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TERA: Rising

TERA 

General Discussion  » animation lock / movement anchored

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75 posts found
  Apropo

Novice Member

Joined: 12/18/10
Posts: 174

Guild Wars 2 is absolutely Revolutionary!

 
6/17/12 11:14:08 PM#1

Okay I've followed TERA for over a year while waiting for it to get ported and being teased by vids in a language I couldn't read.  But upon the first few beta's I figured I'd have to wait until I could 1 get into a beta or 2 wait until the game has a free trial.  YAY FREE TRIAL!!!

 

I've been extremely excited for this game and nearly bouncing in my chair loading the game.  After 7 days I've tested both Archer and Sorcerer and I may have had the wrong idea when I read "True Action Combat" I feel a little confused and lost.

Did I have the wrong expectations of this game?

Doing any skill keeps you from moving or doing anything else until the initial skill's animation finishes.  Mobitliy is limited when you cast anything and then once your characters animations have finished then you can move / dodge / cast something new.

Am I doing something wrong? or is this how "True Action Combat" is intended to be?

Maybe I'm just so ingrained with circle strafing and being mobile during combat that this locking me in place and keeping me from doing anything until the skill is finished just feels limiting and not so much "action". 

I feel like I'm missing something. I'm trying everything to not lose my excitement for TERA but its slowly eating at me every time I fight a mob.

Dodge doesn't seem to matter since when you are up against something that does enough damage to need dodge you'll usually be with a healer to heal you thru the damage.

Is it the game or is it me?

 

IamApropos

See where adventure will lead you!
My PC Specs:
i5-3570k oc'ed @4.2GHz
8GB 1600 RAM
GTX670 oc'ed @ 1.25Ghz
Samsung 830 SSD.

  rounner

Apprentice Member

Joined: 9/07/06
Posts: 421

6/17/12 11:17:31 PM#2

You're not alone in not liking it. Be prepared to be called a fan of circle strafing skating.

  Daggerjaydo

Hard Core Member

Joined: 12/16/07
Posts: 116

6/17/12 11:18:54 PM#3

Everything I was excited about in this game diminished the second I started combat in the beta... I didn't even really how prominent animation lock would be from all the videos I watched before release.

It really was a letdown for me.

  blkwltz19

Apprentice Member

Joined: 3/09/12
Posts: 12

6/17/12 11:21:30 PM#4

I've heard this before.....

All I can say is I have a lvl36 archer from pre-launch (I like to take my time leveling), and I have charging skills where I can move around. There are things called 'glyphs' you gain access to at a higher level that allow you to 'upgrade' skills. For example, I hace 2 charge shots (cant remember the names), and both have a glyph that allow me to move while charging. Sure before this it was kinda lame. Though I will say it requires more skill than frantically mashing dodge buttons or what have you. In a way, I'm glad for 'action-lcok', as it requires to think ahead before you attack. I look for certain movements from monsters and plan when to use a charge attack, or a quick skill. 

I have also tried TSW (wont go into major details as its not needed here), and the combat is more 'free-movement'. Compared to Tera, I don't like it cuz I feel like im button mashing to avoid attacks etc.....

Anyways, maybe you could Tera a bit more time and try out the glyphs and see if that changes things for ya.

  Rednecksith

Hard Core Member

Joined: 6/12/09
Posts: 1272

Bite my fiery metal ass!

6/17/12 11:27:24 PM#5

It's supposed to be that way. It forces you to pick and choose what abilities to use, and when. Otherwise people would just endlessly circle strafe and spam attacks.

Plenty of SP ARPGs do this as well. KoA Reckoning, Dragon's Dogma, the Fable games, even the vaunted (and rightfully so) Demon's/Dark Souls does this. You get used to it fairly quickly.

Also if dodging is a problem, I'd suggest going with a class that blocks instead. They're a lot less squishy and can soak the damage if you mis-time a block, although it's a bit more forgiving than dodging.

  moosecatlol

Apprentice Member

Joined: 8/25/10
Posts: 1005

6/17/12 11:31:21 PM#6

One of the best combat system ever, too bad it's a Nexon game. As far as I'm concerned TERA is not action combat.

  User Deleted
6/17/12 11:31:26 PM#7

I could look past the horrible grindy nature of the game and the bland, uninspiring quests if the combat was actually less static then it is.  Nothing kills the enjoyment of the game then this one simple little issue.  Its a shame because I really liked the concept of the BAM's.

  Apropo

Novice Member

Joined: 12/18/10
Posts: 174

Guild Wars 2 is absolutely Revolutionary!

 
6/17/12 11:34:36 PM#8
Originally posted by blkwltz19

I've heard this before.....

