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Let’s get right to that pink polka dotted elephant in the room, how about that trailer? I’d be remiss if I didn’t say that I’m always conflicted if not saddened by pre-alpha trailers. Why? Over the years, I’ve learned a thing or two from following MMORPG development. One of those things is that pre-alpha, alpha and most of beta are wild cards. By launch it may be that not a thing you saw prior is making the final cut. MMORPGs change as they grow, sometimes substantially, sometimes less so.
Comments
I'm far more interested in how combat will be. If it's fun it'll make the game for me. If it's not it'll break the game. It's as simple as that. Everything else I can accept even if it's problematic, but good combat is by far the most important aspect of a game over all else because it's what I'm spending most of my time doing, so it has to be fun.
Quality action combat is the way to go and TERA has set the bar high. Any game that comes anywhere close is probably doing well. But any game that feels more like a tab target game that's an action combat wannabe is going to be a very fast failure.
Good questions raised, the PVE and PVP delivery is directly tied to the available funding which remains unconfirmed.
As mentioned most indies focus on one or the other (frequently PVP as its cheaper to deliver) so yes, design choices will have to be made.
Balancing PVP remains challenging, as this audience will do things both legal and illegal to gain an advantage.
"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
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"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
Devs always say they listen,well i want combat to be the best it can be.Naturally i am not so arrogant to expect an update every time i see a problem or redo combat every second day,i just want to know the developer acknowledged a problem area or a way to improve it.
I have gamed a very long time and seen how hundreds maybe thousands of developers treat their games,so i know what to expect.
The reason why pvp and pve cannot co exist is really a very simple one and one that imo is nearly impossible to fix.I say nearly because i know how to make it work but you need restrictions and TWO designs which i highly doubt a developer is willing to put in the effort.
I will try to keep it simple and short as possible.Pvp MUST 100% the time be balanced and i think i should not have to explain that any further.When you cater combat and character design to pvp you do not allow pve to be the best it can be and imo pve will not even be very good let the best it can be.The difference is that PVE does not need to be balanced and i hope i don't hav to write 5 paragraphs to explain that reason either.
So long story short is that you need a set of pvp code and a set of pve code where characters and combat design is different from one another.Trying to do it any other way is just a lazy half assed attempt and will NOT allow pve to flourish.
Never forget 3 mile Island and never trust a government official or company spokesman.
Did you lose interest in TERA because of combat or because it's a monotonous, tedious game that ended up being extremely boring? The combat is the only element of that game that is far superior to any MMORPG out there.
And i can't understand how people cite TERA for good combat. It was an attempt to not do tab-targetting, but an attempt is not enough to be hold up as the holy grail, you have to actually make it good, and TERA wasn't good.
Normal mobs are jokes like almost everywhere, and the BAMs only required you to kite it. And attack animations still made you stop. I'd say the combat in Neverwinter is actually better. But so far, nothing tops Vindictus.
I'll wait to the day's end when the moon is high
And then I'll rise with the tide with a lust for life, I'll
Amass an army, and we'll harness a horde
And then we'll limp across the land until we stand at the shore
Totally agree, Vidictus combat is stupid fun on an amazing level.
Any mmo worth its salt should be like a good prostitute when it comes to its game world- One hell of a faker, and a damn good shaker!
If you have to manually aim to heal a fellow player,would that not be extremely cumbersome to just plain not work well at all?
So the only way it works then is if you have ideas like GW2 "oh god no" .This would also mean the game will likely NOT be group focused at all but simply have a group flag similar to most other poorly designed games with grouping.
So then if there is no need to manually heal a fellow player,it must be solo design focused,meaning no need for grouping,so then it becomes Wow 2.0,99% soloing until instance boss fights.
I just hope this game has it's Own identity and does not end up GW2 2.0 or WOW 2.0 because either design would leave me running for the exits.
Never forget 3 mile Island and never trust a government official or company spokesman.
I surely hope it is not a rotation game but has enough abilities/spells to THINK alongside the action.
Having thought a lot about all ideas,i feel having players move is a good idea but i don't want to see constant strafing and spamming combat.I do not like sloppy combat,i like it to be organized and compact,that is why i like having a tank control hate,to the best of his/her ability.
Again i am not going to explain how to do the whole combat design with formulas but i will just say that the team needs to think it out very carefully and not just think "oh that idea looks cool,let's do it".
Example "TIMERS"
Very important to get timers right and each and every spell/ability needs it's own timer,NONE of that lazy global timer crap,i see so many lazy ass devs use.So you have hate meters and they NEED to diminish over time,so it is a GROUP effort to control hate and not steal it away from the tank,that means NO spamming.
delay...weapons should vary,spells should vary,again no global timers on delay.
Never forget 3 mile Island and never trust a government official or company spokesman.