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5/23/12 5:16:03 AM#61
Originally posted by dontadow err no, for instance when you log into rift for the first time you pick warrior, rogue, cleric or mage. If you pick warrior you can never heal unless you reroll. |
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5/23/12 9:01:26 AM#62
Originally posted by Chopsticks Thats the problem, you wont unlock all of them until the very end. Even then people will be using the outer rings mostly. |
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5/23/12 9:13:29 AM#63
Originally posted by DannyGlover Unfortunately that's the opposite of a diverse and deep pvp system. Its more like a frustrating one. Having so many skills, even if only around 30% of them are the ones that end up beign used, will cause utter imbalance. |
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5/23/12 9:17:45 AM#64
Originally posted by Kuppa Imbalance because every set of 7 active and 7 passive skills won't do the exact same thing?
Difference != imbalance |
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5/23/12 2:12:55 PM#65
Personally, when it comes to mmos, I prefer hard counters over homogenization. If we are talking 1v1 fighting games, then yes I agree with you. |
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5/23/12 2:16:15 PM#66
Originally posted by Chopsticks Sure, wait a week or two, and watch all the cookie cutter builds running round. Things might be different cosmetically, but that depends on the price of clothing, and the willingness for people to spend cash in the shop on top of the subscription fee. A creative person is motivated by the desire to achieve, not the desire to beat others. |
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5/23/12 2:31:09 PM#67
Originally posted by WellzyC I don't understand how post count applies?
I keep seeing posts about how the combat is deep, or complex, or innovative. From what I've seen the character development is deep, complex, and somewhat innovative, but that's not combat. Combat consists of selecting a target and activating skills on a hotbar. Nothing wrong with that, but it has nothing to do with character development outside of what skills go into the hotbar and what weapon you'll have in your hands. I am aware that depending on the skills you choose you'll have diffirent passive effects that will play out during combat, but that's still not the combat mechanics used in the game; which, from what I've seen isn't deep, complex, and deffienetly not innovative. Shouldn't the post title be, deepest character development I've seen in a long time? When did character development become the combat mechanics in an MMO? |
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5/23/12 7:26:20 PM#68
Yeah after looking at it, it's ability sets.
You pick the weapons and passives and you get abilities tethered to them you can use. It's being overhyped in the regard that, while the 'classless' nature of players lets you pick anything, all abilities are derivative of a single pool of functions.
Which that in and of itself isn't bad, nor does it actually describe how complex they system is because complexity is derived from the size of that pool.
But it's not a large pool.
There's a reason I mentioned Saga of Ryzom before. You don't just have classless progression or the option to pick whatever ability you want, and they aren't defined by any set groupings. You can go all the way to making the abilities. Taking the different core aspects, damage types, and functions each thing can do and grouping them together into powers to very highly tailor your character's design, and it shows in the combat.
It could be that my point of view is biased, having played games with that kind of complexity for a good few years now. When I compare a game like this to a game like Ryzom, I very much fail to see it as 'deep'. As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero. - Vaarsuvius |
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Very good post. The concept of me bringing a deck made out of 500+ cards to the battle and using that deck against yours is as deep as the two minds that made the decks.
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Originally posted by Kuppa Outer ring abilities are not upgrades. For example a inner ring ability may do 110 dmg while an out rinf ability does 105 dmg but if the target is impaired it does 115.
So If you have a impair in your build then it would be wise to use the outer ring if not you would use the inner ring or find an ability that leaves the target impaired. |
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5/23/12 8:00:23 PM#71
Great if we're talking about actual 500 different abilities, but many are just copies of others with animation and name changes. The combat system lacks a lot of variety, thus damage is the name of the game so you're settled between direct, aoe and stunning. And the abilities just give u more or less. |
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5/23/12 8:07:40 PM#72
lol TSW combat is NOT deep in any way. its really the most shallow Ive seen in a MMO the only thing complicated about it is actually understanding the ability discriptions as they are some of the most FUBARed Ive seen.. i dont even think the person who wrote them understood english.. is more like google translate Watch your thoughts; they become words. |
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Originally posted by dontadow What you are saying is wrong. No two ways about it. These are SOME of the attack types. Some.
