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2/14/13 10:51:15 AM#21
I voted yes. Current MMO's without /stick favor bunnyhopping mechanics which is way to twitchy for me. Free RPs as well as Lagged Again, 2 of the top 8man guilds used /stick and they did amazing with it. Like another poster said, stick allows you to focus on situational awareness better. Now obviously the people who just /stick and stay stuck for the majority of the fight are doing it wrong. You hit your assist button, stick to figure out exactly where the target is and then break /stick to get off your positionals, just like Free RPs and Lagged again did it.
I healed Mistwraith and all I got was this stupid tee-shirt! |
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2/14/13 10:55:10 AM#22
Originally posted by boxsnd It will be exploited to all get out. Sorry, that is why there is cripple, sticky bombs, daze, etc that is what conditions are for. If you want to cheap out a game experience then do so by all means.
This is one dumb idea.
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coretex666
Advanced Member
Joined: 1/03/12
"I shall take your position into consideration" |
2/14/13 11:00:21 AM#23
No, I dont. I wonder why would I even want something like that in an MMORPG. I think it is a terrible concept. Playing: Nothing atm My game concept thread: http://www.mmorpg.com/discussion2.cfm/thread/369707 (any feedback appreciated) |
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2/14/13 11:09:06 AM#24
Interesting. There seems to be this thought that without /stick we would necessarily have bunny-hopping. I disagree. Make jumping cost endurance. Or increase incomming damage. Or both. That'll castrate those bunnies. Stupid bunnies. Back on topic... I voted no. And I surprised myself. I say yes, a follow command for friendly players that's as snappy and quick as /stick would be great (I always felt like this command in other games didn't work as well for some reason, like I was following them from too far back and getting stuck in terrain as a result) but for enemies, it's really not necessary anymore. |
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2/14/13 11:41:21 AM#25
Yes, I do want a /stick command. And /assist name or /assist defensive target. Before explaining why, I want to briefly explain that I believe what made DAOC's pvp great was the combat mechanics. By combat mechanics, I mean movement mechanics, spell abilities and their complexity, combat rules (such as if you are hit with a melee weapon, your spell casting is interrupted; crowd control timer equations, etc.), and the need for constant positioning for some classes (usually dps casters and healers) depending on the current combat situation. It seems to me that most people cite the fact that DAOC had 3 realms as the main reason the pvp was great. Having 3 realms was nice, but it was not the primary reason...at least not for me. It was just icing on the cake, and it really helped build realm loyalty. But think about Warhammer. 3 realms wouldn't have transformed the combat into something exciting and challenging. Look at The Secret World. It has 3 realms and the combat is just a slam-into-each-other fest where the side with the most glance tanks (the OP build right now) wins. So now back to my original point. A /stick command on enemies may very well be necessary for DAOC-like pvp to occur in Camelot Unchained. It sounds counter intuitive, but without /stick, the combat risks being watered down. Think about it. If you are a squishy caster and let 3 melee dps'ers get on top of you and stick you, you are going down within seconds. You probably can't shake them and you are being interrupted. Your primary job in a fight is (usually) to stay alive. Stay alive, and then as much as possible, fulfill your class role. If the high dps melee enemies have /stick, then that means you have to extend. That means you have to kite. You need to be paying constant attention to where you are, where your tanks/dps are, where the healer is, and where all those things for the enemy realm are. This is where the game gets strategic and tactical at the same time. You are playing in a group with 7 other players and your casters are trying to extend while not getting too far from their own melee classes. Meanwhile, your DPS'ers are trying to take down enemies in the thick of the battle while trying to make sure not to get too extended from the casters and healers behind them. Yeah, the melees and tanks are sticking each other right in the middle of the battle so they can focus on their chains. They have to constantly make the decision of whether to stay sticked or try to get on someone else nearby or try to retreat to stay with their group. The healers know they only have a split second to start healing whoever the /stick train attacks next. All the while everyone is trying to maintain optimal positioning for their character. This is group coordination at it's finest. With no stick, the melee combat becomes side stepping, circle strafing party where everyone is focusing on doing a circle dance around the opponent and not focusing on the awesome parts of a fight - the tactical positioning of everyone