All I can say is I have a lvl36 archer from pre-launch (I like to take my time leveling), and I have charging skills where I can move around. There are things called 'glyphs' you gain access to at a higher level that allow you to 'upgrade' skills. For example, I hace 2 charge shots (cant remember the names), and both have a glyph that allow me to move while charging. Sure before this it was kinda lame. Though I will say it requires more skill than frantically mashing dodge buttons or what have you. In a way, I'm glad for 'action-lcok', as it requires to think ahead before you attack. I look for certain movements from monsters and plan when to use a charge attack, or a quick skill. 

I have also tried TSW (wont go into major details as its not needed here), and the combat is more 'free-movement'. Compared to Tera, I don't like it cuz I feel like im button mashing to avoid attacks etc.....

Anyways, maybe you could Tera a bit more time and try out the glyphs and see if that changes things for ya.

So from what your saying and the previous posts, its not me, its the game.  This is intended??

I too tried TSW and its combat was horrific.

I guess I really don't agree that this takes more skill...  I'm not sure what game is played appropriately if you "frantically" mash a dodge button.  Because to be frank I could see myself frantically mashing dodge in this game because I'm action locked.  

The only skill I'd need is patients to get to a level where I could use this said "glyph" to remove this horrid mechanic.

Reading the blog on the front page by Darkpony and some other reviews praising this combat system I was really excited thinking it was mobile and dodge mattered but now I'm feeling lied to and mislead.    

What level do these glyphs become available?  Why do we need to suffer thru levels of ackward combat? just seems backwards.

IamApropos

See where adventure will lead you!
My PC Specs:
i5-3570k oc'ed @4.2GHz
8GB 1600 RAM
GTX670 oc'ed @ 1.25Ghz
Samsung 830 SSD.

  Laughing-man

Hard Core Member

Joined: 4/23/09
Posts: 2660

I thought what I'd do is I'd pretend I was one of those Deaf-mutes.

6/17/12 11:35:20 PM#9

some skills lock you into place, others don't.

Some skill levels you learn you unlock the ability to use some skills while moving.

Its a cost benefit, if you stop moving to heal then you might get hit, that's how it works.

There is a strategy to it, and running around zerging slapping your hands on your keyboard like an insane person is not the gameplay you will find in this game.

Sorry.

 

Glyphs are at level 20, I'm sorry you feel like you are suffering, if you are then perhaps you should uninstall, its a game, its meant to be fun, and those of us who enjoy it are doing so.

 

  Destai

Elite Member

Joined: 8/31/09
Posts: 302

6/17/12 11:35:26 PM#10

OP - I tried the trial this weekend and I found the same problems. I don't understand where the 'Action Combat' notion is coming from - it's anything but. I find the tooltips to be bordering on spamming and basically quit the game after an hour. I just couldn't get past it. I'd venture to say it's not you - it's the game. 

  Daggerjaydo

Hard Core Member

Joined: 12/16/07
Posts: 116

6/17/12 11:36:02 PM#11

The "complexity" it adds is nothing new to games in general, but maybe it's new to mmo's.

 

honestly I just find it misleading to call it 'true action combat' when it's more stop and go.

 

I can swing a sword and run at the same time, I would expect fantasy heroes to swing their weapons around as well.

 

And in all honestly, the ONLY reason why the stop and go is even necessary is because of how long the delays and telegraphs are for mobs.

If mobs made big attacks at a more reasonable speed, the animation lock would be devastating.

I can see how people like it, it's been a 'thing' in video games in the past... I just honestly see it as a cop-out when the game was supposed to be 'innovative'.

I was really excited about this game's combat a year ago, so I guess most of my criticism is driven by the let down.

just my 2cents.

  Laughing-man

Hard Core Member

Joined: 4/23/09
Posts: 2660

I thought what I'd do is I'd pretend I was one of those Deaf-mutes.

6/17/12 11:39:35 PM#12
Originally posted by Daggerjaydo

The "complexity" it adds is nothing new to games in general, but maybe it's new to mmo's.

 

honestly I just find it misleading to call it 'true action combat' when it's more stop and go.

 

I can swing a sword and run at the same time, I would expect fantasy heroes to swing their weapons around as well. And they do, every swing sends your character foward several steps, very realistically, PS. I'd love to see you run and swing a claymore. Lol.

 

And in all honestly, the ONLY reason why the stop and go is even necessary is because of how long the delays and telegraphs are for mobs. You can say that, or you could say its game design and their game choice for the way the PVP is designed in the game, I heard judging a game's gameplay based off level 1-10 is represenative of the entire game's gameplay.