Melee (magic & physical) - single target builders & consumers PBAoE - AoE's centered around you body
Each of the 500+ fall into one of these catagories. Remember this is not a complete list.
Today I make a build that focuses on Cleanses and CC. I will make a melee cleanse/cc build.
The next day I might make a melee deck that focuses on shields and chain attacks.
Next week I make a build focused on GTAoE and defensice cool downs. on and on and on.
Now that I like a build I'm going to refine it even more. My melee shield/chain attck build will use hinders and weakens, or maybe penatration and stuns., or maybe....
Is there another game that I can do this in? Am I missing something? Maybe you are missing a little something ;) |
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5/23/12 9:13:38 PM#74
Originally posted by Chopsticks they have glance, block, evade, critical hit, hit, penetrating hit, impaired, weakened, hindered, afflicted, strike, focus, blast, frenzy, burst, chain, leech, absorb, HoT. any one of those can trigger or be triggered by each other. |
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5/23/12 9:47:51 PM#75
Originally posted by Chopsticks Sure there might be 1000s of possibilities but the question is will it have synergy? Form day 1 every since their early vid about TSW saying that there are 1000s of possibilities of builds I called BS on. Many will simpely not mix well plain and simple. It will come down to a handful of cookie-cutter builds as some simplely do not want to waste hours upon hours trying to figure out what will work well and people will want the most effective build for their role which will eliminate many builds. |
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5/23/12 10:01:11 PM#76
Very dissapointed that CC's are going to extremely short in duration. Likely due to the fact that they decided to not separate PvE and PvP. You would think these companies would learn over time not to try to balance the two. So now in PvE we are left with a bunch semi useless 4 second CC's. What fantastic help in PvE....considering they decided to go the hit the mob 40 times to kill it route, ugh.
I'm a fan of the game but talking about it's combat like it's anything other than weak would be streching it. This is a very basic MMO with an awesome setting (the reason I'm playing) with little longetivity, let's not make this out to be something more than it is. This is one of those games if I wrote down everything great about it and everything very basic and simple, I would probably be shocked that I plan on purchasing and playing the first day of release. The setting and immersion are just that good though. |
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5/23/12 10:08:20 PM#77
Originally posted by Ambros123 And still I say, these are the same option sand choices I have in RIft, in a polished format with better combat animations. Listen to what you listed, 10 maybe 15 things. More than 500 abilities, that's 10 to 20 abilities per one of the options you listed, which means you're going to have a lot of repeating. It's bloating for the sake of saying (we got 500 things you can choose from). IN reality its the same options as other games. |
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Originally posted by Mardukk It is what it is and that can't be denied. You can choose to say it isn't despite whats in front of you and spam one button. It's your choice. It doesn't make it right.
There is a lot more evidence from cold hard facts in this threads that the TSW combat system is strong, very strong, as opposed to being weak. Again you can say that but what's in front of you says different. |
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Originally posted by dontadow Factor in range, type, trigger, and states. These things can not be separated. The 500 abilities, the types, the sub types, the states. 5 under a catagory can be wildy different in effect. This is the depth. Look closer. I'm not trying to rag on you, but look closer.
I love RIFT, but RIFT has classes 100 times better than other big mmos, but there are classes. Your warrior will not be healing. |
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5/23/12 10:25:54 PM#80
Originally posted by Charlizzard Completely agree,
I am going to buy TSW, and play it (atleast for the included month) But I must admit, when I got in the weekend beta (And I will be rolling Temps when it's live) the only combat that was any fun for me was shotguns. And thats pretty limited.
TSW was fun for me, but more inspite of the combat not because of it. Fortunately, the other parts of the game were fun enough to overcome the average experience I had with the combat.
I do think TSW has alot of features and aspects that set it above other games, but combat is probably not the feature anyone needs to be pointing attention to.
Just my opinion. www.90and9.net |
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