Originally posted by Gadareth ESO is a MMORPG not a FPS different mechanics you want twitch based combat leave these forums go to the FPS forums settle down there and never return.
Have a nice day.
Very much this. FPS style combat does not fit well into RPG concept.
Why?
It's partially technical, but a major factor is the audience. MMOs draw a crowd that can spend a lot of time on a game. From talking to fellow players in game, there is a large fraction of players who are older, disabled, or both. Reflex-based games are a poor fit to them. Also, there are games explicitly designed around fast action - and they're going to simply be better at it than a MMO with all of the other overhead associated with that genre.
While you make a good point, it's simply that those folks may not play that particular game very well, but there are plenty of people who can play it just fine. Not all games have to cater to all people to be a good game. I mean, FPS games are doing just fine and have plenty of players (including older & disabled folks), many of which would likely fill in the gap that the people you mentioned would leave, if there was a well done high quality MMO with FPS combat. Unfortunately most of them are being done by indie companies because everyone else is too busy trying to copy WoW.
As mentioned by others a FPS game focuses on the skill of the player, the toons in question are created equal. This allows the people to focus their skills and playstyle to match this arena. It is the perfect placement for the PvP style headshots, groin shots teabagging all are factors in a FPS. Setting it up in a fasntasy, scifi modern settings is also doable (Hexen, Quake, Modern Warfare ?)
They have real time mechanics and position and situational awareness are king.
MMORPGs are more of a tactical exercise skill management character build are all parts of this genre its not only what you do with your character that counts its how you prepare him. EQ raids for example required you to make sure you had the necessary resistance gear Vox and the cold giants needed cold resist gear, Nagafen and the fire giants required fire resist.
The thing is, these are both great genres FPS and MMORPG are both fun and both specific in their style. There is also room for some aspects of the two in games but they are both opposite ends of the 3d gaming market.
If you want a really enjoyable PvP experience then you want a FPS in fact if you look at almost all the key PVP requests Open world PvP, even playing field, no levels no questing no delay in getting straight into the PVP you will find these are all key mechanics of the FPS arena. So what you need is a FPS focused game to include a few MMORPG mechanics.
On the other side most PVE people want levels, quests, they usually enjoy the rise to power and the different classes being distinct and separate they are less worried with balance and more concerned with function. They like their battles to involve tactical use of their builds and skills. Yes, some functions from the FPS may improve the overall experience but the core functionality of a good MMORPG is a solid and broad base.
So really when you think about your ideal game think what backbone is best suited for your ideal FPS or MMORPG.
Originally posted by kaiser3282 How so? The combat mechanics and FPS style combat are just fine. It's other things that have been an issue for the game. The FPS style combat is one of the high points of it.
You perfectly aimed your blow and hit your opponent right between his eyes...then Ding! ** you rolled 9 and could not penetrate his armor! **
Sounds fun?
RPG concept is based on role play where combat/action results are based on your character - character level, skills, gear, party, synergies, etc.
Twitch controls such as FPS combat on the other hand promotes player skill - the results are based on your aim and your reflexes rather than your ingame character. Less role play, more twitch.
I think there are already some goods points made here but basically you have no auto-attack, you actively have to parry and dodge. You actively have to trigger every swing of your sword and you can swing your sword or shield bash even if there are no enemy around without being told: "You can't attack that target".
I would at least consider it as action based as hack & slash games such as Diablo and Torchlight where you in a similar fashion also trigger every strike with some level of forgiveness when it comes to the aim.
Action combat to me just means you control your actions and have the ability to defend yourself based off of a button press rather than off a percentage stat from gear like WoW for blocking.
I can block in ESO, I can choose when I attack rather than auto attacking, and I can target people based on the direction I'm facing.
Every single aspect of that says action combat to me.
Currently Playing: ESO and FFXIV Have played: You name it If you mention rose tinted glasses, you better be referring to Mitch Hedberg.
it's soft-tab targeting. It's there at it's core, but it really doesn't mean much. The only time it's noticeable is if you say charge up your bow while having an enemy in your reticle, then you turn around and fire. Your character will quickly turn back around and fire it at the npc. Not really a big deal
Play Tera, darkfall or any FPS/elder scroll game and then say ESO is action / targeting based combat.
Case in point, you can't hit multiple enemies with a weapon unless you have a skill that gives "splash damage" to nearby targets. There's no frontal cone except on certain designated aoe abilities, etc. It's watered down and honestly, disappointing.
I didn't like that TESO kind of fools you into thinking it is something like Darkfall, combat. But then an mob hits you with their melee weapon way out of range of the actual weapon, or a fireball bends...kinda frustrating if you ask me.
