Combo Combat in AoC without a doubt. Turned combat from an auto-attack and mash hotkey when ready to a more spontaneous have to pay attention combat. The combos really added the xtra variety to the gameplay.
Can someone please explain to me how the combo combat in AoC is any different than the combo combat introduced in DAoC way back when? Seems pretty much the same concept to me, just done a bit differently.
Hence I just can't grasp how this is considered that innovative to be considered in this thread.
Its not, but these noobs are so used to their kiddie WoW combat, and have never tried any of the better games from a few years ago. So of course they think Age of Fail is cutting edge. Its not innovative.
could someone tell me why none of the ACTUAL innovations in the mmo-realm for 2008 are listed as choices?
seriously, wtf...
could we please get correspondent writers and moderators, on the eve forum at mmorpg.com, who are well-versed on eve-online and aren't just passersby pushing buttons? pretty please?
What the heck? here we go again ,,the two most influential innovators of all time not even under consideration?
Square's in game language translator alone should win an Emmy or Oscar lmao.Sure not a 2008 innovation but the game is still played in 2008,and i doubt anything innovative can touch it anywhere.
SOE's mentor system introduced into EQ2 is an awesome innovation for the grouping woes and was just RECENTLY adopted by Square,figures two smart companies realize the importance.Well i guess if your a weak/bland devloper making solo fest games then calling them MMO's [lol]you would never think about a mechanic to help grouping. all i got to say in the terminology of the BRITS is BAH/HOGWARTS, grr even.
Guess who the first game was to list banning of botters/RMT farmers/cheats? SQUARE FFXI.Soon after they listed thousands of bannings ,EQ2 followed then Blizzard followed with there WOW bannings.I think if Square did not start this trend i doubt we would have seen the mass bannings against RMT botters.Umm somebody wake up NCSOFT there game is still the worlds haven for botters.
Never forget 3 mile Island and never trust a government official or company spokesman.
Age of Conan gets my vote. The combo system made the game really fun, however, the best innovation of 2008 I would have to say is Age of Conan's Fatalilties. Hitting a guy square in the jewels then ripping his head off with your bare hands can never get old
Not a great year for innovation really, lots of evolution but very little revolution.
Dispite not being as well implemented as I'd have liked I've voted for public quests because increaseing the ease of playing co-operativly is very worthwhile and I hope other developers build on it.
Combo Combat in AoC without a doubt. Turned combat from an auto-attack and mash hotkey when ready to a more spontaneous have to pay attention combat. The combos really added the xtra variety to the gameplay.
Can someone please explain to me how the combo combat in AoC is any different than the combo combat introduced in DAoC way back when? Seems pretty much the same concept to me, just done a bit differently.
Hence I just can't grasp how this is considered that innovative to be considered in this thread.
Sure I played DAoC too so I explain the difference.
DAoC still had an auto-attack, I could run up to a mob and click attack and, if I wanted to, sit back and just watch my paladin beat the mob down. I had various hotkeys for when I either parried or blocked so that I could do an additional attack. That was fun but still had the "auto-attack mash hotkey" system I mentioned above. It was a vast improvement at the time from what was out there.
There is no auto-attack in AoC, period. I have to press keys to attack upper left, high middle, etc. If you are spamming Upper Left attacks, the mob's AI will then start defending the UL area (noted by white rings) reducing your damage. So I have to pay attention and adjust my attacks based off how the mob is defending, which can also affect the combos. Don't pick a combo with a final blow in the UL if the mob is actively defending that area.
Of the 4 PQs are the least innovative. There are innovations inside the group itself but that applies to all groups, not just PQs.
Why the least innovative? Simple. Almost 10 years ago I played Asheron's Call. I went into the Lugian Citadels and later the Olthoi Horde Nest. They were areas which were, when you first encountered them, impossible to solo. So what you did was you went in and formed ad hoc groups with the people who were already present. You shared the spawns, watched each other's backs and when it came time to leave gave warning to them that you're moving out and they might want to get someplace a tad shallower lest they die from the added spawn.
Does it have the specific mechanic of WARs PQs? No. Did it have the same feel? Yes.
What WAR has done is reverse the ever increasing trend of taking the massively multiplayer aspect out of MMOs through tons and tons of instances. They moved it back to public areas where people form ad hoc groups of whomever is already present. They provided structure to it but as for ground shattering innovation it isn't in recovering what was once lost.
