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OMG look it's a non PvP versus PvE thread. The horror of it all. LOL I digress. Anyways I think we can all safely agree that EQN will feature combat so....
....What type of Combat system do wish to see in EQN? Now I know the poll is not inclusive of all designs and I only included the systems I am accustomed too or know about. If there is some other type, I gave the option for other and I would like to hear about it. I also did not elaborate in great detail on the poll responses because the list would of been a half mile long so please feel free to add your input of things such as Ability Queuing, Global Cooldown, Cooldown's versus Resource Base and Animation Cancellation.
Personally I prefer the more action type of combat, where mouse moves your point of view, but I'm not a fan of having an immersion breaking reticule to show your P.O.V. I also do not particularly care for mindless numbers of hotbar's. I prefer a more "deck" building approach with limited hotbar real estate. I also am not a fan of ability queuing, nor am I a fan of the use of a global cooldown.
If the game was being designed for me it would feature the following:
Comments
Tab targetting with "unlimited" hotbar support (WoW/EQ) - 57.1%
I feel the same can be said with Tab-target combat - as managing 20-30 skills filling up your UI and just managing cooldowns and rotations can cause me headaches.
I prefer to rely on my skill rather than random numbers and dice rolls.
I'd prefer the combat take a back seat in favor of the rest of the game basically. I'd like a slower paced, more tactical combat without 70 skills on 7 hotbars to juggle. I liked EQ1 combat as a tank, more about positioning, controlling aggro, adds and push than button mashing. I don't think I've seen an MMO still that's had that push mechanic you had to watch out for or you'd push it right into another patch of mobs.
Just something where I don't feel like I'd die if I need to type a quick instruction to my group.
Played: EQ1 (10 Years), Guild Wars, Rift, TERA
Tried: EQ2, Vanguard, Lord of the Rings Online, Dungeons and Dragons Online, Runes of Magic and countless others...
Currently Playing: GW2
Nytlok Sylas
80 Sylvari Ranger
After playing EQ since 1999 off and on (mostly on), playing games like Tera, Wushu and NW2 just makes the old combat systems look like trash.
Anyone who hasn't played a few of those games with action combat needs to see what its like, because its like comparing a horse and cart to an automobile.
I also like the fact that these games are starting to limited the amount of abilities you will use at any one time, so you don't need 6-8 hotbars. I'm not sure if thats what you meant by limited hotbar support, but I find combat like AoW and NW2 to be far more fun and the combat to be much more compelling and entertaining.
My choice would be combat like Chivalry: Medieval Warfare or Darkfall. Action combat is a step in the right direction, even if we don't yet aim at our targets.
I'm sorry that my play style seems to offend your sensibilities. I was merely responding to the poll and stating my reason. I fail to see how it would come across as a challenge to your preference.
Lets not derail this poll but your right, it is your opinion and your preference even if some of us disagree with it.
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
www.daneslaw.com
@GamerKurisu
Awaiting Darkfall Unholy Wars
My vote: Action Combat with "unlimited" hotbar support
I feel something like this is needed if they really want to make things more interesting. I am really sick of tab target games. They can be fun while you plan out builds, etc., but the gameplay is inevitably just so much whack-a-mole with 1,2,3,4, etc on the keyboard that it gets boring.
Even better: Add a fighting game like interface.
Sorry, just giving my personal opinion on the matter, just as your post.
It was more of my personal rebuttal toward your seemingly negative attitude toward action-combat.
That actually sounds pretty damn interesting, would love to see how it would work.
I've always wondered why a game doesn't try the realistic approach, where combat may take a few minutes and minor wonds may be inflicted but the most serious wounds would auto kill you. The trick is to institute more defenses , counter moves, parrys and ripostes to the repertoire then the actual combat moves themselves.
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
-Strategy>reflex speed with minimal skill selection. Dont need 100 skills and 6 hotbars.... I enjoy exercising my frontal lobe thx.
-No global cooldowns.....
-1 skill que. With restriction to needing the skill off cool-down within very - very short time restriction.
-Paper rock scissors balance (granted there is pvp) > Heavy class/skill diversity > Heavily party dependent.
-Well thought out selection of situational skills.
-Not action based (gessing thats where you dont need target selected). No tab targeting either. Mouse targetting plz.
-None of the "can set party members and mobs to hot keys for easy targetting" stuff.
-Would like to have the option to play with both wasd and c2m at same time.
-Move to target when using skill on mob out of range option.
-F key hotkeys>number keys.
Cant think of anything else right now.
I don't wanna see the same old MMORPG typical combat that we see in WoW, EQ already, why the hell do people want that crap again? Its not even skill based.
I think the combat should be sort of similar to skyrim but tweaked more to make it skill based. Shooting spells should be like an fps and melee combat would have controls for block and their would be a variety of sword attacks, melee combat could be sort of similar to Chilvary Medieval Warfare. There should also be an optional first person view, combat like this would be very intense and more immersive than any mmo out today.
Also, tab targeting like in old EQ was not insta-hit like in the action combat games. A character could NOT hit a target behind them. You at least had to face the right way.
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
The action combat is a gimmick at best. There is no more interaction between left clicking a thousand times or pressing 1 a thousand times. Cast on the fly for most spells and abilities is a must though. Some spells should require stability though like calling down an Ice Comet might take some concentration but a basic fireball could be whipped around while moving.
I would like to see the weapon arc effect from games like Tera though. Where if you are swinging a two-hander everything in its path takes damage.
Its not about what you press to execute an attack, its about how much you actually have to aim and position your character to execute said attacks.
A system lacking any kind of aim and positioning is a step in the wrong direction.