It IS action combat. GW2 did the same targetting deal, but it got that element of action but combining dodge mechanics. This game has its own with blocking and having you 'actively' work to mitigate damage taken and 'aim' to increase your damage. Action combat can be done in many styles, but ESO I feel easily counts as Action Combat.
If it is a GOOD combat system is a whole different story. As far as action combat goes though, ESO indeed is just that.
Action combat to me just means you control your actions and have the ability to defend yourself based off of a button press rather than off a percentage stat from gear like WoW for blocking.
I can block in ESO, I can choose when I attack rather than auto attacking, and I can target people based on the direction I'm facing.
Every single aspect of that says action combat to me.
Its terrible,they use free aiming but it does not work because a)hitboxes are oversized b)half tab targeting system allmost forces to hit something even when trying to miss.
combined with 5 button combat,when it should be 20 button combat with such easy mode targeting,its bad because all the "action" is done by computer.
So, did ESO have a successful launch? Yes, yes it did.By Ryan Getchell on April 02, 2014. **On the radar: http://www.cyberpunk.net/ **
Comments
As mentioned by others a FPS game focuses on the skill of the player, the toons in question are created equal. This allows the people to focus their skills and playstyle to match this arena. It is the perfect placement for the PvP style headshots, groin shots teabagging all are factors in a FPS. Setting it up in a fasntasy, scifi modern settings is also doable (Hexen, Quake, Modern Warfare ?)
They have real time mechanics and position and situational awareness are king.
MMORPGs are more of a tactical exercise skill management character build are all parts of this genre its not only what you do with your character that counts its how you prepare him. EQ raids for example required you to make sure you had the necessary resistance gear Vox and the cold giants needed cold resist gear, Nagafen and the fire giants required fire resist.
The thing is, these are both great genres FPS and MMORPG are both fun and both specific in their style. There is also room for some aspects of the two in games but they are both opposite ends of the 3d gaming market.
If you want a really enjoyable PvP experience then you want a FPS in fact if you look at almost all the key PVP requests Open world PvP, even playing field, no levels no questing no delay in getting straight into the PVP you will find these are all key mechanics of the FPS arena. So what you need is a FPS focused game to include a few MMORPG mechanics.
On the other side most PVE people want levels, quests, they usually enjoy the rise to power and the different classes being distinct and separate they are less worried with balance and more concerned with function. They like their battles to involve tactical use of their builds and skills. Yes, some functions from the FPS may improve the overall experience but the core functionality of a good MMORPG is a solid and broad base.
So really when you think about your ideal game think what backbone is best suited for your ideal FPS or MMORPG.
You perfectly aimed your blow and hit your opponent right between his eyes...then Ding! ** you rolled 9 and could not penetrate his armor! **
Sounds fun?
RPG concept is based on role play where combat/action results are based on your character - character level, skills, gear, party, synergies, etc.
Twitch controls such as FPS combat on the other hand promotes player skill - the results are based on your aim and your reflexes rather than your ingame character. Less role play, more twitch.
It just does not go together.
I think there are already some goods points made here but basically you have no auto-attack, you actively have to parry and dodge. You actively have to trigger every swing of your sword and you can swing your sword or shield bash even if there are no enemy around without being told: "You can't attack that target".
I would at least consider it as action based as hack & slash games such as Diablo and Torchlight where you in a similar fashion also trigger every strike with some level of forgiveness when it comes to the aim.
You know this from experience?
Action combat to me just means you control your actions and have the ability to defend yourself based off of a button press rather than off a percentage stat from gear like WoW for blocking.
I can block in ESO, I can choose when I attack rather than auto attacking, and I can target people based on the direction I'm facing.
Every single aspect of that says action combat to me.
Currently Playing: ESO and FFXIV
Have played: You name it
If you mention rose tinted glasses, you better be referring to Mitch Hedberg.
Case in point, you can't hit multiple enemies with a weapon unless you have a skill that gives "splash damage" to nearby targets. There's no frontal cone except on certain designated aoe abilities, etc. It's watered down and honestly, disappointing.
It IS action combat. GW2 did the same targetting deal, but it got that element of action but combining dodge mechanics. This game has its own with blocking and having you 'actively' work to mitigate damage taken and 'aim' to increase your damage. Action combat can be done in many styles, but ESO I feel easily counts as Action Combat.
If it is a GOOD combat system is a whole different story. As far as action combat goes though, ESO indeed is just that.
+1 agree on that
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some modded ESO's action combat controllers
Its terrible,they use free aiming but it does not work because a)hitboxes are oversized b)half tab targeting system allmost forces to hit something even when trying to miss.
combined with 5 button combat,when it should be 20 button combat with such easy mode targeting,its bad because all the "action" is done by computer.
So, did ESO have a successful launch? Yes, yes it did.By Ryan Getchell on April 02, 2014.
**On the radar: http://www.cyberpunk.net/ **