with this TESO aren't you just getting another EQ type game with TES lore and stuff ? i don't know if there will be much of a difference you could just be looking at exactly that another EQ.
Every TES is on computer first and console second IMO. I feel like the transition of combat would be perfectly fine to follow the same structures they have been using. It is possible. Mortal Online and Darkfall are both indie games with this same type of combat (be it not exactly the same just an example). TESO has enough resources to make what everyone expected a reality. I won't give any excuses to this MMO for it not being what everyone as dreamed about.
guess i'm in the minority on this thread..but i can't stand ANY fps games..i wouldn't want em to go fps
In TES you have the choice to either FP or TP, what would have been the problem of adding both to TESO?
Due to the situational awareness advantages of Third Person, in any multiplayer or competitive environment would just about force you to use it, so the game would be very difficult to balance between the two. Other devs have spoken about this before; in reality it would come down to just using one or the other.
Then it's usage becomes situational, besides, most people just use the TP-perspective for vanity reasons.
If they had stuck to convention, we could expect the handy-dandy compass to relay hostile targets long before they actually get a jump on anyone. It works AS IS.
~Also, have you tried to fight in TP? The accuracy of FP trumps the situational awareness of TP in almost every circumstance, but it's still useful to have BOTH.
Writer / Musician / Game Designer
Now Playing: Skyrim, Wurm Online, Tropico 4 Waiting On: GW2, TSW, Archeage, The Rapture
Morrowind didn't really have action combat. Things like blocking and hit were determined by dice rolls, and it was frustrating at times to watch you land blow after blow (graphically) but have the rolls fail.
Oblivion removed those hit rolls, which IMO was an improvement, but did generate a fair amount of nerdrage at the time. And Skyrim ofc is a further refinement of the system, which while good is still not great.
TESO could have and should have done so much more to refine the combat path ES has been on. There have been plenty of games now which prove action-combat to a good degree can work. Although the decision not to was no doubt made during the design phase, the engine they chose couldn't support it even if they wanted to now.
guess i'm in the minority on this thread..but i can't stand ANY fps games..i wouldn't want em to go fps
In TES you have the choice to either FP or TP, what would have been the problem of adding both to TESO?
Due to the situational awareness advantages of Third Person, in any multiplayer or competitive environment would just about force you to use it, so the game would be very difficult to balance between the two. Other devs have spoken about this before; in reality it would come down to just using one or the other.
Then it's usage becomes situational, besides, most people just use the TP-perspective for vanity reasons.
If they had stuck to convention, we could expect the handy-dandy compass to relay hostile targets long before they actually get a jump on anyone. It works AS IS.
~Also, have you tried to fight in TP? The accuracy of FP trumps the situational awareness of TP in almost every circumstance, but it's still useful to have BOTH.
Which is pretty much always in that case. The point being that player-A using FP pvp'ing against player-B using TS will always be at a disadvantage. At least that is the argument, and I think it makes sense. WoW has a FP view, but I know of no one who uses it for any real gameplay, although its certainly not impossible.
In fact, TESO will most likely have a FP view mode too, but since TP is available (and the game mechanics designed around having it) I doubt it will be used much. Personally I'd love to play ES in FP-mode, but the masses will likely complain.
guess i'm in the minority on this thread..but i can't stand ANY fps games..i wouldn't want em to go fps
In TES you have the choice to either FP or TP, what would have been the problem of adding both to TESO?
Due to the situational awareness advantages of Third Person, in any multiplayer or competitive environment would just about force you to use it, so the game would be very difficult to balance between the two. Other devs have spoken about this before; in reality it would come down to just using one or the other.
well..this pretty much is my feeling...don't get me wrong..i don't enjoy fps in any game..but in a single player game i can understand it to a point..u don't have other human users (pvp) to be aware of..as far as opinion on elder scrolls game sin particular i can't have one..they were not mmo's or multiplayer combat games so i wasn't interested..but this is to be an mmo with pvp..thus i'd want tps or at worst the option between fps or tps
it's why socom series was one of the games i enjoyed compared to these other fps that have been all over consoles
guess i'm in the minority on this thread..but i can't stand ANY fps games..i wouldn't want em to go fps
In TES you have the choice to either FP or TP, what would have been the problem of adding both to TESO?