If mobs made big attacks at a more reasonable speed, the animation lock would be devastating.  They attack faster the higher level you get.... its called a skill curve, maybe you've heard of it?  As EVERY MMO has one.

I can see how people like it, it's been a 'thing' in video games in the past... I just honestly see it as a cop-out when the game was supposed to be 'innovative'.  

I was really excited about this game's combat a year ago, so I guess most of my criticism is driven by the let down.

just my 2cents.

 

  Apropo

Novice Member

Joined: 12/18/10
Posts: 174

Guild Wars 2 is absolutely Revolutionary!

 
6/17/12 11:50:17 PM#13
Originally posted by Daggerjaydo

The "complexity" it adds is nothing new to games in general, but maybe it's new to mmo's.

 

honestly I just find it misleading to call it 'true action combat' when it's more stop and go.

 

I can swing a sword and run at the same time, I would expect fantasy heroes to swing their weapons around as well.

 

And in all honestly, the ONLY reason why the stop and go is even necessary is because of how long the delays and telegraphs are for mobs.

If mobs made big attacks at a more reasonable speed, the animation lock would be devastating.

I can see how people like it, it's been a 'thing' in video games in the past... I just honestly see it as a cop-out when the game was supposed to be 'innovative'.

I was really excited about this game's combat a year ago, so I guess most of my criticism is driven by the let down.

just my 2cents.

I'm extremely disappointed and with bloggers leaving this out of their "how wonderful this is"  they fail to tell you oh for 20+ levels you'll be anchored with most of your skills looking like a twitching idiot while your trying to be mobile during combat.

I guess the choppy effect that this has on my character just makes it sooo difficult for me to get immersed into the game.  Just doesn't feel smooth and feels less action-y and more directional combat.   

 

Dodge doesn't matter atleast it hasn't for 19 levels, nothing has hit me hard enough to make me think holy crap if it hits me once I'm dead.  I found it very uneeded infact.

 

Don't get me wrong most tab targeting combat where dodging doesn't matter bores the life out of me.  I'm done with the days of face checking a mob and not moving while spamming all my abilities but I also want to be mobile in combat and not locked during every skill.  

 

I'd prefer something that requires skill to play not timing and ackward animations because of anchoring my character until level 20+...  If this was the only problem I'd have no issues looking past it but topping it off with the questing system, I'm at a loss for words and am glad I got the chance to test the game for 7 days before wasting my money.

IamApropos

See where adventure will lead you!
My PC Specs:
i5-3570k oc'ed @4.2GHz
8GB 1600 RAM
GTX670 oc'ed @ 1.25Ghz
Samsung 830 SSD.

  xmenty

Hard Core Member

Joined: 5/22/10
Posts: 660

6/18/12 12:01:36 AM#14

Need to stop reading on game bloggers and reviewers guys.

They are not that reliable.

Best is to watch youtube or twitch.tv live you can ask them any question on the spot.

Pardon my English as it is not my 1st language :)

  Draemos

Hard Core Member

Joined: 2/20/10
Posts: 1111

6/18/12 12:18:32 AM#15
Originally posted by Destai

OP - I tried the trial this weekend and I found the same problems. I don't understand where the 'Action Combat' notion is coming from - it's anything but. I find the tooltips to be bordering on spamming and basically quit the game after an hour. I just couldn't get past it. I'd venture to say it's not you - it's the game. 

http://www.youtube.com/watch?v=pcMWge-IoVo

 

Notice how he's moving, dodging, using combat animations to maneuver around the boss, and timing his attacks so that he doesn't end up getting smashed in the face mid animation.  That's why it's an action combat system.

 

Personally I'm completely at a loss to this whole complaint about animation locks  That's pretty standard for action combat games, go play God of War or Devil May Cry.  The only way to cancel animations is to dodge/block out of them... which is exactly how Tera works.  I can only assume it comes from people who are extremely comfortable and satisfied w/ tab>target MMOs and hybrid (and decidely non-action) systems like GW2.

  Daggerjaydo

Hard Core Member

Joined: 12/16/07
Posts: 116

6/18/12 12:34:24 AM#16
Originally posted by Laughing-man
Originally posted by Daggerjaydo

The "complexity" it adds is nothing new to games in general, but maybe it's new to mmo's.

 

honestly I just find it misleading to call it 'true action combat' when it's more stop and go.

 

I can swing a sword and run at the same time, I would expect fantasy heroes to swing their weapons around as well. And they do, every swing sends your character foward several steps, very realistically, PS. I'd love to see you run and swing a claymore. Lol.