Innovation, to me, is something that once created and experienced is something that I miss in every other MMO that doesn't have it. Ship combat isn't anything new, nor PQs. AoC's combo system is just a veneer over what DAoC did a while back. I picked the Council only because it isn't something that the others have done. Direct customer representation to the developers and mods. Probably might have saved PotBS but I digress.
No, innovative features to me are all from MMOs past.
Shadowbane for its nations (guilds swearing to guilds) which would go a long way to solving a lot of the problems plaguing guild structures today.
Shadowbane's crafting system. Flawed as it was it felt right that the players, who were heroes, would hire people to craft for them.
EQ's guild system, especially the in-game guild advertisements are an ideal example. Why, I'm looking for a guild, let me click on the guild tab and see adverts for guilds looking for members. 3 letters to every other MMO out there. DUH! Why every other MMO has me going outside the game for this critical piece of social interaction is beyond me.
CoH's character customization. Never seeing a clone of you is priceless.
WoW's inclusion of LUA for real modification of the UI and their sensible approach to what it can and cannot automate. Brilliant!
In-game mail, though that's becoming ubiquitous.
How about gold-spam filtering from launch and not months later? I can dream.
Each of those are examples of things that I miss on every new MMO I try and every single one trumps anything on the list this time around. Aside from mailboxes none of them are ubiquitous. Until they are I think they should get contention far before anything on the list.
Combo Combat in AoC without a doubt. Turned combat from an auto-attack and mash hotkey when ready to a more spontaneous have to pay attention combat. The combos really added the xtra variety to the gameplay.
Can someone please explain to me how the combo combat in AoC is any different than the combo combat introduced in DAoC way back when? Seems pretty much the same concept to me, just done a bit differently.
Hence I just can't grasp how this is considered that innovative to be considered in this thread.
Sure I played DAoC too so I explain the difference.
DAoC still had an auto-attack, I could run up to a mob and click attack and, if I wanted to, sit back and just watch my paladin beat the mob down. I had various hotkeys for when I either parried or blocked so that I could do an additional attack. That was fun but still had the "auto-attack mash hotkey" system I mentioned above. It was a vast improvement at the time from what was out there.
There is no auto-attack in AoC, period. I have to press keys to attack upper left, high middle, etc. If you are spamming Upper Left attacks, the mob's AI will then start defending the UL area (noted by white rings) reducing your damage. So I have to pay attention and adjust my attacks based off how the mob is defending, which can also affect the combos. Don't pick a combo with a final blow in the UL if the mob is actively defending that area.
I did not say there was no difference, but the poll stated combo combat and it is quite obvious that combo attacks were introduced in DAoC. The only thing different was addressing the area where the attack occurs, that was new in Conan, not combos. As to auto attack, in DAoC, if you did not use combo attacks in that game you were wasting your time playing because that was where all the damage was done.
So we can fault MMORPG for labeling the actual innovation wrong. It should have said locational combat verses combo combat.
And Greyed, an excellent post on the past of what real innovation occured in this genre. I agree, there most certainly was none of that this year.
Hmmm.... although I do think the PQs in War are a nice idea they're to many of them and you need a lot of people. I actually like the Tomb of Knowledge, tough its more of a feature.
I guess AoC would get my vote as I found the combat to be a lot of fun
Combo Combat in AoC without a doubt. Turned combat from an auto-attack and mash hotkey when ready to a more spontaneous have to pay attention combat. The combos really added the xtra variety to the gameplay.
Can someone please explain to me how the combo combat in AoC is any different than the combo combat introduced in DAoC way back when? Seems pretty much the same concept to me, just done a bit differently.
Hence I just can't grasp how this is considered that innovative to be considered in this thread.
Sure I played DAoC too so I explain the difference.
DAoC still had an auto-attack, I could run up to a mob and click attack and, if I wanted to, sit back and just watch my paladin beat the mob down. I had various hotkeys for when I either parried or blocked so that I could do an additional attack. That was fun but still had the "auto-attack mash hotkey" system I mentioned above. It was a vast improvement at the time from what was out there.