Due to the situational awareness advantages of Third Person, in any multiplayer or competitive environment would just about force you to use it, so the game would be very difficult to balance between the two. Other devs have spoken about this before; in reality it would come down to just using one or the other.
Then it's usage becomes situational, besides, most people just use the TP-perspective for vanity reasons.
If they had stuck to convention, we could expect the handy-dandy compass to relay hostile targets long before they actually get a jump on anyone. It works AS IS.
~Also, have you tried to fight in TP? The accuracy of FP trumps the situational awareness of TP in almost every circumstance, but it's still useful to have BOTH.
Which is pretty much always in that case. The point being that player-A using FP pvp'ing against player-B using TS will always be at a disadvantage. At least that is the argument, and I think it makes sense. WoW has a FP view, but I know of no one who uses it for any real gameplay, although its certainly not impossible.
In fact, TESO will most likely have a FP view mode too, but since TP is available (and the game mechanics designed around having it) I doubt it will be used much. Personally I'd love to play ES in FP-mode, but the masses will likely complain.
It would be the other way around.
Unless Player B (in TP) has the JUMP on Player A, Player A will smoke him because of the accuracy that being in FP gives. TP only has a use in facing multiple targets, in order to note their locations all at once, but controls in FP are much more accurate. There is a time and place for both, and picking one over the other ENTIRELY = "you're doing it wrong"... and it would show - and HAS shown already, in the single-player games.
Human targets just means harder targets, and sticking with a single viewpoint for all occasions is going to be STUPID on anyone's behalf.
Writer / Musician / Game Designer
Now Playing: Skyrim, Wurm Online, Tropico 4 Waiting On: GW2, TSW, Archeage, The Rapture
it's not a new combat system it's an elder scrolls combat system, something they have been refining for years. They are going with standard mmo combat because they want to appeal to the masses and make lots of money.
As far as online tech goes, yes it is in a sense. I mean if you're wanting combat exactly like it is in TES. Even then in order to have a AAA version of say darkfalls combat there's a lot of ground to cover, and they didn't choose to traverse it. For whatever reason that makes it hard, or unapproachable by most dev teams. Like I said earlier I don't think it's matter of going with what's easy ( for the sake of ease) as much as it is going with what's easy in order to focus on the whole of the game rather than one feature. Maybe I'm wrong, I can live with that, but who knows really?
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
it's not a new combat system it's an elder scrolls combat system, something they have been refining for years. They are going with standard mmo combat because they want to appeal to the masses and make lots of money.
As far as online tech goes, yes it is in a sense. I mean if you're wanting combat exactly like it is in TES. Even then in order to have a AAA version of say darkfalls combat there's a lot of ground to cover, and they didn't choose to traverse it. For whatever reason that makes it hard, or unapproachable by most dev teams. ANd like I said earlier I don't think it's matter of going with what's easy ( for the sake of ease) as much as it is going with what's easy in order to focus on the whole of the game rather than one feature. Maybe I'm wrong, I can live with that, but who knows really?
Are people really going to overlook that this is the exact same MMO gameplay we've been used to for the last 12 years, just because it has the TES name slapped on it?
There have been enough claims by analysts to state that the genre is in the state it's in BECAUSE of recycling the same shit over and over again. TESO may sell a million copies, but so did WAR and AoC. I really do think this is just a cash-grab, at the expense of stupid or oblivious people.
Writer / Musician / Game Designer
Now Playing: Skyrim, Wurm Online, Tropico 4 Waiting On: GW2, TSW, Archeage, The Rapture
it's not a new combat system it's an elder scrolls combat system, something they have been refining for years. They are going with standard mmo combat because they want to appeal to the masses and make lots of money.
As far as online tech goes, yes it is in a sense. I mean if you're wanting combat exactly like it is in TES. Even then in order to have a AAA version of say darkfalls combat there's a lot of ground to cover, and they didn't choose to traverse it. For whatever reason that makes it hard, or unapproachable by most dev teams. ANd like I said earlier I don't think it's matter of going with what's easy ( for the sake of ease) as much as it is going with what's easy in order to focus on the whole of the game rather than one feature. Maybe I'm wrong, I can live with that, but who knows really?