in the group and hitting your necessary abilities. Sure the healers still need to heal and casters still need to run from the tanks, but the threat is less, the need is less, the tactical requirements are lowered and watered down. The need for extension is less and so it just doesn't happen. With no /stick, the fight strategies end up being the same for both sides - slam your team into theirs and mix around with each other in one general place until the team with more cookie cutter builds wins. Don't bother extending, since it probably doesn't matter. It sounds weird, but every mmorpg I see without stick suffers from this same symptom - side strafing maniacs. This comes at the expense of necessary or meaningful coordinated extension. In short, the combat isn't fun in the long run. If you want 8 manning, I think /stick is a necessary part of that. If you want 8 manning versus a zerg and being able to kill some of the zerg while extending and possibly surviving, then again, /stick is a necessary part of that. /stick makes tactical positioning matter for everyone on the board at all times, and requires everyone to be at the top of their game at all times. This is one of the things that makes the combat in DAOC awesome and skill based. There are two types of mmorpg pvp - live action chess, or football with weapons. DAOC was live action chess. Warhammer, TSW, most other mmo's are football with weapons. |
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azzamasin
Hard Core Member
Joined: 6/06/12
We live in a fantasy world, a world of illusion. The great task in life is to find reality. |
2/14/13 11:43:29 AM#26
Originally posted by BizkitNL Espcially when its jsut as easy to code it into the core system of the game like every single MMO ever made. |
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azzamasin
Hard Core Member
Joined: 6/06/12
We live in a fantasy world, a world of illusion. The great task in life is to find reality. |
2/14/13 11:46:41 AM#27
Originally posted by Jimmac Not disagreeing with your opinion because you're entitled to them but if the game was a 2 faction MMO it would of been a disaster. The combat was in my opinion the worst part of the game to me it was always the community and the constant flow of kicking so much ass being on the winning side (Albion) and watching the other 2 factions try to double team us ever single day. Take that away and you're left with a fairly standard and bland MMO. |
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2/14/13 11:49:57 AM#28
It's becoming sickeningly obvious from this thread who has and who has not played Dark Age of Camelot.
Seriously? Go back to Halo? wtf.
And calling /stick macroing? Uhhh... |
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2/14/13 11:51:01 AM#29
anyone who didnt play daoc will vote no its pretty simple u should do this poll based on yes and no and also have Yes-played daoc or No-played daoc that way we can see if its people who dont understand because there not use to ability chains and positionals and how tough they could truly be in active combat.
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2/14/13 11:57:09 AM#30
Originally posted by azzamasin Yeah, I hear where you're coming from. The game wasn't perfect. I didn't see any reason whatsoever for stealther classes, and I wasn't a huge fan of the pve for example. I agree that 2 realms needing to come together was probably crucial to the fun usually. Minus the 3 realms and the game very well could have been garbage, despite otherwise having great PVP mechanics. My central point is that those mechanics were a necessary part of making the PVP awesome. Was it the only thing? No. For many people like yourself, I'm sure it wasn't. Just saying it was a very critical part. |
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2/14/13 11:57:38 AM#31
Originally posted by DavisFlight No one wants a bunny hop halo fest, it's been mentioned in nearly every post disagreeing with /stick, so your Halo comment is silly and off base. That can be kept from happening by having enurance taken from jumping or many other ways. /stick Is for people who cant use both hands at the same time or do not want to expend the effort to actually play their character. Games have enough automation now, and this was wanna of my biggest gripes with DAoC for years because even with situational and positional styles, a lot of players had no idea how to use them and just used the /stick assist train because they have to idea how to pick targets or which skill chains to use and when to use them. Saying someone obviously didn't play DAoC is presumptuous and flat out wrong, a lot of us greatly enjoyed DAoC and just want the small problems it did have fixed. Then again what do I know, I only had 6 50s and 3 above RR5 so I wasn't exactly the RvR king if you catch my drift :) Currently Playing: Path of Exile, Everquest |
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2/14/13 11:58:18 AM#32
No. DAOC needed it, because let's face it... movement and character control is not very good when compared to more recent MMO's. |
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2/14/13 12:00:06 PM#33
Jimmac - well said.
