanics behind it. I don't even think you need a trinity. You don't have to have a traditional tank role where you sit and soak up all the damage. I just hope there is actually a purely support class that can heal and protect allies. Zerging someone till dead is no fun
Maybe it's my memories of DAoC, but I really prefer "healers" to have more dimensions then keeping HP bars full.
CC, debuffs, buffs, cures, little DPS, rezing, etc along with a bit of "oh crap" healing has been a lot more enjoyable then small heal, big heal, group heal, hot, small, big, group, hot, etc.
Really is all about the execution.
Someone standing back spamming heals might be fun, but really doesn't add a ton to strategy. "Alright guys, you run in and I'll just keep healing you!" isn't a very complex tactic. PVE, sure, PVP not so much.
I hope there are "healing" types and skills through the Support classes though.
In DAoC, a group with a decent "healer" could destroy a zerg, not uncommonly due to the CC and skills of the "healer." Had very little to do with actually healing.
Yeah that sounds like a blast, I never played DAoC at max level but I do enjoy WoW arena for competitive matches and I think healing and CC really brings a nice group dynamic to the game that promotes team play
Less than 10k is more than being a dead game.
Its doing fine.
Witty & Wicked
MSI GE70 - i7-4700MQ, GeForce GT 750M, 8gb ram, 750gb 7200RPM HDD and 128gb SSD
lol you try and make all the carebears realize that, they're not intelligent enough to consider the possibility that they're actually playing boring, dull-as-fuck games.. that being sad though I'm really glad its not tab-target, makes for much more fun combat, higher skill ceiling and generally a step in the right direction.
Darkfall Unholy Wars:
Zushakon Odi
Tab targeting sucks, especially in large scale pvp because it is way to zerg friendly. Its far to easy to just call out a target and have everyone in the group instantly burn it down as long as it is in range. When people actually have to pay attention and aim, it creates a whole new layer of skill especially if friendly fire is a factor.
When you can't just tab - aimbot 1-2-3 and have a healer to bail you out of mistakes the game becomes a lot more interesting and deep since things like choosing when to engage and over-extending become extremely important.
Maybe it's time for you to find a new hobby if you really feel this way?
I'm actually highly interested in the No-Tab Targeting. And the reason why is in the details of the game's FAQ.
See, most "Action" MMO's these days, they have this Unreal Tournament vibe to them - which I hate. The characters move around really fast - they jump constanly. And the whole game is you just trying to keep your crosshair on this little thing that darts around at will-nilly, while you try to blast it for 5 minutes straight, whittling down the HP. It's just.... boring. It's even worse in PvP because the movement is even crazier.
But in their FAQ's, they talk about the movement of the characters. How they actually have to build up momentum to move fast. Most people who have never played a game like this, won't understand. And most people actually HAVE played an MMO like this, and actually know how it's better, but wouldn't know it unless you pointed it out to them.
But veterans of the old SWG know exactly how this feels in an MMO - and it's the most natural thing you've ever controlled. You naturally start to move in a walk, up to a jog, and then into a full run. When you stop moving, you don't stop on a dime. Your character goes into a slow down state, from run, to job, to a few steps, to stop. This all happens rather quickly... but it's enough to make a huge difference in certain systems in the game.
To put this another way, think about playing Super Mario Bros. Think about how Mario moves. Even when you press the "run" button - Mario still takes a second to get up to full speed. And if you suddenly press the opposite direction - what happens? He does this little slide for a quick second like he's trying to stop, and then he starts running the other way - again building up speed. It's just an animation process, but when you play it - it's giving you an emulation of how inertia works. And you naturally expect it to be there. Most MMO's today don't do this. It's not an analogue movement scheme. It's purely digital. And you don't realize how fake it feels until you realize you're playing something different.
This is something I've been harping on for years and years. I cannot stand games, especially "action" games, that don't try to simulate our understanding of natural physics. Even Mario on the NES had this nailed down as the most important aspect. The way Mario jumps, the speed of his descent, the small amount of in-air control you have. It's all very very important. And to finally get another MMO that tries to do this - I'm actually okay with the idea that it's going to be Action Oriented Combat. Because it's not going to be Unreal Tournament. It's going to be slower - more dynamic. The tension will be higher. The movements you make will be more important. It's not about Twitch so much as its about Quality of what you do.
So... I'm okay with this. I don't know how I feel about some other aspects - I guess I'll have to wait and see. But I'm okay with the Action Combat with fewer skills on the screen and no Tab Targeting. The way they describe how the characters move is really the key to making this sort of thing work well.
^This again
I can no tab my pizza or beer. Never look back at this game.
Unless they decide they actually want a great player base and get rid of the asshattery that is open world, full loot, PvP.
"This may hurt a little, but it's something you'll get used to. Relax....."