Are people really going to overlook that this is the exact same MMO gameplay we've been used to for the last 12 years, just because it has the TES name slapped on it?
There have been enough claims by analysts to state that the genre is in the state it's in BECAUSE of recycling the same shit over and over again. TESO may sell a million copies, but so did WAR and AoC. I really do think this is just a cash-grab, at the expense of stupid or oblivious people.
How do I know the answer to that question? First we'd have to know the number of people "sick" of this type of combat, and know the number of those who just equate it to the genre and enjoy it, like any FPS fan enjoys that combat style.
@The rest what does that have to do with what I said?
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
I love the elder scroll series, but they are single player RPG's.
Do you really think it's possible to copy that type of combat into ESO and end up with something better than what is currently in Darkfall?
Personally, I believe that if the devs were copying Elder scrolls combat into a futuristic fullbody sim,it could work.
But that tech isnt widely available in the market yet and what we have to work with (keyboard and mouse) cant do the combat justice without making it look like CounterStrike knife fighting (which is what I think DFO combat looks like)
So while Iam not defending the choices the devs made,
I find it hard to believe what most of you want in combat is possible.
I think there is a difference between, not being able to exactly do it like the Elder Scrolls single player game and completely changing it.
When I played Tabula Rasa, you turned your character with your mouse, you moved forward with you w key and back with the A key, the left mouse button was your main attack, your right mouse button was your off attack.
When you hit the Q key you changed out your weapon so you could change weapons in battle, when you hit E it would change your ability.
By not having action bar combat you actually looked at your screen instead of your bars. I really enjoyed that semi first person shooter UI. I have always wished that another game would take one of the best things from Tabula Rasa and here was a perfect opportunity.
Instead they seem to be going with the oppostite kind off UI going with a Tab Targeting action bar combat system. I hope we are all wrong about that.
I hope that it will be clarified and we are all just jumping the gun, because I don't understand why you would take a game that people were saying that, as a single player game, was a better "MMO" than most real MMO's; and then when you get a chance to make it as an MMO, you make it as a clone of all those MMO's people are complaining about in the first place.
The Elder scrolls have some very distinct and enjoyable features which includes the UI. They can't exactly translate that to an MMO but, I hope they try to keep those features the best they can and not just make a clone of games that many of us are getting a little tired of.
I really doesn't matter. If it's possible, no one will try it because supposedly it's too hard. Why is it too hard? Perhaps no one knows. If it is not possible, then maybe it's not technically possible at a AAA level. Maybe it's not possible at a AAA level because it's an inferior system to TPS, tab-targetting with hotkeys. Maybe not.
What we know is that AAA developers do not use FPS action combat. Maybe it's just money, maybe it isn't. It really doesn't matter.
Personally, I'd rather have what I know is proven to work than what I know is proven to not work at a AAA level of quality. I don't want combat half-arsed when the game is going to be designed around combat.
I totally understand that latency issues make porting the Elder Scrolls' game mechanics into an online environment very difficult (or, as the developers argue, impossible even), but this only leaves me with another question: if its not feasible to make an MMO using the very mechanics that make an Elder Scrolls game an Elder Scrolls game, then why make it at all? It's been said, but what we're left with is a completely traditional MMO wrapped in Elder Scrolls lore, and while it might prove to be a perfectly decent MMO, this approach really doesn't cut it for me.
i think it's more of crappy games coming with that system
if u make a good polished game that is ACTUALLY immersive (good community, pve,pvp,) and not just one feature that ppl can talk about..then a traditional combat system works fine
as far as having to look at ur keyboard..i don't think after a couple hours at max lvl in any mmo have i really had to look at my keyboard..i would think most if not all would have the hot keys memorized by then and be looking at ur screen lol
if my sentences make no sense or grammical errors sorry..playing poker atm and multitasking
The real time aiming and actionsystem cries for for not approved helper software. Or you get a console like implementation with the helper software already in the game integrated. And for a mmo with thousands of players (or 200 pvping in ESO) i doubt it will work well. To many people around the world have high latency connections, package losses etc. The tab target system is inherently more robust and works with cheaper hardware.
