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I was just thinking.. There are numerous threads and discussions of which people prefer.. It's a debate that will never have a clear cut winner because it's a subjective point of view and preference.. Are there pro's and con's to each side of the debate? I think there are.. Here is something to think about and support Every game I have played has allowed players to customize their game, from screen size, graphics detail, loot preference to key bindings.. Why not add in ONE more option.. Auto target or Reticle.. This is a simple solution that current games already enjoy..
If you prefer to aim and shoot, then go for it, and if others wish to auto target, then let them.. Both can exist in the same game, at the same time.. Everyone is happy now
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Why would you want that.. Does one method have a distinctive advantage over the other? for both PvE and PvP? I've played World of Tanks for awhile now, and both methods live together in harmony.. (generally speaking).. I use both methods depending what I'm doing at any given time.. No need to adjust armor, damage, movement, etc etc..
Yeah, among other things tab-targeting is generally a lot easier to hit enemies with. The devs will have to tweak encounter difficulty in line with how combat works, so what might be difficult for one style of aiming could be a faceroll for the other. Same for pvp.
My only concerns would be how it would effect content options. At the moment a player is able to place fields that change the ground material (to ice) and additional effects are based on that (another attack freezing the mob if they are on top of ice). To account for this a click then place functionality would have to be added for those playing tab.
The other concern is taking away motion and mob speed as a dimension of difficulty. A mob may be hard hitting and very fast but extremely squishy to balance it out. Defeating them means aiming slowing or stunning abilities. Tab targeting trivializes this.
Will be interesting to see what they do. I like reticle personally because I adds emersion and is more engaging to me. Having content is actually challenging is one item towards the top of my MMO feature list.
A dual system would be awesome, but I don't think it's going to happen. I think some sort of a projected reticle that is somewhat sticky but not tabbed might work.
If they stole the combat from DDO I would shut up about every other fault of the game. That would make me happy in a big way.
I was amazed at how good the combat was in DDO, I never got very far in it, but those first few dungeons in particular had better puzzles, traps, level design, and mob AI than I have seen in any mmo. And the character development was so D&D and so deep.
I agree that both can exist in the same game, but it is entirely dependent on how combat is designed.
When mobs/AI just stand there and let you attack them, either works no problem.
When mobs/AI moves around, auto target has an automatic advantage. Aiming becomes pointless and counterproductive.
They aren't using aiming because of preference, but because of the overall design.
While PVP is an obvious area where there would be an issue (Aimbot is a cheat/hack for a reason in FPS games), PVE is no different.
Beyond really getting a kick out of aiming, if someone can just hit tab or click and all skills from there on magically hit the target, why would someone aim and handicap themselves?
I believe the issue is that we simply haven't seen the AI in action yet. So don't have a lot to go on. From my time with FPS games, I know that when Bots/AI are on hard, it is basically like giving them Auto-Target and isn't fun. It is very easy to make AI too hard this way. Works in reverse if we can never miss as well.
Again, this is all dependent on combat design, not personal preference. Just so happens that some might prefer or dislike one system or the other.
They've said that player "skill" is part of the design. Hopefully it doesn't require pro level twitch wrists to play, but with the basic combat shown in Landmark, I highly doubt it will be impossible for a tab fan to enjoy or play EQN. But it isn't simply a matter of adding tab as an option, aiming is part of the design from the start. Classes, skills, gear, etc all revolve around movement and aiming, tab does not fit at all.
With all that said. Aiming can be done many different ways and doesn't have to be precision only. Soft locks, fire and forget, large hit boxes, AOE, GTAOE, Cone, delayed hits, etc can all be utilized. So far at least, doesn't look like EQN will be filled with machine guns, head shots, and spraying.
Death is nothing to us, since when we are, Death has not come, and when death has come, we are not.
If EQN was copying GW2's combat-classes-skills-gear-AI, etc, which it isn't.
This is where we get "clones" and the same old thing. People claim they love XYZ, someone makes a game with XYZ and then it's a clone, sucks, not new or innovative, yadda yadda. EQN isn't making EQ3, WoW 2.0, GW3, etc. Seems some still can't grasp this idea. I have no problem with auto-aim/tab and have been playing those games for 15+ years. Regardless, I can see that the systems in EQN do not work with auto-aim by design. Can't magically shoehorn in a mechanic for a game not designed for it. But then I'm sure some still think there is time or that SOE should just scrap it all and start over again, not going to happen.