There is no auto-attack in AoC, period. I have to press keys to attack upper left, high middle, etc. If you are spamming Upper Left attacks, the mob's AI will then start defending the UL area (noted by white rings) reducing your damage. So I have to pay attention and adjust my attacks based off how the mob is defending, which can also affect the combos. Don't pick a combo with a final blow in the UL if the mob is actively defending that area.
I did not say there was no difference, but the poll stated combo combat and it is quite obvious that combo attacks were introduced in DAoC. The only thing different was addressing the area where the attack occurs, that was new in Conan, not combos. As to auto attack, in DAoC, if you did not use combo attacks in that game you were wasting your time playing because that was where all the damage was done.
So we can fault MMORPG for labeling the actual innovation wrong. It should have said locational combat verses combo combat.
And Greyed, an excellent post on the past of what real innovation occured in this genre. I agree, there most certainly was none of that this year.
Well the main difference is that in AoC the fights are designed around the idea that you will be doing combos. You could do normal attacks in DAoC and still win a fight, plus the mobs did not defend themselves specifically against certain attacks. Again, DAoC also had an auto-attack AoC does not. Perhaps I'll concede that AoC is an "evolved" form of DAoC's combat system.
Plus I also like how you can dodge in AoC. Not some percentage value that is automatic, but you actually double tap the WASD keys and your character can dodge an attack (if you time it right).
i'm sorry, but the most innovative features poll really didn't include the most innovative features introduced into mmos in 2008, not even close. unless the mmorpg.com staff limited it's picks to the couple of games they play.
which, judging by how horrid the correspondent articles tend to be... i'm thinking there's a host of mmo's that the mmorpg.com staff doesn't touch.
could we please get correspondent writers and moderators, on the eve forum at mmorpg.com, who are well-versed on eve-online and aren't just passersby pushing buttons? pretty please?
Wow, what an entirely unhelpful post. If you feel that they missed the boat you could, you know, actually post what you think were the most innovative features. Of course to do that would mean putting yourself out to be the target of similar, unhelpful, insipid "critics" such as yourself.
I've seen interesting new features in this game.www.xsyon.com.mmorpg.com has the hole information about it from early January but they have'nt listed yet.I hope they list this game soon.I'ts going to be released 15th April.
I've seen interesting new features in this game.www.xsyon.com.mmorpg.com has the hole information about it from early January but they have'nt listed yet.I hope they list this game soon.I'ts going to be released 15th April.
Do you have a link to the video, QnA or interview where you saw the new features?
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
Comments
Can someone please explain to me how the combo combat in AoC is any different than the combo combat introduced in DAoC way back when? Seems pretty much the same concept to me, just done a bit differently.
Hence I just can't grasp how this is considered that innovative to be considered in this thread.
Its not, but these noobs are so used to their kiddie WoW combat, and have never tried any of the better games from a few years ago. So of course they think Age of Fail is cutting edge. Its not innovative.
could someone tell me why none of the ACTUAL innovations in the mmo-realm for 2008 are listed as choices?
seriously, wtf...
could we please get correspondent writers and moderators, on the eve forum at mmorpg.com, who are well-versed on eve-online and aren't just passersby pushing buttons? pretty please?
What the heck? here we go again ,,the two most influential innovators of all time not even under consideration?
Square's in game language translator alone should win an Emmy or Oscar lmao.Sure not a 2008 innovation but the game is still played in 2008,and i doubt anything innovative can touch it anywhere.
SOE's mentor system introduced into EQ2 is an awesome innovation for the grouping woes and was just RECENTLY adopted by Square,figures two smart companies realize the importance.Well i guess if your a weak/bland devloper making solo fest games then calling them MMO's [lol]you would never think about a mechanic to help grouping. all i got to say in the terminology of the BRITS is BAH/HOGWARTS, grr even.
Guess who the first game was to list banning of botters/RMT farmers/cheats? SQUARE FFXI.Soon after they listed thousands of bannings ,EQ2 followed then Blizzard followed with there WOW bannings.I think if Square did not start this trend i doubt we would have seen the mass bannings against RMT botters.Umm somebody wake up NCSOFT there game is still the worlds haven for botters.
Never forget 3 mile Island and never trust a government official or company spokesman.
Blob and nonsens posting. AoC's combat system is by fare the most novel idea/development out in 2008.
Age of Conan gets my vote. The combo system made the game really fun, however, the best innovation of 2008 I would have to say is Age of Conan's Fatalilties. Hitting a guy square in the jewels then ripping his head off with your bare hands can never get old
None of the options are really overly inspired.
