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Combat mechanic: POLL

jazz.bejazz.be Member UncommonPosts: 962

Active vs passive

Technical vs tactical

GW2 vs WoW

TERA vs Rift

 

Whatever you want to call it, it's a fact that combat seems to be one of the most evolving aspects in the MMO genre.

Not sure if there has been a poll around this subject, but I sure am curious about what people really think about this. It's almost widely accepted that the old tactical approach is outdated. But is it really the opinion of most people? Or only of the loud ones?So here it goes, it's very simple. The simpler the better.

What combat mechanic do you prefer? And you should only take into account the experience that starts from the moment you open a fight, till the death of either one of you. Do not confuse other aspects like PVP/PVE or bounties or raid tactics or politics or whatever into this. It's only about the combat mechanics.

whether it's PVE or PVP shouldn't matter since there are no games that offer different mechanics for PVE and PVP, not that I know of.

Is the myth true? Is majority of people really tired of the classical approach? Or are the revolutionaries just loud and gameless, which gives them more time to be on boards...which is actually ironic...it would mean that most answers comes from people who are not currently playing an MMO and so their opinion may be slightly revolutionary.

 

Anyway, just for fun and curiosity. Cheers.

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Comments

  • KBishopKBishop Member Posts: 205
    What constitutes as active versus passive?
  • jazz.bejazz.be Member UncommonPosts: 962

    Just put dodge/block behind the term.

    Active dodge = Player controlled dodge, reactive movement required from player

    Passive dodge = Some form of stat based dodge ability. Player controls this through ability points, talent, action points...whatever.

     

    This may be the simplest way of looking at the difference.

    But let's not get to deep into this, I'm sure there are flaws but I think most people get the difference.

    I'm sorry that was your question right? English is not my native language.

  • ScalplessScalpless Member UncommonPosts: 1,426
    Active and tactical. For example, both Guild Wars and Dark Souls require good reflexes and smart play.
  • vort3xvort3x Member Posts: 129

    There's one thing I noticed that is very important when it comes to Active/Technical vs Passive/Tactical.

    Active/Technical combat may be much more exciting in small fights like 1v1, 2v2. But as soon as your fight gets larger this type of combat becomes a mess, dodging and blocking is hardly a matter of skill any more... It gets chaotic. But that's where Passive/Tactical combat shines - Larger battles.

    So I couldn't really answer what kind of combat I like more... If I had to go with 1... I would probably pick passive/tactical since I like Arena play - (4v4,5v5,...), even tho Active/Technical seemed like a way to go for some time, I just grew tierd of it because larger battles always turned out lame, zergfestish...

  • KBishopKBishop Member Posts: 205

    Yup that was my question. Just wanted to know before threw my two cents in.

    That's actually a very tough question to answer. Games where you have to push a button for everything become far more exilerating and skill based (think any FPS) and reward players for time and effort to practice. Games where most things are automated reward players for knowledge, and tend to make you feel good because you took the time to figure out something difficult. These both heavily reward players for time investments which makes both styles very fun because we walk away knowing that at the end of the day, we accomplished something that made us stand out.

    The downsides though are that in a Active game, you can't have too many buttons or things become exponentially hectic, and at some point most people become overwhelmed. FPS games, fighting games, all games where everything you do is controlled by your buttons use limited buttons for this exact reason (well that and they are console games). They typically don't stray far from this formula because most people find that having a button to dodge, parry, block, move, do attack a,b,c,d,e,f,g , aim, and so on to be too much of a problem considering this is all decision making in a matter of a second.

    The downside to a Passive game is that it becomes far more automated. Your character dodges, parries, and blocks automatically, and your attacks are more or less automatic save special attacks. Without special attacks, most every Tactical game becomes a snorefest, and when your special attacks have long cooldowns, this becomes increasingly evident. FFXI was a perfect example of this problem for any melee character who was waiting for copious amounts of time to do a weapon skill.

    Both are good in their own right but the game needs to cater too it. A game that's Active cannot have so many different things to do so that people become overloaded, and a game that is Passive needs to have enough buttons so that people don't become bored

  • craftseekercraftseeker Member RarePosts: 1,740

    Talk about push polling.

    Active/Technical   very positive language

    Passive/Tactical  first term very negative, second term neutral.

    Your bias is showing.

  • RydesonRydeson Member UncommonPosts: 3,852
         I looked at the poll as "twitch" vr. "AI"..  For the sake of PvE play I prefer a combat system in which the computer does the dice rolling.. Not relying upon twitch or FPS type of mechanics..  The more twitch you get, the more restrictive a game becomes.. IMO..
  • jazz.bejazz.be Member UncommonPosts: 962
    Originally posted by craftseeker

    Talk about push polling.

