So I was looking at another thread and people mention how the combat is so easy and such. It got me thinking of what is actually considered hard?
I played WoW and thought the combat was smooth but boring, same with LOTRO, and practically every other game I played. Tera was a bit different in that it required some dodging. GW2/SWG/Project entropia all had similar combat.
I kind of thought Mortal Online was more difficult than any of the tab targeting due to first person and distance actually matters.
EVE combat is intricate and is mainly based on your setup and your positioning
Path of Exile combat is kind of different than the MMO because it is based on how you setup your character and when you play in HC, RNG can either save you or kill you. It is more about positioning and dodging as you level up. The main determinant of combat in PoE is how you setup your char. Either go tank and facetank or go class cannon and wipe the screen blank with a press of a button.
Conan Exiles combat is a bit harder than regular MMO.
But overall, what determines how hard combat is?
I'd break it down to components. These are my arbitrary components, i'm interested in seeing what other people think.
Easiest: Facetanking with minimal character setup
Easy: Facetanking with moderate character setup
Less easy: Position matters
Moderate: Position and minimal character setup
Difficult: Position and moderate character setup
More Difficult: Position, moderate character setup, and knowledge of the enemy
Most Difficult: Position, moderate character setup, and knowledge of the enemy + the enemy is overpowered by design
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Comments
¯\_(ツ)_/¯
Logic, my dear, merely enables one to be wrong with great authority.
The likelihood of defeating an adversary.
Manual dexterity needed.
Amount of thought required to succeed (parrying an attack and then reposting, for instance. Ducking a head shot, Jumping to avoid a leg sweep. And so on.
The amount of time you have to make decisions.
The amount of time to complete the overall encounter before, say, an enrage.
A mob's resistance to your attacks.
A mob's total health.
A mob's special attacks.
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the style doesn't really matter.. it's all about how it makes you interact with it.
even a hardcore tab target player can learn to dodge out of visible telegraphs.
for it to be seen as hard it would need to adapt to how you approach things. similar to how you would in pvp scenarios.
I had fun once, it was terrible.
Difficult combat is when you are forced to time your attacks and defensive abilities and failing to do so results in your death.
Games that force you to be mobile are much harder than games where you can be static.
Games where you don't have to adapt to what your enemy does are generally easy.
¯\_(ツ)_/¯
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I think that the better definition of hard combat is what it takes to win or lose.
Easiest: game plays itself for you and you can't lose
Easy: Will usually win even if you're not particularly trying
Medium: Will reliably win if you make a serious effort, but commonly fail if you don't
Hard: Most players will usually win but sometimes lose even if they're really trying their best
Hardest: Commonly lose even when doing your best, and many players can't beat it at all
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What I like about this is that in games with character builds, any that work reliably are good and therefore there's not one best build that everyone in the class has to use.
But I agree, metas take a lot of the fun out of it.
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some dark dungeon in the future...
ConstantineMerus: "Heal the tank up, Kyleran! Now! WTF are you doing?"
Kyleran: "Sorry, Tony has finally proposed to Tina! I've been waiting for this moment for like 8 seasons. Did it make you cry too?"
CM: "Oh I'm crying alright!"
This is the oldest method to make a game difficult and it has been there since dawn of video games, not invented by Dark Souls.
DS introduced two (sort of) new mechanics that added to the difficulty:
1) Souls or experience points obtained since last level up being dropped upon death. Which is more forgiving than dropping gear (for instance like Diablo 1), but less forgiving due to losing the gathered XP completely upon another death before picking them up.
2) Making the trash mobs strong and capable of killing the player. This made almost all encounters potentially fatal and again increasing the chance of failure.
You might find the mechanics boring, but it is difficult nonetheless.
Sitting there with raid leader droning on and on about how to run the fight when suddenly my head snaps up and I'm right at her feet (was a Druid healer) and the raid leader is screaming in my headset, "KYLE , WTF ARE YOU DOING???" (-250 DKP)
Needless to say the raid wiped but fortunately a few rezzers got away; still delayed everything by 30 min or so.
Someday I'll share how I lost 1000 DKP in BWL.
"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
- 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