 

And in all honestly, the ONLY reason why the stop and go is even necessary is because of how long the delays and telegraphs are for mobs. You can say that, or you could say its game design and their game choice for the way the PVP is designed in the game, I heard judging a game's gameplay based off level 1-10 is represenative of the entire game's gameplay.

If mobs made big attacks at a more reasonable speed, the animation lock would be devastating.  They attack faster the higher level you get.... its called a skill curve, maybe you've heard of it?  As EVERY MMO has one.

I can see how people like it, it's been a 'thing' in video games in the past... I just honestly see it as a cop-out when the game was supposed to be 'innovative'.  

I was really excited about this game's combat a year ago, so I guess most of my criticism is driven by the let down.

just my 2cents.

 

Don't lie to me. You know we've both seen lvl 50-60 bams, they attack slowly and sparingly, they often rush past you and ignore you for several seconds as well. If you find getting swung at once every 5+ seconds or longer difficult, then you are bad at video games.

 

The real challenge this combat presents to a competent player is one of time: play it safe, you'll live fairly easily unless the mob has a timer, take risks and you'll kill faster but risk actually taking damage.

 

  Apropo

Novice Member

Joined: 12/18/10
Posts: 174

Guild Wars 2 is absolutely Revolutionary!

 
6/18/12 12:47:41 AM#17
Originally posted by Draemos
Originally posted by Destai

OP - I tried the trial this weekend and I found the same problems. I don't understand where the 'Action Combat' notion is coming from - it's anything but. I find the tooltips to be bordering on spamming and basically quit the game after an hour. I just couldn't get past it. I'd venture to say it's not you - it's the game. 

http://www.youtube.com/watch?v=pcMWge-IoVo

 

Notice how he's moving, dodging, using combat animations to maneuver around the boss, and timing his attacks so that he doesn't end up getting smashed in the face mid animation.  That's why it's an action combat system.

 

Personally I'm completely at a loss to this whole complaint about animation locks  That's pretty standard for action combat games, go play God of War or Devil May Cry.  The only way to cancel animations is to dodge/block out of them... which is exactly how Tera works.  I can only assume it comes from people who are extremely comfortable and satisfied w/ tab>target MMOs and hybrid (and decidely non-action) systems like GW2.

I was taking what you said seriously until you stated this "w/ tab> target MMOs and hybrid(and decidely non-action) systems like GW2."  That is an ignorant statement made by someone who obviously doesn't know what he's talking about so please stop spouting lies and misleading information trying to make a game you love look better then it is.  The combat system is crap for ranged characters at lower levels plain and simple in TERA.  Dodge makes aboslutely no difference in TERA at lower levels; which is not the case in GW2 but if you played it at all or even if you played it, if you played it correctly you'd understand this. It just amazes me how people make statements like this without any clue what they are talking about and dont' understand how uncredible they make themselves look...

 

That being said... I've taken some advise from others in game who agree that ranged combat is HORRIBLE and that I should go against all my gaming fabric and play melee.

 

I've rerolled as a warrior and it is a lot smoother,  the animations are not as jarring and stop and go as it was with my archer or sorcerer.  It doesn't seem to lock me into a skill for nearly as long and dodge seems more responsive.  Does that completely make up for it? not sure I'll have to test this out for 7 days like I did with the ranged and then I'll see if I can deal with this.

IamApropos

See where adventure will lead you!
My PC Specs:
i5-3570k oc'ed @4.2GHz
8GB 1600 RAM
GTX670 oc'ed @ 1.25Ghz
Samsung 830 SSD.

  A_hi

Novice Member

Joined: 11/16/10
Posts: 88

6/18/12 4:36:46 AM#18

bayonetta, dmc, god of war, ninja gaiden..

all have animation lock

  Aerowyn

Elite Member

Joined: 2/20/12
Posts: 7969

6/18/12 5:30:28 AM#19
Originally posted by A_hi

bayonetta, dmc, god of war, ninja gaiden..

all have animation lock

true but they also have a much faster pace of combat which makes it much less noticable

I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg

  holdenhamlet

Advanced Member

Joined: 8/01/05
Posts: 922

6/18/12 6:19:25 AM#20

The reason for this is for players or the occasionally smart NPC AI to avoid, dodge and/or block your attacks.  You can however often cancel attacks by using another skill if you see the one you're using isn't going to work.

The action refered to in the hype is actually more defensively oriented, since it is the first AAA MMO to use active block and dodge and aiming.  

If you equate action with spamming attacks while moving, then no, it's not going to work for you.

Think of it like Street Fighter 2.  There were animation cues that allowed the other person to react.  The action is a two way street, in this way, whereas in most games it's almost completely one way.

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