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Why are people pissed at combat already?

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  • grimfallgrimfall Member UncommonPosts: 1,153
    Originally posted by Kamofila

    To my knowledge they have not gone much into the combat. 

    No UI was present to see how many hotbars you get yet i see people saying there will only be 4 hotbars....if that is true that is really sad. 

    But if its not true you all need to take a step back and breathe and wait for more info to be released. 

    It's not the end of the world ffs, that already happened.

    Not sure on the source, but 8 keys (not hotbars, keys total) is what I heard.  Guildwars.  And it's got tells, which is the current "trend" but bad design choice for many of us older gamers.  We don't want to play Streetfighter Online, we want to play a tactical game while thinking strategically.   It's really stupid to say "We don't want you to stare at your hotbar while playing... we want you to start at the ground".  Put the tells into the NPC (or PC for you PVPers) animation.  How complicated is that?  Oh, but for the first time you won't know what's happening?  GOOD!

  • grimfallgrimfall Member UncommonPosts: 1,153
    Originally posted by chakalaka
    I've been having a little bit of GW1 Nostalgia with the results of EQN. Jeremy Soule, Multi-class system alongside a "deck style" skill use and set up. Looking great!!

    Yeah... please send thsi to SOE and maybe they'll wake up on it.  Art choice is one thing, I mean you have to choose some style of art, but stealing another game's combat system isn't necessary.

  • fisch1002fisch1002 Member Posts: 9
    Originally posted by baphamet

     


    Originally posted by Butr0sButr0s
    To add to what others have said, the other major problem with a limited hotbar (currently 8) is that it takes out all most all of the skills which give flavors to individual classes.

     

     

    Shamans were known for having a lot of long duration buffs they could hand out to passer byes, wizards had teleports to various locations of the world, necromancers could summon corpses, and so on.  With a short/limited hotbar, you loose almost all of those fun little gems, as you maximize for your combat role.


     

    you could only have 8 spells memorized at one time in EQ1, 9 if you had the AA.

    how is this any different than that? why cant you forget and then memorize another spell in your spell book during combat?

    that's exactly what you did as a shaman in EQ lol

     

    That is true enough, but at least I had the option of going to the spell book and choose from literally hundreds of spells. They didn't really address if their will be a spell book, but I do not think 8 abilities per class based on what weapon is equipped will cut it. I know it is a new game and direction, but there does not seem to be much room for utility if this is truly the end result.

     

    edit* sorry got my thoughts in your quote area, removed them.

  • LokeroLokero Member RarePosts: 1,514
    Originally posted by Stiler
    Originally posted by Lokero
    Originally posted by Stiler

     

     

    A Prime example of this, as far as melee combat goes, is the classic (and sadly over-looked)  pc action adventure game Severance (aka Blade of Darkness in the US).

    It had an extremely in depth combat system, which like both Guild wars 2 and EQnext, tied your moveset to your weapon, as well as your character (Severance had different characters you could play as, the knght, the barbarian, the dwarf, the amazon, each which specialized in certain weapon types and it affected their combat).

    IT was completely real time action combat, but it controlled very easily with just a few buttons. There were a LOT of combat moves you could pull off which were dependent on specific weapons (Even swords , there were different combat moves for specific swords vs another sword).

    Defense played a HUGE roll in the combat as well. You couldn't just "faceroll" combat, there was no "spamming" moves over and over, as you had a stamina meter and everything you did used it, the more powerful combat moves naturally took more stamina, and once you were out of stamina you became winded and were wide open to be attacked.

    You had to rely a lot on either dodging or blocking attacks, reading your enemies moves ahead of time and then quickly moving out of the way. The enemies also did the same to you, dodging attacks, blocking them.

    To this day it's still (imo) the best melee combat system in a game. IT's the perfect mix of having depth to your combat while at the same time the controls are easy to use and learn, but hard to master.

    Then you have "action" combat rpgs, like the critical hit Skyrim (and the previous Oblivion) where they moved The Elder scrolls toward more real time action. However they just have the most BARE bones and boring combat (as far as melee goes). It is so bloody shallow it's boring to play (from the perspective of combat, the actual exploration/rpg elements are fun).

    I hope the people working on EQnext learn that unlike GW2, you need depth behind combat, if you want people to enjoy it.

    That's the second or third time I've seen you mention Severance.  Now I'm curious image

    Not familiar with it at all.  It feels like I need to track that game down and check it out.

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