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Combat time and Mob HP totals

Over the years, combat time has been getting shorter and shorter. The argument is that "harder" does not mean "longer" and that you can obtain very difficult encounters without having to spend a lot of time. While I think that is true to its genre focus, that you can build combat to be focused on reaction time and twitch play which can be a challenging form of play, I don't think such approach works well in deep and rich character development games that focus on strategy of approach and play over quick reaction time.

Fast combat presents numerous problems. It is in the same way, much like designing fast leveling content where your players consume it quickly and move on to something else. You can't keep up with that content load and a dungeon designed with low HP fast based combat also presents similar problems.

Look back to EQ and think about how deep in the dungeons was a feat in exploration alone. Often some deep areas of a dungeon were too time consuming for some nights, so you would plan them with a group to meet up for a longer play time on a weekend. It took time to kill and move in deeper. Mobs did not die quickly, and so fights became endurance fights of mana/hp management, spawn timer management, and a constant need to be aware of pathing mobs. Longer fights means that you have to be concerned about how many mobs you can handle at a single time. More mobs means the need for more CC (which means more mana) or the need for more healing to mitigate the damage. With the issues of casting, healing, low health, and sit agro, having a lot of mobs in camp can quickly lead to a wipe, even with a crack CC team in your fold.

Much of the play experienced in EQ was due to fights taking much longer, where simple DPS bypass was often inefficient and unreliable. Also, longer fights presented a means to apply more strategy than would be allowed in short fights. The longer the fight, the more options for various implementations of certain spells and abilities, exploration of uses and work around. If mobs die quickly, many solutions become less of a use and you lack the time needed to apply various spell and ability executions. Pantheon talks about the use of working class abilities in way that will allow "combo" style play, but if the mobs die too quick, such becomes less important in play. That is, if mobs are dying so fast, is there really a need for additional abilities?

I have watched a lot of games design encounters that really just end up being AoE fests where mobs are mowed through like an action movie. In this pursuit, many strategic elements of play we experienced in past games are no longer present (situational buffs, debuffs, CC, etc...) and the result of such continued slimming down of combat time is the painting of ones self into a corner by turning combat into an ambush style approach of play where either the player one shots the mob, or the mob one shots the player, which is why most games have opted to remove most of the trash in most dungeons (or just have groups of mobs to AoE) in favor of a hop from boss to boss type of play.

So, I think it is important for the sake of Pantheon to have fights last quite a while, even for a group of people fighting. We should not be measuring how long it takes to kill a mob in seconds, but in minutes. At minimum, a typical trash mob should be around 2-3 mins of kill time and areas like dungeons should be heavily populated, requiring clever tricks to pull and manage them. It should not be uncommon for a group to be in the middle of fighting the last mob of a room they broke before respawns. It should be a worry if there is an add or unexpected spawn. Players should be in constant flux with managing their mana/hp and with each rest, it should feel like it was absolutely needed, not just some random thing to do to pass the time.

Now I am not saying every dungeon in every area should have this, just like EQ, there should be easier areas, harder areas, and "No F'ing way, are the devs crazy? How do they expect us to do this?" areas. There should be places where only those groups who have a very solid working team should be able to handle.

I think, as I mentioned that if you make fights go too quickly, you lose many elements of needed strategy. Before someone says it, I know you can achieve much strategy in twitch play, that you can make it so people have to be quick with their keys spamming this, and that, and on time, and in sync, etc... where it would be really hard. I understand that, but... Pantheon isn't an action/arcade game, there is a time and a place for those games, this isn't one of them. Fights should be longer, take time, require patience, and allow players the time to form counter strategies during the fight without turning the game into a key spam fest.
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Comments

  • AdamantineAdamantine Member RarePosts: 5,094
    I never heard anyone utter or write "we can shorten combat time and still make it challenging". Shorter combat time obviously is less challenging. You require less concentration.

    Patheon is supposed to allow people playing just two hours per day and perform meaningful tasks in that time, like finishing a quest. Thus it cant be a game in which a full party requires half an hour to kill a critter.