Imho real time action combat works only for single player games and smaller moba alike games.
"Torquemada... do not implore him for compassion. Torquemada... do not beg him for forgiveness. Torquemada... do not ask him for mercy. Let's face it, you can't Torquemada anything!"
It's easily possible if there weren't instanced raids where 20-25 people are wailing on the same boss. If it was an open sandbox oriented game then the original combat would easily be viable. The chose from the get-go to make this a traditional themepark with some added pvp elements and with that decision they tossed out the idea of core TES combat. You can't have a current themepark setting with TES combat.
Originally posted by Thorqemada The real time aiming and actionsystem cries for for not approved helper software. Or you get a console like implementation with the helper software already in the game integrated. And for a mmo with thousands of players (or 200 pvping in ESO) i doubt it will work well. To many people around the world have high latency connections, package losses etc. The tab target system is inherently more robust and works with cheaper hardware.Imho real time action combat works only for single player games and smaller moba alike games.
Clearly there has been large, fps games which have incorporated the technology and are profiting.
TSW - AoC - Aion - WOW - EVE - Fallen Earth - Co - Rift - || XNA C# Java Development
I really doesn't matter. If it's possible, no one will try it because supposedly it's too hard. Why is it too hard? Perhaps no one knows. If it is not possible, then maybe it's not technically possible at a AAA level. Maybe it's not possible at a AAA level because it's an inferior system to TPS, tab-targetting with hotkeys. Maybe not.
What we know is that AAA developers do not use FPS action combat. Maybe it's just money, maybe it isn't. It really doesn't matter.
Personally, I'd rather have what I know is proven to work than what I know is proven to not work at a AAA level of quality. I don't want combat half-arsed when the game is going to be designed around combat.
I find it interesting, because "what works" doesn't seem to be working as well as people seem to think it is.
If the "traditional" mmo control scheme, was the one that really worked, why is that every single MMO that releases using it, never does any better then EQ did at it's peak, and most everyone of them actually do worse. If it was the sure thing, and best way to go, there wouldn't be a single MMO sitting on the top of the hill, with a multimillion subscriber gap between it and the next contender.
Besides that, AAA developers do use "fps action combat". The big complaints about DCUO weren't it's combat, although the animation cancelling was a problem but that's on the developers not addressing; not the system itself as a whole.
I understand that there are people that don't like FPS or action games. However, I have a feeling that you people haven't caught on yet that you're a minority. The most popular video games all use action or fps combat; not "traditional mmo combat", and people who play MMO's don't only play MMO's.
None of you can say that it's not viable financially. It's never been done at a AAA level. But it takes more then just doing the combat mechanics diffierent; as SOE learned with DCUO. There is not a single MMO out there that has been produced with the financial backing of a large, experienced studio and used action or fps combat as well as non linear sandbox gameplay. The only examples anyone really has to look at are games made by small, inexperienced, and often underfunded studios.
It doesn't matter what you prefer; it in no way shows evidence that the alternative isn't vialbe. More people are used to action combat then they are the typical mmo combat. There's a much broader base out there that developers could be appealing to if they would stop developing games like lawyers and start doing it like gamers.
Every new MMO that releases is going to continue to suffer the same fate, even the ones that give you a new way to kill stuff becauase every other part of the game is still going to be the same exact game we've been playing for near a decade.
Know what game is going to dethrone WoW? It'll be a sandbox MMO with action combat, and I bet you it'll be made by blizzard. Aferall, they already said that Titan won't be like WoW, and it's an all new IP. I would seriously not be shocked if blizzard announced the game, and it was the "MMO ES fans have always wanted".
i don't care what you think is shit thats your opinion my point was, if darkfall can make half assed fps combat what do you think zenimax could do with all the resources they have at their disposal..darkfall was made by an indie company on a shoe string budget.
Yeah I gotta say it's an entirely possible option.
And here is my breakdown.
First and foremost Planetside.
They used hitscanning to circumvent physics, which on faster machines and internat now is a reasonably viable option as long as you don't make certain things too obvious, Like hitscan on a siege weapon is a terrible idea. It's better to do an aoe effect on a destination and just hit whatever is there when the animation completes(tracking time, not the object, though that can cuase clipping error if things travel between, but still, more eficient than more realistic options).
