Anyway here's a few words I have to say about combat:
Combat in all games should be at the very least WHERE YOUR ABILITIES COUNT. Example would be, when you get a new ability the player would run off some place and test it. Then decide how can It be utilized in a rotation TO MAKE THE PLAYER FEEL BETTER.
Originally in first and second generation games (more so in second) the player had choices when facing a target. low, medium or hard... Should I go for it or not... Something that will offer a test, if not go around and ignore, or get a friend. This is completely gone in modern games. It's now completely child like. Tanks don't have to Tank. Healers don't have to heal.
My definition of a game (any type) is wining is not absolute !
Even Tic-Tac-Toe, directions can't be any more basic... But you may not win !
Because their ALL child like (around 4>7 year old) and I call them on it, people assume Dark Souls hard..... I'm like what ?..... Where did this come from !
When My old girl friends daughter was around three years old, I sat here in front of a keyboard and had here try to fight in a cartoon game. I realized her motor functions were not developed yet. Her fingers and brain were not in sync yet. Most likely 4>7 is the basic age for motor function and that is what every mmorpg is made for !
My question:
Since all mmorpg's are JUST above motor skill function. And adults are playing them. Obviously easy. Are you enjoying this third generation of "combat not being the object" of the game ?
Notice I'm not trying to belittle anyone by saying you can't handle combat made for 7 years old. YOU KNOW I'm not saying that.... Just asking if you prefer this way.
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Generation's 1,2,3... It's hard pressed to find ANYTHING above basic motor skill function difficulty, even the classics.
I pity people who think that moving your body as an adult is always easy because they've obviously never in their life used it to do anything challenging and never felt the joy that comes together with it.
Not that MMOs wouldn't be too easy nowadays.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Since all mmorpg's are JUST above motor skill function. And adults are playing them. Obviously easy. Are you enjoying this third generation of "combat not being the object" of the game ?
It seems no one would outright say "yes"
But like a politician arguing everything is fine, is saying "yes"
So my question was answered by about five liking child like.
Still not sure about the majority just these five or so. However the question is for the most part unanswered. I think the majority are keeping silent to avoid being scorned.
I tried P1999 last year. "It sucked 100%", only to be appreciated for it's intent.
It reeked of simply being old.
If you are making a MMO (or any game really) it makes sense to design them to provide satisfaction to the largest number of customers rather than grognards yearning for the old days of "challenge."
I'll admit, I'm not seeking any serious challenge, I play games primarily for progression, and if anything brings it to a near halt I'm more likely to find a different game.
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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I've seen videos of people truly good at such combat, they are phenomenally quick and have every key press muscle memoried (or saved in a macro) and I could never compete in combat against such.
I recall there was a poster here about 5 years ago always pointing out how the WOW Warlock was one of the deepest "classes" in gaming, offering as evidence the 18 or so steps in it's full rotation of skills.
Also, many newer MMORPGs have eliminated proper raiding. Why? Perhaps because it is very expensive content to create that many people, INCLUDING YOU, don't actually bother to do.
Even with Blizzard making raiding way easier today compared to vanilla (where you still don't raid even today) many players continue to ignore it.
Your complaint accurately describes the lack of challenge in day to day gameplay and grinding, but you do not avail yourself much of the oft times very challenging elements some games offer in high end PVE and PVP.
"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
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Even in a PvE environment the monsters are usually a bit of a drag for me.
It is mindless (or childlike) but after a day of work that is all I want to do anyways.
Part of the problem is that the "largest number of customers" expects every more easy games, it is not just a decision to make them less hard than they were in the nineties, it is one to make them every easier. So what the largest number of customers want is ever moving to an even more easy mode position.
You mentioned Dark Souls is only completed by 10% of players, how many players in a given MMO leave before they get to top level? Why do they leave? Well one of the reasons is the total ease of progression, which seems great at first, but then just saturates you with Dings. But I would venture it is not the main reason why they leave.
It's head deep into the whole Attack, Counter Attack, Counter Counter Attack, and Yomi like gameplay that it's pretty epic. Does well enough that if you play Optimally, you'll lose most of your games. Even does it turn based so that my RPG player self can enjoy it.
Also does the whole class based combat thing better than RPGs have been recently.
Practice doesn't make perfect, practice makes permanent.
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it's not sometimes but always.
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EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
"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
I think a better approach is infinite dungeon with leader board like what ARPG is doing.
Thing is, most game's absolve challenge by relatively simple means because challenge through complexity creates a narrower band of consumers fundamentally. A simple game that creates "challenge" through making people memorize specific action patterns to repeat ad-nauseam, and then changing it up a bit occasionally, is simpler to approach than a system that has you trying to compete against a more intelligent AI, more contextualized skills, or more branching methods of gameplay.
It's also frequently a case of underutilized depth.
For example you can break down how ESO has integrated part of it's combat system into a fundamental set of actions with the light, heavy, block, dodge, slam, and positional advantage. They have a basic system, that if they chose to focus on it, would already have the ability to offer a decently challenging system if you had to practice finite timing and prediction to when to us a light versus heavy strike, when to block versus dodge. etc.
And some of that is there. Plus the class and other skills you can collect to create additional play options.
But is the potential depth that the system has supported? Not really. Or at least not well. It's not very tight on actions so the time you have between reading a tell and reacting to it is pretty long usually, and the tells themselves are made very obvious. The skills that add to the core combat system largely overrides the core combat mechanic's value in favor of DPS spam, and contextual elements tend to get circumvented as well through use of some skills.
Guess in general I feel it's a more accurate criticism of gaming to say most devs (or publishers) are afraid of marginalizing their consumer base to chase "deep" or challenging gameplay through clever or complex methods.