Well if you have played GW2 then you would know that it really has nothing to do with the details you mentioned. This was a simple discussion where the question is Reticle or Auto-target. GW2 offers a hybrid system that you choose between.
edit: there are some features in games that don't automatically make them clones to WoW. Targeting an enemy is not cloning WoW because every game requires doing it. /shrug
Death is nothing to us, since when we are, Death has not come, and when death has come, we are not.
Does GW2 have skill shot reticle aiming? Haven't played in a while so my memory might be fuzzy, but isn't it tab target + aiming with GTOE/AOE/Cones? Which many games utilize, but GW2 and a few others added more movement (most fire and forget) stuff.
Not exactly the same as skill shot aiming in games like TERA, EQN, SMITE, FPS, etc.
My point which probably wasn't clear is that people seem to miss that games are a sum of their parts, not the individual features/mechanics. Can't just cherry pick X from a game and force it into a completely different game, especially when the other game is fundamentally different from the ground up.
GW2's combat works because everything that I listed plays nicely together.
For EQN to use something like GW2's hybrid design, they would have to build all systems around it and discard all the systems they've already made. Basically copy GW2.
You are correct that having tab or aiming or anything else doesn't make a clone by default, but to once you start building upon that base, the closer it starts to look like another game.
EQN for example looks/functions similar to several other games, but still has enough different that it isn't a copy of the total package, just superficial similarities.
I personally liked GW2's combat and wouldn't mind seeing it in other games, but I think the design EQN is going with will be fine without having to be a hybrid or make compromises so that some players don't have to try, learn, enjoy/hate something new.
Considering that more/most games are going for action combat with some form of aiming these days, I believe EQN taking it further won't be too crazy except for those that only want tab/auto-aim. GW2 is what seems to have started the outrage against action combat and having to move/aim at things. So while I think "most" wouldn't mind a hybrid or even what EQN has, some are really stuck in their ways and only X will do. As in the OP who appears to want to travel back in time and wants EQ reborn, which is not EQN at all. Assuming OP doesn't like GW2's system either.
All I can say is.. WORLD OF TANKS.. If EQN devs can't borrow that feature, then EQN truly has some inept programmers.. Seriously, it isn't that hard to program combat to allow both, and in fact I believe it would enhance the combat even more.. It would allow players to take advantage of "PROs" on both sides at once.. There are times in WoT, I'm switching back and forth from auto-aim to free aim while fighting the same tank.. It is just that easy..
Maybe I shouldn't of said PvP mechanic, but say it's an Esport mechanic.. It is just another variable that comes into play that separates the player base into skilled and unskilled groups.. Bragging rights? Ego? See for me, I take joy in finding ways to bring players together, to unite a community.. This does not mean everyone wins, what it means is that the gap between skilled and unskilled players are reduced.. In a PvE setting, the goal is for the player community to defeat the environment is it not? Or is the goal to be "better" then your neighbor using the backdoor instead of straight up PvP?
I don't see how you using free-aim interferes with my enjoyment of using auto aim, or vice versa.. This is no more different then some players prefer being range combat, vs those that prefer in your face combat.. What is next, no one is allowed to use bow and arrows anymore? and YES, that topic has come up many times on forums..
Prime example, do tell.. You didn't clearify yourself there.. And for the crowd control part.. Which game allows for SINGLE TARGET crowd control in a crowded area.. I would love to see that in action.. Personally, that is why I think way too many games focus on AOE combat.. Aren't you sick and tired of always mowing down 3,4 and more mobs at a time? I know I am.. It used to be that if you got adds, you died (hense: crowd control), but nowadays, it's just another mob in the pack to AOE down.. Zzzzzz
I am torn with which style I prefer. I have tried both and each has their merits. Hopefully, and this may be wishing "upon a star", but maybe Sony studios could be working towards something a bit more unique. One of the reasons I am beginning to feel the entire process of development on EQ: N seems so "cloke 'n dagger", could be that there are several difficult concepts that are being attempted. I just hope that there is success at implementing these ideas.