A secondary example here being Chronicles of Spellborn. I didn't like the game but I thought the basic physical controls were there and functional.
Point with this though is that technology that enabled 300 players to shoot at one another back in 2003 is a perfectly acceptable basis to build something on.
Or you could go with tech they have developed for Planetside 2 (the modern alternative) which enables better physics and supposedly larger amounts of people.
Or take a more tentative route and develop a game with brand new technology like PicoServers, which was demonstrated for the first time by having 1,000 people shoot at one another in a small FPS made for demonstration.
Point with all this is, there is indeed a way to pull it off. There has been a few ways to do so for a good ten years or so now, they just didn't want to do it that way.
EDIT: Like others have said too, there's varying quality in examples from Fallen Earth, Tera, Darkfall, Mortal Online, Entropia Universe, Face of Mankind, Neocron, APB, etc. Games that play with a semblance also exist(or have existed) like DDO and Tabula Rasa.
"The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay
"The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin
Yeah I gotta say it's an entirely possible option.
And here is my breakdown.
First and foremost Planetside.
They used hitscanning to circumvent physics, which on faster machines and internat now is a reasonably viable option as long as you don't make certain things too obvious, Like hitscan on a siege weapon is a terrible idea. It's better to do an aoe effect on a destination and just hit whatever is there when the animation completes(tracking time, not the object, though that can cuase clipping error if things travel between, but still, more eficient than more realistic options).
A secondary example here being Chronicles of Spellborn. I didn't like the game but I thought the basic physical controls were there and functional.
Point with this though is that technology that enabled 300 players to shoot at one another back in 2003 is a perfectly acceptable basis to build something on.
Or you could go with tech they have developed for Planetside 2 (the modern alternative) which enables better physics and supposedly larger amounts of people.
Or take a more tentative route and develop a game with brand new technology like PicoServers, which was demonstrated for the first time by having 1,000 people shoot at one another in a small FPS made for demonstration.
Point with all this is, there is indeed a way to pull it off. There has been a few ways to do so for a good ten years or so now, they just didn't want to do it that way.
EDIT: Like others have said too, there's varying quality in examples from Fallen Earth, Tera, Darkfall, Mortal Online, Entropia Universe, Face of Mankind, Neocron, APB, etc. Games that play with a semblance also exist(or have existed) like DDO and Tabula Rasa.
PS2 uses guns, which fire at a rate that isn't detectable by naked eye. So there is no need to balance Ranged combat to the Melee Cmbat.
In a fantasy theme game which has you shooting different kind of magic attacks out as well as Melee combat, this could throw balance out the window, with certain magic attacks hitting faster than others from range, or Melee attacks that are gimp from ranged alone.
Also let's not forget that usually in Tab Target MMO, the spells are way more unique and interesting that simple damage types from aim combat games.
The technology is likely there, just look at some of the newer games... it is mostly a matter of money and talent, neither of which grow on trees (unfortunately).
Enter a whole new realm of challenge and adventure.
The technology is likely there, just look at some of the newer games... it is mostly a matter of money and talent, neither of which grow on trees (unfortunately).
No, but you can bet your ass that TESO will have "talent trees".
*buh dum tish*
Writer / Musician / Game Designer
Now Playing: Skyrim, Wurm Online, Tropico 4 Waiting On: GW2, TSW, Archeage, The Rapture
Comments
with this TESO aren't you just getting another EQ type game with TES lore and stuff ? i don't know if there will be much of a difference you could just be looking at exactly that another EQ.
PSN-SlyFox5679
Xfire-Slyfox5679
raptr-slygamer1979
Every TES is on computer first and console second IMO. I feel like the transition of combat would be perfectly fine to follow the same structures they have been using. It is possible. Mortal Online and Darkfall are both indie games with this same type of combat (be it not exactly the same just an example). TESO has enough resources to make what everyone expected a reality. I won't give any excuses to this MMO for it not being what everyone as dreamed about.
Then it's usage becomes situational, besides, most people just use the TP-perspective for vanity reasons.