How long before virtual reality becomes the norm in MMORPGs? It's not far off. The implications of stepping into the game are practically endless.
Game play. How does gaming change when the sensations become real? Perhaps it will favor those with a high tolerance for pain.
Character development. A player's reputation takes on a whole new meaning when it becomes indistinguishable from reality.
Guild structure. How similar will real world social patterns and guild relationships be?
Not a great year for innovation really, lots of evolution but very little revolution.
Dispite not being as well implemented as I'd have liked I've voted for public quests because increaseing the ease of playing co-operativly is very worthwhile and I hope other developers build on it.
Can someone please explain to me how the combo combat in AoC is any different than the combo combat introduced in DAoC way back when? Seems pretty much the same concept to me, just done a bit differently.
Hence I just can't grasp how this is considered that innovative to be considered in this thread.
Sure I played DAoC too so I explain the difference.
DAoC still had an auto-attack, I could run up to a mob and click attack and, if I wanted to, sit back and just watch my paladin beat the mob down. I had various hotkeys for when I either parried or blocked so that I could do an additional attack. That was fun but still had the "auto-attack mash hotkey" system I mentioned above. It was a vast improvement at the time from what was out there.
There is no auto-attack in AoC, period. I have to press keys to attack upper left, high middle, etc. If you are spamming Upper Left attacks, the mob's AI will then start defending the UL area (noted by white rings) reducing your damage. So I have to pay attention and adjust my attacks based off how the mob is defending, which can also affect the combos. Don't pick a combo with a final blow in the UL if the mob is actively defending that area.
Of the 4 PQs are the least innovative. There are innovations inside the group itself but that applies to all groups, not just PQs.
Why the least innovative? Simple. Almost 10 years ago I played Asheron's Call. I went into the Lugian Citadels and later the Olthoi Horde Nest. They were areas which were, when you first encountered them, impossible to solo. So what you did was you went in and formed ad hoc groups with the people who were already present. You shared the spawns, watched each other's backs and when it came time to leave gave warning to them that you're moving out and they might want to get someplace a tad shallower lest they die from the added spawn.
Does it have the specific mechanic of WARs PQs? No. Did it have the same feel? Yes.
What WAR has done is reverse the ever increasing trend of taking the massively multiplayer aspect out of MMOs through tons and tons of instances. They moved it back to public areas where people form ad hoc groups of whomever is already present. They provided structure to it but as for ground shattering innovation it isn't in recovering what was once lost.
Innovation, to me, is something that once created and experienced is something that I miss in every other MMO that doesn't have it. Ship combat isn't anything new, nor PQs. AoC's combo system is just a veneer over what DAoC did a while back. I picked the Council only because it isn't something that the others have done. Direct customer representation to the developers and mods. Probably might have saved PotBS but I digress.
No, innovative features to me are all from MMOs past.
Shadowbane for its nations (guilds swearing to guilds) which would go a long way to solving a lot of the problems plaguing guild structures today.
Shadowbane's crafting system. Flawed as it was it felt right that the players, who were heroes, would hire people to craft for them.
EQ's guild system, especially the in-game guild advertisements are an ideal example. Why, I'm looking for a guild, let me click on the guild tab and see adverts for guilds looking for members. 3 letters to every other MMO out there. DUH! Why every other MMO has me going outside the game for this critical piece of social interaction is beyond me.
CoH's character customization. Never seeing a clone of you is priceless.
WoW's inclusion of LUA for real modification of the UI and their sensible approach to what it can and cannot automate. Brilliant!
In-game mail, though that's becoming ubiquitous.
How about gold-spam filtering from launch and not months later? I can dream.
Each of those are examples of things that I miss on every new MMO I try and every single one trumps anything on the list this time around. Aside from mailboxes none of them are ubiquitous. Until they are I think they should get contention far before anything on the list.
Not just another pretty color.
Can someone please explain to me how the combo combat in AoC is any different than the combo combat introduced in DAoC way back when? Seems pretty much the same concept to me, just done a bit differently.
Hence I just can't grasp how this is considered that innovative to be considered in this thread.
Sure I played DAoC too so I explain the difference.