I totally get what you are saying If it was done right it would probably be a good system. But, when done wrong it is not very enjoyable (obviously).
Take a look at Wildstar. During the closed beta this was a grip I read on the closed beta forums on a daily basis. The constant sliding around when moving was really a turn off for a lot of people. Something I didn't mind too much, but a lot of people seemed to care.
Do you really believe that? I have a tendency to agree with much of what you say, but this is way off. I'd wager the next big thing will be a tab target or tab/action hybrid. I like action combat and think it will become prevalent, but fps combat is problematic in a genre where players demand so many abilities. There are too many combat scenarios where tab-targeting and ignoring line of sight is essential for gameplay purposes.
Tab Targetting is the perfect solution for a MMOrpg - other systems never allow the depth of gamewplay with a broad range of unique skills.
Also Tab Targetting is the only System that is userfriendly to all Ages and Health/Disability situations.
A MMOrpg that can not be played with some of the Family members bcs the targetting system puts them out is a MMOrpg that is most likely not being played!
"Torquemada... do not implore him for compassion. Torquemada... do not beg him for forgiveness. Torquemada... do not ask him for mercy. Let's face it, you can't Torquemada anything!"
MWO Music Video - What does the Mech say: http://www.youtube.com/watch?v=FF6HYNqCDLI
Johnny Cash - The Man Comes Around: https://www.youtube.com/watch?v=Y0x2iwK0BKM
Notimeforbs ,I am glad you took the time to write this. This is information I was not aware of. Thank you.
OP, I am okay with action combat if it is done well. I found GW2 to be to much jumping and rolling around. DDO on the other hand had pretty good action combat 10 years ago.
I was hoping a game would come along that had a little bit of "Bullet Time" when you started up into the action combat. To slow things just a little to allow for strategy and to stop the flopping , rolling and circle strafing.
It looks silly for some 7 foot tall fully steel armored barbarian to suddenly stop, drop and roll ten feet away in a half a second. Then even sillier when they do it 5 times in a row.
The information posted by the nice person I quoted leads me to believe that they are on the right track. I'd like to see the combat in action now. I am okay with the full loot PVP too, again if its done right.
Too bad the item store will probably keep me away.
( Note to self-Don't say anything bad about Drizzt.)
An acerbic sense of humor is NOT allowed here.
Just answering the OP's question..
When I was a hardcore gamer who played on a desktop I hated tab targeting. Now I'm semi-casual (with spans of hardcore) and I play on an old laptop which seems to run games that should turn it into a flaming mass of plastic. At this point.. tab targeting is nothing more than a shortcut to make things easier, and I'm cool with it or without it.
Honestly, every aspect of a game doesn't have to be molded to my specific preference in order for me to get behind it and enjoy it. Combat mechanics neither help or hurt a game in terms of appealing to me. Give me a solid game that feels a bit old school and doesn't hold my hand, and I couldn't care less how you handle combat. It could be Dragon Warrior style, with just a picture of the mob. I really don't care.
- Nellus
A "no thank you" moment. But if others happy with it, then go for it. I pass.
Action combat is for fps games, not for a mmorpg. Action combat makes the combat to important and will let me stop playing the game because of the headaches I get from all the jumping and dodging around. The disadvantage of becoming an older 50+ player.
But in the end, its only my opinion. If the market wants action combat these days, then good luck with it.
There is a bigger concern then tab target.
Instances.
Instanced end game = hype -> 0
There is no instances. And also no tab-target is the very opposite of concern, it's one of the reasons to be excited, along with no instances.
Darkfall Unholy Wars:
Zushakon Odi
This. Every combat system in every MMO, no matter how new and exciting will get old very quickly. No matter what system they design, Be it Reticle, Tab Target or soemthing in between, it should be fluid and intuitive. They need to flow and seemlessly become unconsious with the players. Trying to make it stand out, I think actually makes it worse. Instead, they are just getting clunkier and clunkier.
At PAX East 2014, the MMORPG.COM panel talks about "The future of MMORPGs" Just after a minute into the video, the question was asked about they they are doing differently.....Wildstar was the 1st to answer and what did they say?
Combat.
How's that working out for you Wildstar?
As for my personal POV. I would rather a system where I can build my character according to stats and those stats need to determine my character's effectiveness. I don't want that in my own hands. That's not "RPG" to me.
If its just another 'actiony' PVP game then tbh, don't need it, even as a PVE game it would probably be boring as everything about it reeks of a 5 different attacks to choose from and zero real abilities type of thing, and these days, who cares about that kind of game?
Everything about this game sounds like all the reasons some games fail and disappear into obscurity, its aiming for a very small segment of the overall MMO population, and doesn't sound as though it really offers all that much in terms of PVP anyway, its just a bit too fail.
Nothing to see here, move along