If they had stuck to convention, we could expect the handy-dandy compass to relay hostile targets long before they actually get a jump on anyone. It works AS IS.
~Also, have you tried to fight in TP? The accuracy of FP trumps the situational awareness of TP in almost every circumstance, but it's still useful to have BOTH.
Writer / Musician / Game Designer
Now Playing: Skyrim, Wurm Online, Tropico 4
Waiting On: GW2, TSW, Archeage, The Rapture
Morrowind didn't really have action combat. Things like blocking and hit were determined by dice rolls, and it was frustrating at times to watch you land blow after blow (graphically) but have the rolls fail.
Oblivion removed those hit rolls, which IMO was an improvement, but did generate a fair amount of nerdrage at the time. And Skyrim ofc is a further refinement of the system, which while good is still not great.
TESO could have and should have done so much more to refine the combat path ES has been on. There have been plenty of games now which prove action-combat to a good degree can work. Although the decision not to was no doubt made during the design phase, the engine they chose couldn't support it even if they wanted to now.
Which is pretty much always in that case. The point being that player-A using FP pvp'ing against player-B using TS will always be at a disadvantage. At least that is the argument, and I think it makes sense. WoW has a FP view, but I know of no one who uses it for any real gameplay, although its certainly not impossible.
In fact, TESO will most likely have a FP view mode too, but since TP is available (and the game mechanics designed around having it) I doubt it will be used much. Personally I'd love to play ES in FP-mode, but the masses will likely complain.
well..this pretty much is my feeling...don't get me wrong..i don't enjoy fps in any game..but in a single player game i can understand it to a point..u don't have other human users (pvp) to be aware of..as far as opinion on elder scrolls game sin particular i can't have one..they were not mmo's or multiplayer combat games so i wasn't interested..but this is to be an mmo with pvp..thus i'd want tps or at worst the option between fps or tps
it's why socom series was one of the games i enjoyed compared to these other fps that have been all over consoles
i don't know jack..but i know his sister
It would be the other way around.
Unless Player B (in TP) has the JUMP on Player A, Player A will smoke him because of the accuracy that being in FP gives. TP only has a use in facing multiple targets, in order to note their locations all at once, but controls in FP are much more accurate. There is a time and place for both, and picking one over the other ENTIRELY = "you're doing it wrong"... and it would show - and HAS shown already, in the single-player games.
Human targets just means harder targets, and sticking with a single viewpoint for all occasions is going to be STUPID on anyone's behalf.
Writer / Musician / Game Designer
Now Playing: Skyrim, Wurm Online, Tropico 4
Waiting On: GW2, TSW, Archeage, The Rapture
As far as online tech goes, yes it is in a sense. I mean if you're wanting combat exactly like it is in TES. Even then in order to have a AAA version of say darkfalls combat there's a lot of ground to cover, and they didn't choose to traverse it. For whatever reason that makes it hard, or unapproachable by most dev teams. Like I said earlier I don't think it's matter of going with what's easy ( for the sake of ease) as much as it is going with what's easy in order to focus on the whole of the game rather than one feature. Maybe I'm wrong, I can live with that, but who knows really?
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Are people really going to overlook that this is the exact same MMO gameplay we've been used to for the last 12 years, just because it has the TES name slapped on it?
There have been enough claims by analysts to state that the genre is in the state it's in BECAUSE of recycling the same shit over and over again. TESO may sell a million copies, but so did WAR and AoC. I really do think this is just a cash-grab, at the expense of stupid or oblivious people.
Writer / Musician / Game Designer
Now Playing: Skyrim, Wurm Online, Tropico 4
Waiting On: GW2, TSW, Archeage, The Rapture
How do I know the answer to that question? First we'd have to know the number of people "sick" of this type of combat, and know the number of those who just equate it to the genre and enjoy it, like any FPS fan enjoys that combat style.
@The rest what does that have to do with what I said?
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
I think there is a difference between, not being able to exactly do it like the Elder Scrolls single player game and completely changing it.
When I played Tabula Rasa, you turned your character with your mouse, you moved forward with you w key and back with the A key, the left mouse button was your main attack, your right mouse button was your off attack.
