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Based on the first 7 levels... *some spoilers*

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  • gessekai332gessekai332 Member UncommonPosts: 861
    double post somehow

    Most memorable games: AoC(Tryanny PvP), RIFT, GW, GW2, Ragnarok Online, Aion, FFXI, FFXIV, Secret World, League of Legends (Silver II rank)

  • DraemosDraemos Member UncommonPosts: 1,521
    Originally posted by GeezerGamer

    I don't think there is anything wrong with the combat. I can certainly appreciate those who feel that combat should be more interactive and action oriented. But I don't want that in my MMORPG. I liked it better when the game factored in those actions. Dodge was supposed to be a passive skill for the character. One I could build and balance in my overall stat distribution. Combat was supposed to be slower in MMOs.

     

    Combat isn't suppose to be slower in MMOs, that was a limitation set on it by technological issues with MMOs. If game designers could match the gameplay quality of single player games, you can bet your ass they would.  They're getting closer with games like Tera and blade & souls, but they still have a ways to go.

    of course, one of the big problems I'm Tera right now is that the player base(on average) just isn't good enough to handle the harder content,  probably because MMO gamers have been coddled by absolutely shit combat systems that require little more than rote memorization of fight mechanics.

    its funny, because the older I get the more fed up I become with half-assed MMO combat systems.  It was OK 5 years ago, but not anymore. The other thing that pisses me off as I get older is the god awful AI of regular mobs in MMOs.  I recognize AI eats up a lot of clock cycles, but FFS already, lets see a little improvement at least. If Darkfall can (kinda of) do it, so should the other developers..

  • MothanosMothanos Member UncommonPosts: 1,910

    Yes i think its shaping up to be one of the best themepark mmo ever made.
    I stopped playing the beta's tough, i dont wanne see it all and the game is already ready for release apart for some small things.
    It runs as smooth as butter and thats saying something as i uninstall mmo's faster then i can download them with 100MB :P

    Cant wait for release :) !

  • twruletwrule Member Posts: 1,251
    Originally posted by spankybus

    Some passing comments...

    However, some elements of group play from FFXI are missing and would be a great addition. I forget the name of it...but it was where multiple players would fire off certain skills in a certain order to amplify damage and earn additional effects...I wanna way skill chain, but its just been so long. Anyroad,  this would be a great feature innff14, even if it only started to work at higher levels.

     Yeah, there are is no skill chain/magic burst system this time. Maybe they could have adapted it somehow, but given the vastly increased pace of combat from XI, the reaction time required of players to actually coordinate something like the old skillchains would be pretty insane. That and weaponskills just don't work like the did before; but I understand what you mean. The Limit Break system tries to fill this hole but isn't really common enough (at least not in the 4-person light parties we've been playing in beta - maybe it will be a different story for full parties and raid groups) to totally replace skillchains. Hopefully they add a little something extra in there eventually; in the meantime, I'll be trying to train pugs to achieve even more basic levels of coordination...

    other things that I will miss are some features that were more atmospheric to me, but really gave the world a a feeling of depth. Here they are, in no particular order.

    Weather was an indication of the presence of an associated elemental somewhere in that zone...was pretty cool to think that certain creatures would influence the world around them in such a way. I remember being in the dunes with the sun so hot that everything was wiggling from the hot air....the fire elemental was about....just really neat.

     I was reading in the phase 3 patch notes the other day that they had just, for this phase, added in more elements of weather and the day and night cycle. It's possible that they are not done layering in all the complexities of these systems. I don't think there is going to be anything like the elemental modifiers for abilities tied to weather this time around, but at least the visual effects might be there. We'll see.

    creatures having different means of aggro...some aggroed by sight, by smell, by sound or more than one....I just liked that not everything out there worked the same...felt more real..

     Are you sure their aggro behaviors are all the same? I can at least confirm that some mobs aggro by sight; I was exploring higher level zones as a level 15 class, and I walked behind the back of a level 45 mob without him aggroing me. I haven't been able to confirm whether other mobs behave differently.

    Also, there was another thread on here not long ago where someone pointed out that linking behaviors change under certain conditions (for example, if you are grouped, mobs of the same species that might not have linked to attack you before now will, etc.).

    days of the week had an elemental power associated with it....spells of this element were a bit more effective on these days...the elemental opposite was slightly less effective....I think....I know they influenced crafting...depending on with crystals were needed for the job.