    Active/Technical   very positive language

    Passive/Tactical  first term very negative, second term neutral.

    Your bias is showing.

    Don't get to excited please :-)

    Passive is the opposite of active, nothing more. What is more positive, an active war or a passive war?

    Tactical is a strange definition I agree. It mostly stand for the high amount of abilities passive/tactical combat offers. While technical stands for the reflexes.

    I have a bias, but it's not what you think. I'm more of a tactical/passive kind of fighter. I prefer not to actively do the fight, I prefer to control the fight in other ways, while still enjoying the visuals and thrills. There you go.

  • WizardryWizardry Member LegendaryPosts: 19,332

    Passive,that means basically automated combat,no such thing that i know of exists.

    I am also lost on technical-tactical,idk maybe it's early and i am tired.

    I like a thinking combat and one with lots of depth,meaning lots of built in AI and options from your class.

    I cannot stand that MOST games now have you pressing 2-4 hot bar icons and that is it.

    You need longer combat to make it intriguing,other wise there is no other result than 1-4-3-2-1-3 rinse repeat.Mobs simply do not have enough AI,1-3 choices at best makes for very dull combat.Also most games have you utilizing 1 type of weapon with no other factors than your gear,again cheap ,lazy,boring design.

    FFXI easily by a VERY long way has the most in depth combat system,all other games are doing it lazy and cheap.Even tohugh FFXI does it ther best,there is a ton of room for improvement,which shows how far behind the eight ball the system designers are ,that work for these developers.

    This is why i lol when i hear people talk about Trinity being dead,well ya if you have these rank amateur system designers.There is so much room to improve the Trinity design it is not funny,it is far from dead.I would fire all of the combat designers if they worked for me,i would pay a kid right out of college/university and get a better effort.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • jazz.bejazz.be Member UncommonPosts: 962

    KBishop and Vort3x, you had great comments and I totally agree.

    But it shouldn't stop you from voting. The poll is solely about the combat mechanic.

    And just assume that it's well implemented in the game.

     

    The difference between both styles is so big (at least for the moment) that it shouldn't be to confusing. Maybe both styles will grow closer to each other in the future but I don't think we're there (yet?).

    Personally I hope they just keep releasing games with the classical approach to combat. In my opinion, technical/active combat takes away to much focus.

  • thegreatestagainthegreatestagain Member Posts: 35
    all of these things mixed together
  • KBishopKBishop Member Posts: 205
    Well I voted for passive. As mentioned earlier, active typically results in twitch play which is a bit more restrictive, and I never excelled at twitch play, which means an active play game would be not accessible to me
  • rodingorodingo Member RarePosts: 2,870
    I like active/passive/tactical/technical.  Where do I get to pick that?  I don't like being pigeon holed into sub categories when larger categories apply.

    "If I offended you, you needed it" -Corey Taylor

  • craftseekercraftseeker Member RarePosts: 1,740
    Originally posted by jazz.be
    Originally posted by craftseeker

    Talk about push polling.

    Active/Technical   very positive language

    Passive/Tactical  first term very negative, second term neutral.

    Your bias is showing.

    Don't get to excited please :-)

    Passive is the opposite of active, nothing more. What is more positive, an active war or a passive war?

    Tactical is a strange definition I agree. It mostly stand for the high amount of abilities passive/tactical combat offers. While technical stands for the reflexes.

    I have a bias, but it's not what you think. I'm more of a tactical/passive kind of fighter. I prefer not to actively do the fight, I prefer to control the fight in other ways, while still enjoying the visuals and thrills. There you go.

    Nope it is push polling.  Now  you suggested that English is your second language but to any English speaker you are putting positive values on one choice and negative values on the other.

  • jazz.bejazz.be Member UncommonPosts: 962
    Originally posted by craftseeker
    Originally posted by jazz.be
    Originally posted by craftseeker

    Talk about push polling.

    Active/Technical   very positive language

    Passive/Tactical  first term very negative, second term neutral.

    Your bias is showing.

    Don't get to excited please :-)

    Passive is the opposite of active, nothing more. What is more positive, an active war or a passive war?

    Tactical is a strange definition I agree. It mostly stand for the high amount of abilities passive/tactical combat offers. While technical stands for the reflexes.

    I have a bias, but it's not what you think. I'm more of a tactical/passive kind of fighter. I prefer not to actively do the fight, I prefer to control the fight in other ways, while still enjoying the visuals and thrills. There you go.

    Nope it is push polling.  Now  you suggested that English is your second language but to any English speaker you are putting positive values on one choice and negative values on the other.

    OK before I start the insults...

    How do you describe something passive, in a positive way?

  • azzamasinazzamasin Member UncommonPosts: 3,105
    Originally posted by vort3x

    There's one thing I noticed that is very important when it comes to Active/Technical vs Passive/Tactical.