When you hit the Q key you changed out your weapon so you could change weapons in battle, when you hit E it would change your ability.
By not having action bar combat you actually looked at your screen instead of your bars. I really enjoyed that semi first person shooter UI. I have always wished that another game would take one of the best things from Tabula Rasa and here was a perfect opportunity.
Instead they seem to be going with the oppostite kind off UI going with a Tab Targeting action bar combat system. I hope we are all wrong about that.
I hope that it will be clarified and we are all just jumping the gun, because I don't understand why you would take a game that people were saying that, as a single player game, was a better "MMO" than most real MMO's; and then when you get a chance to make it as an MMO, you make it as a clone of all those MMO's people are complaining about in the first place.
The Elder scrolls have some very distinct and enjoyable features which includes the UI. They can't exactly translate that to an MMO but, I hope they try to keep those features the best they can and not just make a clone of games that many of us are getting a little tired of.
I really doesn't matter. If it's possible, no one will try it because supposedly it's too hard. Why is it too hard? Perhaps no one knows. If it is not possible, then maybe it's not technically possible at a AAA level. Maybe it's not possible at a AAA level because it's an inferior system to TPS, tab-targetting with hotkeys. Maybe not.
What we know is that AAA developers do not use FPS action combat. Maybe it's just money, maybe it isn't. It really doesn't matter.
Personally, I'd rather have what I know is proven to work than what I know is proven to not work at a AAA level of quality. I don't want combat half-arsed when the game is going to be designed around combat.
I totally understand that latency issues make porting the Elder Scrolls' game mechanics into an online environment very difficult (or, as the developers argue, impossible even), but this only leaves me with another question: if its not feasible to make an MMO using the very mechanics that make an Elder Scrolls game an Elder Scrolls game, then why make it at all? It's been said, but what we're left with is a completely traditional MMO wrapped in Elder Scrolls lore, and while it might prove to be a perfectly decent MMO, this approach really doesn't cut it for me.
i don't think it is 12 years of a crappy system
i think it's more of crappy games coming with that system
if u make a good polished game that is ACTUALLY immersive (good community, pve,pvp,) and not just one feature that ppl can talk about..then a traditional combat system works fine
as far as having to look at ur keyboard..i don't think after a couple hours at max lvl in any mmo have i really had to look at my keyboard..i would think most if not all would have the hot keys memorized by then and be looking at ur screen lol
if my sentences make no sense or grammical errors sorry..playing poker atm and multitasking
i don't know jack..but i know his sister
Planetside (1 and 2), Tera, and other games prove it. Heck look at MO (as crappy as that game is) has a similar system.
Shadow's Hand Guild
Open recruitment for
The Secret World - Dragons
Planetside 2 - Terran Republic
Tera - Dragonfall Server
http://www.shadowshand.com
The real time aiming and actionsystem cries for for not approved helper software.
Or you get a console like implementation with the helper software already in the game integrated.
And for a mmo with thousands of players (or 200 pvping in ESO) i doubt it will work well.
To many people around the world have high latency connections, package losses etc.
The tab target system is inherently more robust and works with cheaper hardware.
Imho real time action combat works only for single player games and smaller moba alike games.
"Torquemada... do not implore him for compassion. Torquemada... do not beg him for forgiveness. Torquemada... do not ask him for mercy. Let's face it, you can't Torquemada anything!"
MWO Music Video - What does the Mech say: http://www.youtube.com/watch?v=FF6HYNqCDLI
Johnny Cash - The Man Comes Around: https://www.youtube.com/watch?v=Y0x2iwK0BKM
It's easily possible if there weren't instanced raids where 20-25 people are wailing on the same boss. If it was an open sandbox oriented game then the original combat would easily be viable. The chose from the get-go to make this a traditional themepark with some added pvp elements and with that decision they tossed out the idea of core TES combat. You can't have a current themepark setting with TES combat.
Clearly there has been large, fps games which have incorporated the technology and are profiting.
TSW - AoC - Aion - WOW - EVE - Fallen Earth - Co - Rift - || XNA C# Java Development
I find it interesting, because "what works" doesn't seem to be working as well as people seem to think it is.
