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My scientific break down goes like this,
It depends on how your CHARACTER or your GROUP interacts with the FIGHTING ENVIRONMENT. It doesn't have to be analyzed deeply but simply broken down to, is it strategic and fun ?
Again, I've found all three equal. In Old School I LIKED all three styles in most every game. In modern games I HATE all three, mainly because their two easy and nothing matters….This is what I find boring !
If I had to pick one since I find likes in all three, I would pick tab targeting. Because of infinite amount of variables.
My best example (because it's fresh in my mind) would be Vanilla WoW. Rogue, Warlock, Hunter and Holy Priest. The sky's the limit on creative play and ideas I could come up with. I could put the game down for a year. Forget my situational rotations and make completely new ones next time around.
Recently this happened, I played a Holy Priest only up to level 15. Pure healer built for groups. Thing is I couldn't solo at all…. It got to the point I couldn't solo the easiest of mobs. I had to STOP what I was doing and analyze my build and abilities because all I was doing was spaming mindlessly. I found I had huge amounts of crowed control at my fingertips. Once I began utilizing my resorceses I totally exceled in killing.
This is why tab targeting is the best !!!
Twitch, has a limit and eventually becomes boring, even if you play on the edge of your seat !..... Just because you have to pay attention for quick response and click the left mouse better, doesn't mean the player evolves deeper as you play longer. Increasing my "stamina perk" to allow me to swing twice doesn't cut it for me if I plan on playing a game for two years.
What does this have to do With Pantheon ?.....Everything
Comments
Three weeks in, your simply getting better at left clicking, tuck and roll.
TERA had a system that worked for me. It had manual aim, but you could stick certain abilities to a target. Healing was fun to do and it had better dodging mechanics than GW2.
Wack a mole vs co-op chains vs red carpet vs hit box. Bunny hop vs circle strafe vs ride the zerg vs stand next to the healer. I have played all types that I enjoy but pantheon suits its origins as its group centric with true trinity.
Why i would always aim for ttab target is because in a mmorpg that is designed as it SHOULD be,catering mostly to the MMO/Group idea,you can do soo much more with every part of the design.
When you have movement /action based,the combat ends up as strafing around and around and around,then the unrealistic back flips and somersaults spammed on stop to no end.I do not like chaotic combat,i like controlled and organized,action combat is NEITHER.How would you properly heal with targets moving around flipping and somersaults?The buffs,how would you properly buff different characters with everyone moving all around?
Also because action combat would have you running all over,you would be attaining aggro from all over the place,so those type of games tend to make combat spammy/too easy,sort of like ARPG's type combat.
So with action based,yoru group would be a FAKE group,within a structured/controlled group it favors tab targeting.
The real OBVIOUS reason why action just ALWAYS sucks?Pretty simple,the game developer will not and cannot allow you to avoid all attacks,it would trivialize combat down to again an ARPG no brainer simpleton style.If ANYTHING be it rolls,somersaults,kiting,if any of it allows you to move faster and out of the way,then what is the point of combat?
If you ever watched the UFC or MMA,the worst fights to watch are those where nobody engages,lots of running around.The whole purpose of a FIGHT or in gaming "COMBAT"is to ENGAGE.Creating the perfect balance in the formula's/combat structure is what separates a good developer from a pretender.I often wonder if people are so busy playing in automatic thinkign mode ...see yellow marker,must click,see dungeon finder...must click,that they don't pay attention to the combat design at all,they just hit the hotbar 1/2/3 3/2/1 over and over no thinking.
Never forget 3 mile Island and never trust a government official or company spokesman.
You would need a narrated video to fully explain what is going on and why some ideas just don't work well or not at all.
THOUGHT<<very much the keyword in all of it,lot's of thought must be used to determine as many scenarios as possible,we used to call this testing but now a days it is just a gimmick to sell incomplete games for full price and not have to polish them or make sure the yeven work.
There is literally no incentive anymore,developer's don't need to make AAA game because people are buying Single A crap.It is so bad right now,i seriously have no idea which developers could actually make a AAA game because nobody has to.
Point is even when i say something,it is not fully and properly explained,game design is not as simple as 3+4=12,it takes a shit ton of thought and testing and veteran knowledge,having actually played several types of games and learning from each.
Never forget 3 mile Island and never trust a government official or company spokesman.
I then played ESO 15 keybinds enclouding potions and such. Action combat, no auto attack and a BLOCK button. It is easily the most engaging and thrilling system I have played.
There’s no going back for me. I will accept nothing less.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
I remember EQ2 was very lazy about this. You would eye up a mob, formulate a plan, but no matter you did the ENTIRE MOB would come storming at you. Un-doable unless you had the number of players to overcome the strength of the mob.
Yet Vanguard and WoW allowed you to selectively pull from the group. Infact the player could self determine the mob placement distance and formulate a strategy.
Notice I haven't mentioned targeting at all ?.... Thats because it wasn't a targeting problem, but an overall game problem.
Speaking of lazy... All modern games have the simplest answer, MAKE EVERYTHING EASY !
Hardcore game "Yes"
Irritating feature "Yes"
Tip, don't use tab to cycle through targets.