    Active/Technical combat may be much more exciting in small fights like 1v1, 2v2. But as soon as your fight gets larger this type of combat becomes a mess, dodging and blocking is hardly a matter of skill any more... It gets chaotic. But that's where Passive/Tactical combat shines - Larger battles.

    So I couldn't really answer what kind of combat I like more... If I had to go with 1... I would probably pick passive/tactical since I like Arena play - (4v4,5v5,...), even tho Active/Technical seemed like a way to go for some time, I just grew tierd of it because larger battles always turned out lame, zergfestish...

     I disagree, in fact I feel its the exact opposite.  Mass fights feel more skillful and more fun the more enemies you are facing.

     

    I'll most likely never play a Tab Target, stand still and trade blows style of combat system again.  GW2 and Neverwinter showed me just how fun active combat can be.  Not only that it is more immersive, more fluid, more skillful and downright more fun.

    Sandbox means open world, non-linear gaming PERIOD!

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  • IndolIndol Member Posts: 189
    I've played and enjoyed games with active/technical gameplay and ones with passive/tactical gameplay. At the end of the day, all that matters is if a game is fun for you - the road that it takes to get there is flexible.
  • NaqajNaqaj Member UncommonPosts: 1,673
    Can't agree with the active-tactical dichotomy, but I get what you're trying to say there. 
  • FoomerangFoomerang Member UncommonPosts: 5,628

    truly don't care.

  • PurutzilPurutzil Member UncommonPosts: 3,048
    Who says it can't be active and also tactical?  Tera does this quite well. While not all games are reaching that level (gw2 and TSW being ones that fall very short on tactical elements) Its something I feel other games can involve more tactics into gameplay. 
  • cheyanecheyane Member LegendaryPosts: 9,404
    I am not in love with active but it is not so bad either prefer tactical. I do think it favours certain players with better reflexes so I think I should vote passive tactical.
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  • nariusseldonnariusseldon Member EpicPosts: 27,775

    The poll is not useful.

    It is about whether combat is fun and deep and usually that means lots of skills that does different things (as opposed to one point here or there to increase power), and interesting combo.

    i have see interesting and fun action combat, tactical combat and even turn-based combat. it is all in the details of the mechanics.

     

  • jazz.bejazz.be Member UncommonPosts: 962

    I see that the terms tactical and technical aren't received well.

    I was afraid it was going to be over analyzed that's why I gave 4 well known games to rely on.

    In WoW you have longer fights than in GW2 and much much more variety in terms of abilities. I call WoW tactical because it's slower and there are many ways to change the fight in your favor (with defensive abilities for example), and I call GW2 technical because the fight is a rush, and when whatever you do is a rush, it requires you to be fast and so also technical. You can play WoW with mouse clicks if you want. I don't think many people do that in GW2.

    From that perspective, TERA may be more tactical than GW2 because it has more abilities, but combat is still build around the reactive responses from the player (dodge tanks for example!)

    In the other hand there is a better synergy between classes in GW2 than in TERA, and making use of that synergy could also be called tactical.

    But it's just a way to describe it really, it's not that important. It's just important to differentiate one style from the other.

    Games devs feel challenged to create some new combat feeling. And they do that by adding action in the fight, more player interaction such as dodge, block etc. But do we really want that? Is that what we want them to invest time in? Isn't the classical approach to combat just fine?

    That's what the poll essentially is about. 

     

    How about fast paced vs slow paced. I don't think there are slow paced fights which requires constant player interaction and vice versa, so maybe this is also a way of describing it for now.

  • uplink4242uplink4242 Member UncommonPosts: 258
    Neither is better but it depends a lot on the kind of game. Normally, the tactical combat works better for large scale fights while the active one is more interesting in terms of small scale engagements. The more further away you go from the individual player (i.e mass scale pvp), the less your individual reflexes/whatever start to matter and the more coordination becomes apparent. The more people you add to a fight, the more unique trains and specialization start to matter in the grand scheme of things, which generally results in a more adimentional/onesided 1v1 fight between players.
  • Lord.BachusLord.Bachus Member RarePosts: 9,686

    Good combat needs a strategical layer  (planning ahead)

    It needs a tactical layer (choosing the right skills at the right time)

    ....  this is how it use to be....

    But the newer games also introduced an active skill level, which add things like positioning, real time dodging and real time aiming to the MMO genre

     

    In my opinion a good combat system requires all 3 of these..

     

    In many of the games that added the 3rd layer, they neglected the 2nd (tactical layer) which removed much of the fun from these games for the hardcore MMo players.... they blamed however the addition of the new active combat.

     

     

     

    In my opinion a new game would require to be balanced in all these 3 layers...

    Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)

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