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Both require skill,
Real time..... Needs twitch timing and distance placement along with manual dodge, parry and roll. Better enhancement in a skill trees often deals with speeding up, strengthen or increase distance for the above attributes. As the players levels, they notice themselves become stronger and mature more natural, much like a child becomes adult….. This is good.
Action bar..... Needs less twitch but more tactical. Some could argue button mash, but in a well built game this statement holds ZERO VALUE, instead maximum skill SAME AS REAL TIME. As the player levels they become more diverse with an array of totally new options. This is how they find excitement….. This is good.
So it all comes down to absolute preference and can't be argued. Some like Chess with more action, others like Rockem Sockem Robots.
Both are my definitions, yours may differ.
I would like to pose two questions:
What's your definition of both styles ?
What's your preference and why ?
Comments
Action combat is when a player's direct keyboard responses predominantly determine whether or not the block, parry or dodge is successful or not.
RNG tends to play a big part in the former, with the odds of a successful outcome increasing as the avatar gains in terms of levels or skill points.
Action combat tends to have little to no RNG, relying more on the player's timing and precise positioning to determine success or failure and only really improve as the player themselves become more proficient.
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DAOC was definitely a traditional game, but meleeing players had multiple side and back attack styles which often had to performed in specific sequence for maximum effect.
Action combat games also use such positioning and combinations for great effect, perhaps requiring more precision in exactly where they strike their blows.
Targeting is another thing, traditional games tend to use more of a lock and fire approach, aka tab targeting, while some action games try to require the player to actually aim their attacks which can miss if not done properly or the opponent moves out of the way.
So far technical limitations seems to have to prevented most MMORPGS or other online games from using a pure manual targeting approach with most that I've seen making some concessions, delivering more of a hybrid model.
"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
So for true RPGs I prefer ActionBar.
That is not to say that I can't enjoy action combat in a game like Conan Exiles...
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There is this thing where you have to attack again before a red ring around you disappears and for the life of me I think I must be doing it wrong. I cannot tell with the combat. They have so many attacks that is all dependent on twitch and I cannot manage it. I just suck so badly it is embarrassing.
I am definitely not an action combat fan for sure because I'm awful at it and I think if I was able to be any good at it, it would be loads of fun.
That is however not saying much because it is my own limitation that governs my preference. What I mean is that action combat can be plumb exciting if you're terrific at it.
Even in a point click game like Path of Exile the thing that defeated me in the end at around level 86 was the inability of avoiding certain AOEs that killed me. My pets were doing all the damage and so all I had to do was survive and I sucked at that too.
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