  • SinistSinist Member RarePosts: 1,369
    I never heard anyone utter or write "we can shorten combat time and still make it challenging". Shorter combat time obviously is less challenging. You require less concentration.
    I have seen the argument quite often, it comes in the form of the "HP bloat" argument in mob design. The claim is that longer fights is not more difficult, that you can have shorter fights that requires skill as well. I agree to an extent, but the form of "skill" they are talking about is reaction time which is why most games today are spam fests, something Pantheon aims to avoid.


    Patheon is supposed to allow people playing just two hours per day and perform meaningful tasks in that time, like finishing a quest. Thus it cant be a game in which a full party requires half an hour to kill a critter.

    Never said that it should take 30 mins to kill the average mob. I actually said a minimum of 2-3 minutes to kill a trash mob. That would be sufficient amount of time to get into many areas of a dungeon and camp a named spawn a bit. Will it mean that you can get into the really deep areas of a dungeon and camp a specific mob in 2 hours? Probably not, but I don't think Brad said that you could do anything in just two hours, rather he was saying that 2 hours would be enough time to perform a meaningful task. That could be a shallow area of a dungeon or some camp out in the world somewhere.

    If you are killing trash in seconds, it means you can travel an entire dungeon in mere minutes. Considering the size they have planned for dungeons (very large), it would be a bunch of effort to make content that will be steam rolled in minimal time. As I said, if you have mobs dying in seconds, then how long do you have your re-spawn times? Can't have them too long or it would be rather odd (ie fast kills, then sit for 20+ minutes) and if you have them re-spawn faster to match how fast you are killing the mobs, you basically end with people essentially running through a dungeon quickly, consuming content far too quickly, defeating the essence of long term play to which Pantheon is being developed around. Last thing you want is the average player essentially mowing through all of your content in mere days.




  • AmatheAmathe Member LegendaryPosts: 7,630
    Sinist said:
     Last thing you want is the average player essentially mowing through all of your content in mere days. 
    I agree, in that I am not in any hurry to level or complete any particular content.

    So long as content isn't made unreasonably difficult just because there isn't much content

    Also, I'm not a big fan of "bug zappers" - i.e., mobs put in with a zillion hps for players to throw themselves at and die, just so the devs can say no one has beaten their game. Later, after they catch up on content, they nerf the bug zapper. That's a cynical design, imho. 

    EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests

  • AmsaiAmsai Member UncommonPosts: 299
    100 % agree with Sinist. 


  • SinistSinist Member RarePosts: 1,369
    edited December 2015
    Amathe said:
    So long as content isn't made unreasonably difficult just because there isn't much content

    Also, I'm not a big fan of "bug zappers" - i.e., mobs put in with a zillion hps for players to throw themselves at and die, just so the devs can say no one has beaten their game. Later, after they catch up on content, they nerf the bug zapper. That's a cynical design, imho. 
    One thing to consider though. We all know that devs have a limited amount of time to provide new content. Now, what they can do for those "1%" players who devour the content in abnormal time is to put up a wall. Now certainly, they could put up an unbreakable wall, one that no matter how hard you push, it gets stronger and results in failure.

    Or...

    They can put up walls that are "ridiculous", "stupid", that only the most perfect execution could achieve. Think of it like an anal retentive inspector that says "Nope, sorry, that was not perfect... do it again", I mean BITCH SLAP a raid with all kinds of stupid requirements to achieve a success, almost to the point of being unable to achieve it. Then, put in aspects where there is a "trip up" for that raid where things are going ok, then... randomly, a mass of mobs spawns and rushes them. Hell, make these "end game" mobs a spin wheel of "what will happen next" type of events to keep the guilds busy.

    Do that, but make sure you reward them (I mean, if they can survive the hell design I am thinking of, reward them DAMN well) and it won't matter.  (if you design the events with random features, even allow GMs to take part in some instances, and the guild still wins, with all the "unfair" treatment of the game and GMs, then make sure the guilds get something cool for it.)