Edit: I agree and in my post mentioned some of the same reasons as you. /stick and /assist actually make the game more tactical, you actually have to make more decisions and have more situational awareness. Also it allows a smaller, dedicated force to actually damage and sometimes prevail against a larger force. |
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2/14/13 12:12:20 PM#34
OP has asked one of those questions where it seems like the answer is obvious, which is why this is a fun topic to discuss. Anyway... deathangell gets it. With 4 hotbars and a bunch of abilities/potions/etc and complex ability chains, it is pointless to require the melees to circle straf battle each other looking ridiculous at the same time. It's not like /stick is easy mode. /stick the wrong person, and you just wasted your time and 2 of your buddies time who were /assiting you. Your team wipes. /sticking one person then the battle situation changes now you have to switch targets. This is not easy mode. |
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2/14/13 12:16:03 PM#35
Originally posted by deathangell Except those of us that did play...and voted no. Sorry, just because people played a game it doesnt mean they agreed with/or liked every single thing in it. “I hope we shall crush...in its birth the aristocracy of our moneyed corporations, which dare already to challenge our government to a trial of strength and bid defiance to the laws of our country." ~Thomes Jefferson |
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2/14/13 12:42:35 PM#36
Originally posted by Nibs Yeah, even with /stick there will be strafing. But I think the real question we have to ask is what kind of strafing do we want? Because it's going to happen whether /stick is in the game or not. DAOC had strafing and it was used for positionals. Other games that don't have stick still have players strafing, except that they are doing it for the same reason people bunny hop...to force the other player to have to dance/straf right back with them, constantly trying to keep face. Both types require skill, but the types of skill here are very different from each other. So then the question is, do you want the skill to come from hitting your buttons or from being the better dancer? I want skill from buttons. I don't like needing to be skillful at straf dancing. It isn't fun to me. I like to focus on positionals and ability chains, and if I don't have to worry about doing the circle dance, then that opens me up to being able to monitor where everyone else is in my group. Do I need to extend? Do they? That sort of tactical coordination happens less, I think, when the meleers are circle dancing constantly and their screens are spinning 360 all the time. It's just much easier for them to do their fancy dance moves if the middle of the battle stays stationary so they can duke it out until death, than to actually make the tactical decision to extend and retreat. |
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Originally posted by deathangell IMO it's more like: Are you a clicker? yes/no.
DAoC - Excalibur & Camlann |
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2/14/13 2:00:49 PM#38
The more the game does automatically the less there is to play.
Let's play Fallen Earth (blind, 265 episodes) Let's play Guild Wars 2 (blind, 45 episodes) |
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2/14/13 2:28:33 PM#39
Originally posted by jtcgs Same here. Played from beta 8+ years and i also voted no and gave my reasons. I guess some people like to make sweeping assumptions based on nothing but their own ignorance. The amusing thing is he seems to think you need to /stick to land positional chains, i used the destroy players like this ad-nauseum, it was rediculously easy to kill the /stick monkeys unless they resorted to runthrough. Good players never used /stick for anything other than following their main CC while moving in a group...even then the top groups did not run on stick to avoid the aoe CC :) |
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2/14/13 2:40:17 PM#40
Look, if CU is going to have the same sort of combat mechanics, it is going to need a stick/face option. Plain and simple. Unless they revamp the mechanics to give attekers more time for follow up attacks, a zig zag motion is enough lapsed time to mess up a combat chain, making chains uneffective. in DAOC, the stick was there to be close enough to a target to do follow up attacks, if for whatever reason your attack chain was interupted, you start back from the first move in the chain.
Please, if you have not played DAoC, your no /stick is invalid. When zerg meets zerg and there is an assist train of melee slamming into another jumble of melee, you assist the target, strafe to the deiserd position, and start your chain. If people were zig zagging, spinning, jumping with or without endurence restraints, this would make any combat chain of 3+ moves worthless. Might as well play one of the many other MMO's that already has boring PVP with out combat chains/positionals. Position and Facing were CRITICAl in DAOC, You couldnt guard arrows if getting shot from behind, You could not evade attacks from the side. Keep in mind both those things above would allow you to retaliate with a combat chain.
Face/stick are stamples for the mechanics in DAoC, if you never played you don't know, if you did and you never used them, you were doing it wrong. If CU follows DAoC combat train of thought then face/stick need to be in the game. If it goes action orinated or hotkey spamming like the masses of other games already on the market, then count me out. I can already play a bunch of failed pvp mechanic games.
TLDR: Don't be lazy, read the post. |
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