If the "traditional" mmo control scheme, was the one that really worked, why is that every single MMO that releases using it, never does any better then EQ did at it's peak, and most everyone of them actually do worse. If it was the sure thing, and best way to go, there wouldn't be a single MMO sitting on the top of the hill, with a multimillion subscriber gap between it and the next contender.
Besides that, AAA developers do use "fps action combat". The big complaints about DCUO weren't it's combat, although the animation cancelling was a problem but that's on the developers not addressing; not the system itself as a whole.
I understand that there are people that don't like FPS or action games. However, I have a feeling that you people haven't caught on yet that you're a minority. The most popular video games all use action or fps combat; not "traditional mmo combat", and people who play MMO's don't only play MMO's.
None of you can say that it's not viable financially. It's never been done at a AAA level. But it takes more then just doing the combat mechanics diffierent; as SOE learned with DCUO. There is not a single MMO out there that has been produced with the financial backing of a large, experienced studio and used action or fps combat as well as non linear sandbox gameplay. The only examples anyone really has to look at are games made by small, inexperienced, and often underfunded studios.
It doesn't matter what you prefer; it in no way shows evidence that the alternative isn't vialbe. More people are used to action combat then they are the typical mmo combat. There's a much broader base out there that developers could be appealing to if they would stop developing games like lawyers and start doing it like gamers.
Every new MMO that releases is going to continue to suffer the same fate, even the ones that give you a new way to kill stuff becauase every other part of the game is still going to be the same exact game we've been playing for near a decade.
Know what game is going to dethrone WoW? It'll be a sandbox MMO with action combat, and I bet you it'll be made by blizzard. Aferall, they already said that Titan won't be like WoW, and it's an all new IP. I would seriously not be shocked if blizzard announced the game, and it was the "MMO ES fans have always wanted".
Silly fact for you. Skyrim didn't outsell MW3.
Fair enough. Point taken.
Yeah I gotta say it's an entirely possible option.
And here is my breakdown.
First and foremost Planetside.
They used hitscanning to circumvent physics, which on faster machines and internat now is a reasonably viable option as long as you don't make certain things too obvious, Like hitscan on a siege weapon is a terrible idea. It's better to do an aoe effect on a destination and just hit whatever is there when the animation completes(tracking time, not the object, though that can cuase clipping error if things travel between, but still, more eficient than more realistic options).
A secondary example here being Chronicles of Spellborn. I didn't like the game but I thought the basic physical controls were there and functional.
Point with this though is that technology that enabled 300 players to shoot at one another back in 2003 is a perfectly acceptable basis to build something on.
Or you could go with tech they have developed for Planetside 2 (the modern alternative) which enables better physics and supposedly larger amounts of people.
Or take a more tentative route and develop a game with brand new technology like PicoServers, which was demonstrated for the first time by having 1,000 people shoot at one another in a small FPS made for demonstration.
Point with all this is, there is indeed a way to pull it off. There has been a few ways to do so for a good ten years or so now, they just didn't want to do it that way.
EDIT: Like others have said too, there's varying quality in examples from Fallen Earth, Tera, Darkfall, Mortal Online, Entropia Universe, Face of Mankind, Neocron, APB, etc. Games that play with a semblance also exist(or have existed) like DDO and Tabula Rasa.
"The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay
"The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin
In a fantasy theme game which has you shooting different kind of magic attacks out as well as Melee combat, this could throw balance out the window, with certain magic attacks hitting faster than others from range, or Melee attacks that are gimp from ranged alone.
Also let's not forget that usually in Tab Target MMO, the spells are way more unique and interesting that simple damage types from aim combat games.
Philosophy of MMO Game Design
The technology is likely there, just look at some of the newer games... it is mostly a matter of money and talent, neither of which grow on trees (unfortunately).
Enter a whole new realm of challenge and adventure.
thats if they decide to use elder scrolls like combat.. they might just make an mmo with an elder scrolls background/lore etc..
*shurgs*
No, but you can bet your ass that TESO will have "talent trees".
*buh dum tish*
Writer / Musician / Game Designer
Now Playing: Skyrim, Wurm Online, Tropico 4
Waiting On: GW2, TSW, Archeage, The Rapture