    So I am not saying make "unbeatable mobs", I am saying make "ridiculously difficult" mobs, I mean break the rules stupid like mobs, and then... reward if they win (which if designed right, should be rare indeed).

    Keep in mind, this design is for the small percent of players who will rush the content and hit end game very quickly. Is playing games with them, screwing with them, etc... really a bad thing?
  • Raidan_EQRaidan_EQ Member UncommonPosts: 247
    edited December 2015
    Sinist said:
    Will it mean that you can get into the really deep areas of a dungeon and camp a specific mob in 2 hours? Probably not, but I don't think Brad said that you could do anything in just two hours, rather he was saying that 2 hours would be enough time to perform a meaningful task. That could be a shallow area of a dungeon or some camp out in the world somewhere.
    Brad had actually addressed this point awhile back.  He discussed having "Safe Spots" in large dungeons, so if you were going deeper into a dungeon and needed to log, you could /camp at the safe spot with your group, or your group could continue on a bit and then return to camp at the spot you did, and meet you there the next day, etc.  This would allow the large dungeons to be completed in 2 hour chunks.

    It sounds good in theory if you have a perma group or a guild group with good coordination and similar log in times, but it's not without it's issues.   Without perma groups, I'm sure pick-up groups would port out, etc. and your sorry a** would be left in Gukbottom as a warrior to fend for yourself and when you returned the next day, you'd be /shouting Warrior looking for group/port at Safe Spot #2.  

    I would imagine though that emergent gameplay would cause those safe spots to be pulling areas, so you might log into to some groups.
  • AmatheAmathe Member LegendaryPosts: 7,630
    I would love to see content like the Sleeper, where it may take years to awaken him and then be next to impossible to defeat. That sort of thing is actually awesome. Especially if it has a correspondingly good story and maybe deep mysteries to solve. 

    And I get your point about people who rush through content, but hey, to each their own. One of these days I may retire, pull my rocker up next to the fireplace and go rush some game's content. "Hey you casuals. Get off my lawn." That ought to be fun. But in the meantime I bear them no malice. I feel like all content should be worthwhile, and never just a placeholder.  

    EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests

  • DullahanDullahan Member EpicPosts: 4,536
    I hope for combat times to be more in line with EQ. Even in EQ, your average mob did not take 2 or 3 minutes to kill. Maybe raid trash, but not something in a normal dungeon. Either way, even if a fight takes around a minute, thats about 5x as long as the average battle in a modern MMO.


  • SinistSinist Member RarePosts: 1,369
    edited December 2015
    Amathe said:
    I would love to see content like the Sleeper, where it may take years to awaken him and then be next to impossible to defeat. That sort of thing is actually awesome. Especially if it has a correspondingly good story and maybe deep mysteries to solve. 

    And I get your point about people who rush through content, but hey, to each their own. One of these days I may retire, pull my rocker up next to the fireplace and go rush some game's content. "Hey you casuals. Get off my lawn." That ought to be fun. But in the meantime I bear them no malice. I feel like all content should be worthwhile, and never just a placeholder.  
    Hey now, don't confuse the ability to play with that of being the jobless. I played all of my 5 year EQ stint working as a professional vocation and having a family (as did many of my guild mates). It is the belief that because we work, because we have responsibilities, that game content should be easy, made for the inept and inattentive that has created the situation we are in.

    Make the game hard, make it require LOTS of time and effort. I won't complain, I will get to it as I can and it will always be something to look forward to. Make it so little time and effort is required to consume the content, I will be bored and cancelling in less than a month (as is the common occurrence of most MMOs these days).
  • SinistSinist Member RarePosts: 1,369
    Dullahan said:
    I hope for combat times to be more in line with EQ. Even in EQ, your average mob did not take 2 or 3 minutes to kill. Maybe raid trash, but not something in a normal dungeon. Either way, even if a fight takes around a minute, thats about 5x as long as the average battle in a modern MMO.
    It has been a while Dullahan, I have been spoiled by games today, but I think most fights did take at the least, a minute or more and I want to say around what I quoted. Maybe it was less, but all I can say is "longer" is better than the utter crap we have today where it is "I cast.. oh.. you killed it.. " and "I hit the mob once and twice and... damn.. its dead". Another game like that, I give up, done, it will be dead for me.
  • VorthanionVorthanion Member RarePosts: 2,749
    Stop catering to content locusts and power gamers and you no longer have to worry as much about content production and can focus more on the journey and finding that much needed balance for risk vs. reward, time to kill and time frames for dungeon crawls and quests.  To this day, developers have a difficult time keeping their eye on the target audience as they let whiners and minorities dictate the flow and direction of development and content design.

    image
  • joeslowmoejoeslowmoe Member UncommonPosts: 127
    I'd love to see a return of tactical combat where things like CC and proper pulling/camping is required and I feel like Pantheon as well as a few other projects are focusing on this sort of organized old school niche PvE model.  Games like EQ and FFXI where there were many ways to take down raid bosses as long as your team could stay coordinated and upright you could complete the fight.  The current iteration of raid mechanics where you follow a very specific strategy to mirror the tightly scripted encounters are rather dull and lifeless. 

    Exp groups are a really integral part of the original MMO model that I miss as well and I have backed a couple of these projects just based on the hope one/some of them may come to fruition and provide the sort of niche PvE mmorpg I am looking for. 
  • evgen88evgen88 Member UncommonPosts: 120
    Sinist said:
    Never said that it should take 30 mins to kill the average mob. I actually said a minimum of 2-3 minutes to kill a trash mob. That would be sufficient amount of time to get into many areas of a dungeon and camp a named spawn a bit. Will it mean that you can get into the really deep areas of a dungeon and camp a specific mob in 2 hours? Probably not, but I don't think Brad said that you could do anything in just two hours, rather he was saying that 2 hours would be enough time to perform a meaningful task. That could be a shallow area of a dungeon or some camp out in the world somewhere.
    You seem to believe that camping mobs is a good thing. I think you should see someone about that.
    If the speed at which you kill mobs is the only thing slowing you down in a dungeon maybe they are making the dungeons wrong.
  • SinistSinist Member RarePosts: 1,369
    evgen88 said:
    Sinist said:
    Never said that it should take 30 mins to kill the average mob. I actually said a minimum of 2-3 minutes to kill a trash mob. That would be sufficient amount of time to get into many areas of a dungeon and camp a named spawn a bit. Will it mean that you can get into the really deep areas of a dungeon and camp a specific mob in 2 hours? Probably not, but I don't think Brad said that you could do anything in just two hours, rather he was saying that 2 hours would be enough time to perform a meaningful task. That could be a shallow area of a dungeon or some camp out in the world somewhere.
    You seem to believe that camping mobs is a good thing. I think you should see someone about that.
    If the speed at which you kill mobs is the only thing slowing you down in a dungeon maybe they are making the dungeons wrong.
    Good or bad, it will exist in Pantheon. Brad has expressed other means to provide content though (maybe crawl style events and occurrences). Regardless, with open contested content (non-instanced) camping is a possibility, and so it is relevant to the discussion.

    What did you have in mind? I mean, you are objecting to camps, what is your solution in an open world contested content dungeon? Or were you just passing through looking for some meaningless applaud to a useless comment?
  • SinistSinist Member RarePosts: 1,369
    edited December 2015
    Stop catering to content locusts and power gamers and you no longer have to worry as much about content production and can focus more on the journey and finding that much needed balance for risk vs. reward, time to kill and time frames for dungeon crawls and quests.  To this day, developers have a difficult time keeping their eye on the target audience as they let whiners and minorities dictate the flow and direction of development and content design.
    Agreed, but part of that idea is the content design. If your content is easily consumed by average play, you have a problem, which is the point I was discussing. If mobs die too fast, then the average party can easily move through the dungeons and consume your content at a much higher pace.

    If your dungeons are heavily populated, with longer times to kill (as I explained with possible re-pops in many areas without extremely efficient play), the average player will take much longer to move through a dungeon, making it harder to see all the content in a given single play time (think Sirens Grotto or Sebilis).

    Ideally, you want players to "work" back into a dungeon over time, slowly exploring and this process to any "average" player should take quite a while with only the locusts plowing through playing the content 24/7 until they have seen everything, farmed everything, etc...

    They really have to consider how fast the average player consumes the content as if they don't, we could end up with a lot of issues. It is a fair and honest concern.
  • SinistSinist Member RarePosts: 1,369
    edited December 2015
    I'd love to see a return of tactical combat where things like CC and proper pulling/camping is required and I feel like Pantheon as well as a few other projects are focusing on this sort of organized old school niche PvE model.  Games like EQ and FFXI where there were many ways to take down raid bosses as long as your team could stay coordinated and upright you could complete the fight.  The current iteration of raid mechanics where you follow a very specific strategy to mirror the tightly scripted encounters are rather dull and lifeless. 

    Exp groups are a really integral part of the original MMO model that I miss as well and I have backed a couple of these projects just based on the hope one/some of them may come to fruition and provide the sort of niche PvE mmorpg I am looking for. 

    I believe they are too. My posts are not to condemn, or to admonish, or speculate that they are not, it is merely to bring up elements of this issue for discussion. Think about it, when was the last time we had a game that had a solid contested content system with camping and other aspects of conflict?

    Everything changes in this type of content. What we know about instancing, or what we experience in today's mainstream games is often counter to the way a contested content game such as EQ would function. It is an important distinction to consider, especially for those who have not experienced a system like EQ before.
  • acidbloodacidblood Member RarePosts: 878
    Do you mean 2-3 minutes for a pack, or a single mob?

    I feel that ~45 seconds (with good, but not great, gear) is a good TTK if a group focuses an average mob; obviously it would be good to have mobs with different HP* levels thus TTK. 2-3 minutes would be a good average time for a trash** encounter, with an average of 2-4 mobs per pack.

    * I say HP but this really means both HP and damage mitigation. I would love to see an MMO where damage types, debuffs, etc. had a meaningful impact on TTK. Fighting the undead? Don't forget your clubs, fire and holy water.

    ** I don't really like the term trash as most mobs should serve some purpose, even it is just to get a key to open a door it makes them seem worth the time to kill. A room full of mobs for the sake of it is just annoying and makes you want to skip it.

    The main reason I say ~45 seconds is a good TTK is due to ability cooldowns, which IMO should be kept somewhere in the 30 to 90 second range***. Make them much longer and they tend not to get used because they simply aren't reliable, much shorter and they get annoying to constantly re-apply. If TTK is too high (for the average fight), then it just starts getting too repetitive; cycling cooldowns multiple times on every fight is just tiring and if TTK is too low, as the OP said, then everything is dead before you've even warmed up.

    *** One exception to this is Oh S### buttons, which should still be kept under 10 minutes (4-6 seems good). Another down side to having long cooldowns is that they tend to need to be made more powerful to justify it, which leads to being overpowered when you have it and underpowered when you don't (pally bubble anyone?); a happy medium is always better.

    On a bit of a side note I would also like to see very low vertical progression. One of the issues in FFXIV at the moment is that level 50 content is now trivial, and while it is nice to be able to roll a dungeon that was once challenging it is also rather boring and teaches players some very bad habits. There should still be vertical progress, but it needs to a long road with many tiny hops along the way.
  • AmsaiAmsai Member UncommonPosts: 299
    @acidblood ;
    30 - 90 secs? Nah cant agree with that. While a few low sec cool downs are acceptable. The majority should be 2 to 5 min cooldowns. And maybe a couple long cooldowns like 15 maybe even 30 mins. Short cooldowns lead to spam fests and ultimate rotations. I dont want rotations I want situations.


  • joeslowmoejoeslowmoe Member UncommonPosts: 127
    There definitely needs to be a balance in kill times in what can still feel like engaging tactical combat and what is too plodding and tedious for no reason other than to make things artificially take longer than they need to.  

    Things like ability cool down duration need to depend on the flow of combat and how much of a role auto attacks are playing in combat overall.  While I enjoyed the tactical and group orientation of combat in games like EQ and XI there was also a lot of boring auto attacking going on until it was time to engage yourself in combat to set up combos and skill chains and such.  Keeping grind parties fun was more about your party members than it was about exciting combat sometimes.  I can definitely do with a more engaging system than the semi-AFK auto attack fests that EQ and FFXI AA grind parties were.  But I don't think that longer battle times means the combat needs to be more tedious and less engaging.  With the advancement of tools and experience that developers and designers have at their disposal now compared when they were building those older games it shouldn't be that difficult to find a happy medium.  
  • DullahanDullahan Member EpicPosts: 4,536
    They've said auto attack will be making a return in Pantheon, but most classes will probably have abilities not unlike the casters of EQ. That means you will certainly be able to do a lot more than autoattack, but you have to weigh the need for the ability against its cost. If we are actually having to stop and regenerate (which I seriously hope we are), sometimes letting the fight go on a little longer in order to conserve energy might be the way to go.


  • AdamantineAdamantine Member RarePosts: 5,094
    Amathe said:
    I would love to see content like the Sleeper, where it may take years to awaken him and then be next to impossible to defeat. That sort of thing is actually awesome. Especially if it has a correspondingly good story and maybe deep mysteries to solve. 

    And I get your point about people who rush through content, but hey, to each their own. One of these days I may retire, pull my rocker up next to the fireplace and go rush some game's content. "Hey you casuals. Get off my lawn." That ought to be fun. But in the meantime I bear them no malice. I feel like all content should be worthwhile, and never just a placeholder.  
    Well ... Vanguard solved this easily with recall.

    You could bind to whatever location you wanted to, and with a one hour recast you could recall there.

    Obviously you would be supposed to bind to whatever spot you would be working on.

    Oh, and if you had a house, you would get a second recall on the same recast timer to get to your house instead.

    This way you would never end up being stuck in the middle of a dungeon. At worst you would have an old recall spot that would require you to travel back to where you would actually be adventuring at the moment.



    Another possibility was calling. A healer (i.e. Cleric, Shaman, Disciple or Blood Mage) could call people to their own position in the dungeon. Specifically said warrior in the safe spot could be called to the entrance of the dungeon.

    Mages (Sorcerer, Druid, Psionicist or Necromancer) of couse could simply evac to the next altar (same spot you would appear at if you died and released).





    Sinist said:
    It has been a while Dullahan, I have been spoiled by games today, but I think most fights did take at the least, a minute or more and I want to say around what I quoted. Maybe it was less, but all I can say is "longer" is better than the utter crap we have today where it is "I cast.. oh.. you killed it.. " and "I hit the mob once and twice and... damn.. its dead". Another game like that, I give up, done, it will be dead for me.
    That was actually funny in Vanguard.

    Certain classes either needed their mob to stay alife for a bit (Blood Mage needed to build Blood Points so they could cast certain spells) or had a ***load of debuffs (Shaman) or an equally huge ***load of damage over time spells (Necromancer).

    When you played them in group, you quickly learned that there was no point really in trying to use these abilities because mobs just wouldnt stay alife long enough.

    Changed on highlevel though, because killing became much slower then.
  • SinistSinist Member RarePosts: 1,369
    Well ... Vanguard solved this easily with recall.

    You could bind to whatever location you wanted to, and with a one hour recast you could recall there.

    Obviously you would be supposed to bind to whatever spot you would be working on.

    Oh, and if you had a house, you would get a second recall on the same recast timer to get to your house instead.

    This way you would never end up being stuck in the middle of a dungeon. At worst you would have an old recall spot that would require you to travel back to where you would actually be adventuring at the moment.



    Another possibility was calling. A healer (i.e. Cleric, Shaman, Disciple or Blood Mage) could call people to their own position in the dungeon. Specifically said warrior in the safe spot could be called to the entrance of the dungeon.

    Mages (Sorcerer, Druid, Psionicist or Necromancer) of couse could simply evac to the next altar (same spot you would appear at if you died and released).

    That removes part of the risk though, which is the point. When we consider all of the things that made us fear in past games like EQ, it is the consequence in choices and situations that occur. People who were greatly concerned about being mobile, being able to "escape" out of a place, would pick classes that had gate/bind as this was a benefit of the class. Those who wanted more mobility, picked classes that could port to various destinations in the world, again... a benefit of class selection.

    This created  class dependence and unique pro/con situations. As a Monk, I could feign death, so while there was always risk of dying, I had an easier time getting around if I was left behind (succor/evac as a "feature" would occasionally leave a person behind on a port, was a great risk/reward feature). Though, some dungeons had places where you needed a port out to leave which made escape by a melee impossible (though there were some special items that a melee could use such as the Overthere Hammer which would randomly proc a self gate to Overthere in Kunark).

    Melee could only be bound in the nearest city (even an enemy/NPC city) while casters had the luxury of being able to bind anywhere. Melee could only travel back to their bind point under limited circumstances, such as a Wizard translocation spell cast on you, maybe a special item or potion, or.. death.

    What this did is provide layers of unique play and circumstance with pros/cons in class selection, fear in your limitations,  and numerous aspects of game play features. These are the subtle interactions and game play elements that simply allowing all players to circumvent with easy travel removes.
  • VorthanionVorthanion Member RarePosts: 2,749
    There definitely needs to be a balance in kill times in what can still feel like engaging tactical combat and what is too plodding and tedious for no reason other than to make things artificially take longer than they need to.  

    Things like ability cool down duration need to depend on the flow of combat and how much of a role auto attacks are playing in combat overall.  While I enjoyed the tactical and group orientation of combat in games like EQ and XI there was also a lot of boring auto attacking going on until it was time to engage yourself in combat to set up combos and skill chains and such.  Keeping grind parties fun was more about your party members than it was about exciting combat sometimes.  I can definitely do with a more engaging system than the semi-AFK auto attack fests that EQ and FFXI AA grind parties were.  But I don't think that longer battle times means the combat needs to be more tedious and less engaging.  With the advancement of tools and experience that developers and designers have at their disposal now compared when they were building those older games it shouldn't be that difficult to find a happy medium.  

    That is the major point of slow combat, it greatly encourages social interaction during adventures.  If you are too busy worrying about button mashing, you will spend much less time chatting with group mates.  If we depended only on downtime for that, then the game would become a complete bore for most people.  As a role player, I prefer to not have to focus completely on combat for that reason and others as well.

    image
  • VorthanionVorthanion Member RarePosts: 2,749
    Sinist said:
    Well ... Vanguard solved this easily with recall.

    You could bind to whatever location you wanted to, and with a one hour recast you could recall there.

    Obviously you would be supposed to bind to whatever spot you would be working on.

    Oh, and if you had a house, you would get a second recall on the same recast timer to get to your house instead.

    This way you would never end up being stuck in the middle of a dungeon. At worst you would have an old recall spot that would require you to travel back to where you would actually be adventuring at the moment.



    Another possibility was calling. A healer (i.e. Cleric, Shaman, Disciple or Blood Mage) could call people to their own position in the dungeon. Specifically said warrior in the safe spot could be called to the entrance of the dungeon.

    Mages (Sorcerer, Druid, Psionicist or Necromancer) of couse could simply evac to the next altar (same spot you would appear at if you died and released).

    That removes part of the risk though, which is the point. When we consider all of the things that made us fear in past games like EQ, it is the consequence in choices and situations that occur. People who were greatly concerned about being mobile, being able to "escape" out of a place, would pick classes that had gate/bind as this was a benefit of the class. Those who wanted more mobility, picked classes that could port to various destinations in the world, again... a benefit of class selection.