I also am hoping that if they are having difficulties, that they take a wise approach go back to a more traditional mechanic that we all know and understand. They should come forward and be transparent about why some aspects of their plans may not have worked. Many, of course will chide them and scoff, but more would take a more adult stance in that they tried and going back to some standard or classical mechanics is fine and can be accepted.
Just keep it honest Sony and many of us will hang with you...
Alyn
All I want is the truth
Just gimme some truth
John Lennon
Excellent post.. I wish I had said it first.. lol I too feel EQN is very cloak and dagger, and more so then not, I feel they are unsure and struggling to produce what they want.. I've played Tera and similar games that use reticle free aim combat and they are leaps ahead of SOE's attempt to replicate it.. From what I've seen so far in all the combat videos is very unattractive, and the "work in progress" excuse isn't going to fly with most of us..
This is why I brought up the auto target option.. It gives SOE that scape goat option they may need.. I see nothing wrong with keeping a classical mechanic as you call it, and also allowing an experimental targeting as well, for those that wish to dabble with it.. I just feel that SOE is so focused on their desires in combat, they are forcing a round peg into a square hole..
I erased and refused to continue with the wall of text that was nothing more then biased viewpoint as to why Free Aim is the ONLY option, and everything else is inferior attitude.. There is NO reason why EQN can not and should not give players the choice to use a reticle or auto-lock like other games have done..
When a game is being developed around Aim, nothing else is an option. Could Tab/Auto-Aim work as an alternative targeting mechanic in COD, BF4, CS:GO, TF2, LoL, Dota, Smite, Tera? Would the individual using Auto have any advantage over those using Aim? Be it PVE vs AI/Bots or PVP vs humans.
Obviously we disagree at the basic level on this, so I won't continue to discuss it as you either aren't able to think outside the box or have too little experience with other types of games to understand the possibilities or at least understand differences between the two types of systems.
To think that using Auto-Aim and Aim in the same game has zero impact on what the devs are able to do is silly. You seem to totally miss the challenges that could arise from using movement and terrain along with more active skills that Auto-Aim instantly removes. Sure RNG is an option, but I'd personally prefer to have control over my character and rely on me, not lady luck. That is immersion for me, not stacking +hit gear or crossing my fingers. You use WoT as an example of where a hybrid system works, but unless SOE is willing to scrap or completely overhaul what they have to copy WoT, it doesn't work. What you want isn't impossible, simply not part of the plan set in motion.
Most of what we type is complete biased opinion, but you said this:
Storybricks is just an AI that manages likes/dislikes, it doesn't simulate combat strategy.. FYI
And I responded with this: http://www.junkiesnation.com/2013/09/10/storybricks-and-soe-answer-some-questions/
Which you are free to ignore, but that is not biased, that is straight from the devs to you. If you choose to look the other way and refuse to believe it or aren't able to understand what the implications are, not sure what else to say about it.
I don't know you gaming history, but it seems you clearly enjoyed early EQ and WoW, which have very little in common with where EQN is going. The examples and reasoning you give (CC, aiming, progression) for why something should or shouldn't be appears to revolve around the design concepts of EQ/WoW and themepark games. Again, you don't seem to get that EQN isn't going to have the traditional layout and combat mechanics.
While it's been fun going back and forth, I'm done. Sucks you want another EQ like game and EQN isn't it, but that's RNG for you. Just when I thought EQN was the only thing of interest, Crowfall comes out of no where. That's life.
Happy posting.
Now for the rest of the readers.. I think it would be foolish of SOE to ignore the option of allowing both types of combat targeting.. They claim they want to reach a wider audience, well, what better way then to give players choices.. It is factually clear the only difference between free aim and auto-lock is the "to hit" percentage.. Any other argument is strawman distractions..
I can understand that those that want Free aim will feel at a disadvantage because they are believing that auto-lock is a 100% guarantee hit... NOT.. That would be just a bad assumption.. Many games in the past and current games program a reasonable RNG miss factor.. YES, even with auto-lock, you might miss your target, just like Billy Bob Free Aim will miss his.. Based on averages, it is very easy to design combat that accommodates both styles..
But then if SOE's secret desire is to really make the game Esport competitive, I guess auto-lock might rain on their picnic