DAoC still had an auto-attack, I could run up to a mob and click attack and, if I wanted to, sit back and just watch my paladin beat the mob down. I had various hotkeys for when I either parried or blocked so that I could do an additional attack. That was fun but still had the "auto-attack mash hotkey" system I mentioned above. It was a vast improvement at the time from what was out there.
There is no auto-attack in AoC, period. I have to press keys to attack upper left, high middle, etc. If you are spamming Upper Left attacks, the mob's AI will then start defending the UL area (noted by white rings) reducing your damage. So I have to pay attention and adjust my attacks based off how the mob is defending, which can also affect the combos. Don't pick a combo with a final blow in the UL if the mob is actively defending that area.
I did not say there was no difference, but the poll stated combo combat and it is quite obvious that combo attacks were introduced in DAoC. The only thing different was addressing the area where the attack occurs, that was new in Conan, not combos. As to auto attack, in DAoC, if you did not use combo attacks in that game you were wasting your time playing because that was where all the damage was done.
So we can fault MMORPG for labeling the actual innovation wrong. It should have said locational combat verses combo combat.
And Greyed, an excellent post on the past of what real innovation occured in this genre. I agree, there most certainly was none of that this year.
Hmmm.... although I do think the PQs in War are a nice idea they're to many of them and you need a lot of people. I actually like the Tomb of Knowledge, tough its more of a feature.
I guess AoC would get my vote as I found the combat to be a lot of fun
Can someone please explain to me how the combo combat in AoC is any different than the combo combat introduced in DAoC way back when? Seems pretty much the same concept to me, just done a bit differently.
Hence I just can't grasp how this is considered that innovative to be considered in this thread.
Sure I played DAoC too so I explain the difference.
DAoC still had an auto-attack, I could run up to a mob and click attack and, if I wanted to, sit back and just watch my paladin beat the mob down. I had various hotkeys for when I either parried or blocked so that I could do an additional attack. That was fun but still had the "auto-attack mash hotkey" system I mentioned above. It was a vast improvement at the time from what was out there.
There is no auto-attack in AoC, period. I have to press keys to attack upper left, high middle, etc. If you are spamming Upper Left attacks, the mob's AI will then start defending the UL area (noted by white rings) reducing your damage. So I have to pay attention and adjust my attacks based off how the mob is defending, which can also affect the combos. Don't pick a combo with a final blow in the UL if the mob is actively defending that area.
I did not say there was no difference, but the poll stated combo combat and it is quite obvious that combo attacks were introduced in DAoC. The only thing different was addressing the area where the attack occurs, that was new in Conan, not combos. As to auto attack, in DAoC, if you did not use combo attacks in that game you were wasting your time playing because that was where all the damage was done.
So we can fault MMORPG for labeling the actual innovation wrong. It should have said locational combat verses combo combat.
And Greyed, an excellent post on the past of what real innovation occured in this genre. I agree, there most certainly was none of that this year.
Well the main difference is that in AoC the fights are designed around the idea that you will be doing combos. You could do normal attacks in DAoC and still win a fight, plus the mobs did not defend themselves specifically against certain attacks. Again, DAoC also had an auto-attack AoC does not. Perhaps I'll concede that AoC is an "evolved" form of DAoC's combat system.
Plus I also like how you can dodge in AoC. Not some percentage value that is automatic, but you actually double tap the WASD keys and your character can dodge an attack (if you time it right).
i'm sorry, but the most innovative features poll really didn't include the most innovative features introduced into mmos in 2008, not even close. unless the mmorpg.com staff limited it's picks to the couple of games they play.
which, judging by how horrid the correspondent articles tend to be... i'm thinking there's a host of mmo's that the mmorpg.com staff doesn't touch.
could we please get correspondent writers and moderators, on the eve forum at mmorpg.com, who are well-versed on eve-online and aren't just passersby pushing buttons? pretty please?
Wow, what an entirely unhelpful post. If you feel that they missed the boat you could, you know, actually post what you think were the most innovative features. Of course to do that would mean putting yourself out to be the target of similar, unhelpful, insipid "critics" such as yourself.
Not just another pretty color.
I've seen interesting new features in this game.www.xsyon.com.mmorpg.com has the hole information about it from early January but they have'nt listed yet.I hope they list this game soon.I'ts going to be released 15th April.
Do you have a link to the video, QnA or interview where you saw the new features?
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre