People want something new. Well now will have it.
Slow by design
CohhCarnage mentioned this in the latest Pantheon stream. Obliviously anyone half following development knows that, but by him looking into the camera and saying that, it hit home...…. This art is so old it's NEW !
I sit here and ponder this with all it's advantages:
Mmorpgs give the players abilities. Yet going on 10 years, none matter but simply spam buttons. Pantheon doesn't go one step beyond but two by really making your "hot bar count". This feature is 20 years old.
You may say 20 years old ?.... that's not good !
Well, maybe it is. People like to think !..... that's why Pillars of Eternity, Pathfinder: Kingmaker, Divinity: Original Sin and so many turn based games are so popular. Add the challenge of diversity of others changing the battles dynamics... This makes it more intriguing for the thinking persons set of features.
Boring to watch, very exciting to play !
For the actual player, they'll be on the edge of their seat for the entire encounter. Awareness is the key watching every sliest move of everything on the players screen. People love this young and old.
I really want that next ability.... It will change everything.... I miss the want !
Comments
That's the question.
Also, the idea that many buttons equal depth or strategy is a travesty. A small hotbar with a limited amount of slots so you have to carefully pick your options is much more strategic. Especially if you have modifiers to all that like Diablo 3 does it. 40+ abilities on your screen is just Whack a Mole 2.0, I am looking at you EQ2.
I think this is what this thread is about, right?....
/Cheers,
Lahnmir
Kyleran on yours sincerely
'But there are many. You can play them entirely solo, and even offline. Also, you are wrong by default.'
Ikcin in response to yours sincerely debating whether or not single-player offline MMOs exist...
'This does not apply just to ED but SC or any other game. What they will get is Rebirth/X4, likely prettier but equally underwhelming and pointless.
It is incredibly difficult to design some meaningfull leg content that would fit a space ship game - simply because it is not a leg game.
It is just huge resource waste....'
Gdemami absolutely not being an armchair developer
As long as the player has to think and take responsibility for their actions.... unlike mindless nothing combat like we had been getting.
Even a few talent trees would be nice. Even if their were five different viable ways to play your character within one talent...... A great game designer would make this possible along with having to be smart on how you go about things.
I remember my Vanilla WoW Warlock had so many abilities, so much diversity. I remember if for some reason I didn't play for a few days and relooked at my abilities I would play differently.
Thats diversity with in the class and diversity within the talent. Fun
2 If they ever played a Red Mage or even say a Blue Mage in FFXI they would understand how much fun a Mage class could be if doing more than a simple mezzer/dps.
Wow was a poor example of how to do classes,i always felt handcuffed,like i could automate the combat and still come out the same.The EQ series was very similar,that is why i have never liked combat outside of FFXI and i assume why Square never repeated it in FFXIV because it was too open ended,tough to keep a hold of if pvp was in the game but nobody cared about pvp in FFXI.
Food/drink,again done way better in FFXI to the point it often felt badly done in the EQ series.
I do not like body pulls,sure it should be there but not to the point that is THE way to start the aggro pull.There should be a well thought out "weighted"system to aggro and NO METERS,players should have to learn their class and understand how to function within a group to not draw aggro all the time.
A group should feel like a group,not players showing off their dps,not some simple failsafe mez.
There is sooooo much room to learn from other games and IMPROVE every system within mmorpg and imo they NEED to be improved because i do not and will not play anything that is like EQ or Wow,neither of those games are where we should be at in 2019.
As to the mention of LOT'S of spells/abilities,sure but NOT how the EQ series did it,where it often felt like repeated ideas and too many choices that often would be spammed or ignored.What i am saying is various CHOICES should have a REASON,example,we are fighting some ICE creatures,ok time to get out the Fire line of spells.What i am referring to is DEPTH of design,i want depth/quality over quantity.
Never forget 3 mile Island and never trust a government official or company spokesman.
Cant imagine by watching.
However it could be a little more exciting, I'll give you that.
Seems your on this site to prove wrongness with EVERYONE !
Hit and run...coward !
You need some politician telling you how it should be... mind you, it's never how it will be.
You need some game designer telling you how it will be... mind you, it's never how it will be.
You need the news to tell you what's really going on... mind you, it's never 100% bias free.
If you even listen to the schill, you're already in their camp. You're either for it or against it... not because you came to the conclusion on your own, but because someone else already told you that it was so.
I swear you get paid to make posts. You don't add to the conversation at all, you just throw a match into a room of gasoline and walk away. You are the problem, not the solution.
I'm sure we all have ruffly the same wants but it hard to put in words, so we say it in so many ways.... This is another way of expressing it.
My other way is, pressing an ability, then react differentially with the next depending on the targets reaction to the first. I don't need fast action combat, I could react and cause great impact based on a decision of a button.... and have an exciting time doing it
Vanguard rotations were situational but a single hot bar for a fight was adequate.
Subliminal slip perhaps, or a new way to better understand posts such as this?
If the game play is "slow by design" it needs to be carefully explained in what way does this improve the player experience?
Just having a lot more buttons to push is a mechanic, but not necessarily a feature until a solid game play benefit can be associated to it.
As noted previously, slower combat was actually done due to latency considerations, that it turned out to be fun for some players is actually an unintentional (by the Devs) benefit which early MMORPGs were full of.
Pushing said buttons more slowly doesn't make the combat more fun, however if the game play requires giving the player more time to think through their options before reacting then perhaps it is a good idea.
Until players get to actually try out the near finished product it will be difficult to determine with any certainty whether a particular design decision was good or not.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
But I'm not looking to solve a puzzle either. Or have to make twichy decisions in half second intervals.
But I will never be able to judge the combat by merely watching a stream. I will have to try it and see, once I have that opportunity.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Everyone being in such a damned hurry is what makes playing multiplayer no fun.
( Note to self-Don't say anything bad about Drizzt.)
An acerbic sense of humor is NOT allowed here.
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