     I have to say I much prefer XIV's crafting system - it is far more involved and inherently more complex than XI's system (or most other games in the history of MMOs for that matter). In XI, if you wanted to craft, you had to take certain pre-existing conditions like weather into account, do a little calculation in your head, then hit the synth button and hope for the best. In XIV you have to actively think about how to execute each synth anew, or at least each time some variable changes (like the particular stat allotments on the crafting gear you are wearing and how they will affect the efficacy of different actions, difficulty of a synth based on its level relative to yours, which of what becomes a quite robust repertoire of crafting special abilities to use to affect the synth while you balance 4 different bars that determine its success, not to mention the RNG - you can fail an action at step 1 and have that change your strategy for steps 2 and 3, etc.). The higher level you get the more you have to puzzle over how to approach each synth, and at each step of the process. The complexity is there in spades, it's just in the player's hands a bit more so than before (but with RNG to keep things from becoming formulaic).

  • GeezerGamerGeezerGamer Member EpicPosts: 8,857
    Originally posted by Draemos
    Originally posted by GeezerGamer

    I don't think there is anything wrong with the combat. I can certainly appreciate those who feel that combat should be more interactive and action oriented. But I don't want that in my MMORPG. I liked it better when the game factored in those actions. Dodge was supposed to be a passive skill for the character. One I could build and balance in my overall stat distribution. Combat was supposed to be slower in MMOs.

     

    Combat isn't suppose to be slower in MMOs, that was a limitation set on it by technological issues with MMOs. If game designers could match the gameplay quality of single player games, you can bet your ass they would.  They're getting closer with games like Tera and blade & souls, but they still have a ways to go.

    of course, one of the big problems I'm Tera right now is that the player base(on average) just isn't good enough to handle the harder content,  probably because MMO gamers have been coddled by absolutely shit combat systems that require little more than rote memorization of fight mechanics.

    its funny, because the older I get the more fed up I become with half-assed MMO combat systems.  It was OK 5 years ago, but not anymore. The other thing that pisses me off as I get older is the god awful AI of regular mobs in MMOs.  I recognize AI eats up a lot of clock cycles, but FFS already, lets see a little improvement at least. If Darkfall can (kinda of) do it, so should the other developers..

    I can certainly understand wanting combat systems to keep pace with the advancements in technology. I'm not against that. I am just saying. In an MMORPG, I want my character to maintain the stats, not my ability to reflexively hit keys at certain times. I just think that replacing things like Dodge stat and making it dependent on my own reflexes is just the wrong direction. I can see it in a hybrid type game. But a full on MMORPG, I'd rather it was a passive effect that I can plan for and build into my character. Again, this is just me stating my preferences. Not saying GW2, Tera and NW combat systems are bad. Just not my taste.

     

    EDIT:

    Let me revise that. I did enjoy GW2 combat. But for me, GW2 is GW2. Without getting into a break down of the game, I think the game is fine for what it is, But I don't think many of it's innovations will translate well into other MMOs.

  • vandal5627vandal5627 Member UncommonPosts: 788
    Originally posted by Draemos
    Originally posted by GeezerGamer

    I don't think there is anything wrong with the combat. I can certainly appreciate those who feel that combat should be more interactive and action oriented. But I don't want that in my MMORPG. I liked it better when the game factored in those actions. Dodge was supposed to be a passive skill for the character. One I could build and balance in my overall stat distribution. Combat was supposed to be slower in MMOs.

     

    Combat isn't suppose to be slower in MMOs, that was a limitation set on it by technological issues with MMOs. If game designers could match the gameplay quality of single player games, you can bet your ass they would.  They're getting closer with games like Tera and blade & souls, but they still have a ways to go.

    of course, one of the big problems I'm Tera right now is that the player base(on average) just isn't good enough to handle the harder content,  probably because MMO gamers have been coddled by absolutely shit combat systems that require little more than rote memorization of fight mechanics.

    its funny, because the older I get the more fed up I become with half-assed MMO combat systems.  It was OK 5 years ago, but not anymore. The other thing that pisses me off as I get older is the god awful AI of regular mobs in MMOs.  I recognize AI eats up a lot of clock cycles, but FFS already, lets see a little improvement at least. If Darkfall can (kinda of) do it, so should the other developers..

    Dude, it's all preferences, you can't project what you like and prefer to everyone else and say it's better and more advanced.  I can't  stand action combat in RPGs, especially in MMOs.  To me, it gets annoying after 30 mins of playing and any longer it just gets stupidly annoying.  Again, combat in Tera and Blade and Souls is not better, it's just different.

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