    This created  class dependence and unique pro/con situations. As a Monk, I could feign death, so while there was always risk of dying, I had an easier time getting around if I was left behind (succor/evac as a "feature" would occasionally leave a person behind on a port, was a great risk/reward feature). Though, some dungeons had places where you needed a port out to leave which made escape by a melee impossible (though there were some special items that a melee could use such as the Overthere Hammer which would randomly proc a self gate to Overthere in Kunark).

    Melee could only be bound in the nearest city (even an enemy/NPC city) while casters had the luxury of being able to bind anywhere. Melee could only travel back to their bind point under limited circumstances, such as a Wizard translocation spell cast on you, maybe a special item or potion, or.. death.

    What this did is provide layers of unique play and circumstance with pros/cons in class selection, fear in your limitations,  and numerous aspects of game play features. These are the subtle interactions and game play elements that simply allowing all players to circumvent with easy travel removes.

    You're forgetting about class interdependence as a social tool.  I think risk is important, but the social aspects are even more important.  So, being able to have a class do Call of Hero or evacuate or cast invisibility on a melee trying to navigate to the group is much more important than the risk and frustration of a player trying to get back to their group.  It's the social ties and experiences that give a game longevity much more so than certain risk factors could ever achieve.

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  • joeslowmoejoeslowmoe Member UncommonPosts: 127
    There definitely needs to be a balance in kill times in what can still feel like engaging tactical combat and what is too plodding and tedious for no reason other than to make things artificially take longer than they need to.  

    Things like ability cool down duration need to depend on the flow of combat and how much of a role auto attacks are playing in combat overall.  While I enjoyed the tactical and group orientation of combat in games like EQ and XI there was also a lot of boring auto attacking going on until it was time to engage yourself in combat to set up combos and skill chains and such.  Keeping grind parties fun was more about your party members than it was about exciting combat sometimes.  I can definitely do with a more engaging system than the semi-AFK auto attack fests that EQ and FFXI AA grind parties were.  But I don't think that longer battle times means the combat needs to be more tedious and less engaging.  With the advancement of tools and experience that developers and designers have at their disposal now compared when they were building those older games it shouldn't be that difficult to find a happy medium.  

    That is the major point of slow combat, it greatly encourages social interaction during adventures.  If you are too busy worrying about button mashing, you will spend much less time chatting with group mates.  If we depended only on downtime for that, then the game would become a complete bore for most people.  As a role player, I prefer to not have to focus completely on combat for that reason and others as well.
    I agree and seek the same sort of social interaction during grouping as opposed to the silence and/or rudeness of the average group experience in the modern MMO, but that still doesn't mean I want tedious combat that feels like a chore to slog through at times.  There is balance to be found with vastly superior assets that are available now as compared to nearly two decades ago.  Combat can be slower paced but still engaging in a social way that requires communication and cooperation amongst group members to pull of things that I would equate to things like skill chains, combos, magic bursts from older iterations of this sort of combat type. 

    I 100% agree that social interaction and the game engaging and encouraging players in social ways is as important (maybe even more so to me at this point) than crazy amounts of content and lootz.  I am definitely in agreement with you that the largest part of enjoyment, for me, with these games comes from the social aspect.  Most of the time in the old games we were working around and against broken systems to find our fun and we did.  So clearly we don't need a perfectly polished gem in order to find the fun.  I just don't think that the old AFK while auto attacking and come back to your screen once every few minutes to activate your long CD abilities and then go AFK for five minutes again is necessarily the proper tempo of combat.  That is slow to the point of tedium.  And while conversation is nice it doesn't necessarily make bad combat good. As a point of reference I felt that the pace combat in the original version of FFXIV (1.0) was very solid.  It was a bit quicker than XI but still slowish and tactical (setting up disable combos and what not) was pretty decent and allowed for plenty of socializing while leveling in parties or doing dungeon runs.  When the revamped the game for 2.0 they really jacked up the pace of combat and turned it into a button mashing fest.  I know FFXIV 1.0 was considered to be a travesty of a game by most, but I do feel like they did this one aspect of things pretty well.
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