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All Posts by Aeander

All Posts by Aeander

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157 posts found

I'll start by saying the obvious. Guild Wars 2 has its glaring problems. It is a divisive, controversial title that is either loved or hated. So let's get these flaws out of the way right now.  It has a poor endgame. Its dungeon design is weak and easily exploited. Its open world pvp is a mindless zergfest prone to exploits like double-teaming and stacking. Its skill designs are too general and there are too few skills on each class, lending an air of "sameness" to each class and each build.


Now that I've gotten the flaws out of the way, let's explore what Guild Wars 2 did fundamentally right. These mechanics, whether they were first introduced by this game or not, are the ones with great potential. These are the mechanics that could easily benefit future MMOs and diversify the genre in a good way. 


For each mechanic, I'll also explore how these can be learned from and improved upon, if need be.


The Business Model

Guild Wars 2's business model hits all of the right notes. It may not be to the taste of certain players, but it certainly caters to everyone while not alienating anyone. The box price is reasonable and the wealth and quality of content for said price is to be commended. The cash shop does not offer any pay-to-win items and there are plenty of good aesthetics to be obtained without ever interacting with said cash shop. Better still, the currency trading system allows for a healthy economy and a method for all players to obtain any item in the game, one-time event items aside.

It would, perhaps, be more to the benefit of a future MMO to use set exchange rates, however. These could be fluctuated by the developer themselves to address economic issues. The goal here is to avoid large spikes in cash shop currency prices.


Dynamic Content - Making The World Feel Alive

Let's start with the obvious one. Yes this was first introduced by Warhammer, or perhaps even an earlier title. Guild Wars 2, however, is the first MMO to have good dynamic content. It isn't perfect. It doesn't impact the world as much as the hype would have led players to believe. It was, however, an outstanding success in its variety, frequency, and fun. It made leveling a much more unpredictable, interesting experience. Level 1-79 content was fantastic.

To further improve upon dynamic events, future MMOs would benefit from a proper implementation of dynamic events into the game's endgame. That means closely examining rewards. Guild Wars 2 dynamic events do not properly reward players and are rarely worth playing. This leads to most of this content - the best content that the game has to offer - being underplayed. 

Map-exclusive rewards and skins would go a long way towards ensuring a greater range of played content. 

Large, intersecting quest chains would also be of great benefit to the dynamic event system. The Balthazar chain in Straits of Devastation is a strong example of a quest chain that is compelling, but not rewarding enough to justify its length and difficulty. 

Additionally, future MMOs may want to avoid putting dynamic event bosses on predictable timers. That only leads to massive, camping zergs and takes the excitement, difficulty, and, dare I say, dynamism away from these events.


Downscaling - The Retroactive Sandbox

Guild Wars 2's downscaling is a wonderful thing. It allows any player to play and enjoy all content beneath their level. ALL content is endgame content and grouping with lower level friends is a beautiful experience because of this system.

Indeed, downscaling is perhaps the best part of the Guild Wars 2 experience, and it is a mechanic that I sorely miss every time I play a game that does not include it.

It is easy to claim that Guild Wars 2 is a themepark. It isn't. It isn't a sandbox either. It is perhaps the first true hybrid MMO - the retroactive sandbox, or a game that plays like a diverse, non-linear themepark during its leveling process and a true sandbox once a character hits level 80.

Improving upon this system is largely an issue of rewards. While lower level content remains compelling thanks to downscaling, it is rarely rewarding. 


Horizontal Progression, Almost Done Right

This is an area that the first game succeeded on to a greater degree, especially when the introduction of the Ascended Tier lessened the truth of the game's horizontal progression system. 

Horizontal progression is, when done right, a legitimate and interesting form of progression that complements sandbox mechanics perfectly. It needs no levels. It needs no gear tiers. It relies solely upon the quality of the game's assets.

For a horizontal progression system to work, the game needs:

A wealth of compelling content that is worthy of being replayed on its own merits. 

Diverse and appealing aesthetics and great character customization.

A free-form build-customization and/or playstyle customization system.

A wealth of skills and options to unlock that make a player more versatile without directly making them more powerful.

Guild Wars 2 succeeded in the first two categories, though the first really only applies to open world content. Guild Wars 1 succeeded in encompassing ALL of these.


Looting - Cooperative, Not Competitive

Guild Wars 2's individualized loot and resource node system is fantastic. It eliminates loot conflicts. It eases the flow of gameplay. It allows everyone to be rewarded for their efforts.

There are no flaws with the Guild Wars 2 loot system aside from a questionable quality in drops and tagging conflicts that occur when an excessive number of players are grouped into a single event. And, well, Anet has built a reputation for being anti-farm and anti-loot.


Organized PvP - On Equal Ground

For organized PvP to be worthwhile, it must be equal. For player skill to be the deciding factor in a conflict, gear and levels cannot influence the fight. Guild Wars 2's organized PvP, repetitive though it may be, got this factor fundamentally right, just as the first game did.

A future MMO will want to keep this aspect of the game in its design, but will want to look towards the first Guild Wars, or perhaps a MOBA title, for an example of how to design PvP modes.


Experimentation On The Norm

The Trinity has its place. Very much so. It's tried and tested. It works. But free-form systems also have a place and a future (hopefully). They can, if designed well, make for a compelling and varied gameplay experience. Hell, in the (admittedly all too rare) times when Guild Wars 2's content complements its class design, it provides evidence of that itself.

But really, Guild Wars 1 was the game that truly invented the play-your-way system, and it's the game that should serve as a shining example of how to design classes.

For a free-form-roles system to work, the following must be true:

Every class must be capable of every role, but must NOT be able to perform all of these at the same time without a significant drop in efficiency.

Content MUST be designed to complement the combat system and role system utilized by the game. This is a particularly tricky aspect to nail, and it is one that will take years of innovation and experimentation to nail down.

Builds on each class must be diverse and often highly specialized.

The game must offer a large wealth of skills and most of these must be specialized, deep, and/or situational.


Guild Wars 2's primary failing was in its small selection of generalized skills. It failed to succeed where its predecessor already had.


Combat And Out-of-combat Pacing

Guild Wars 2's gameplay is, if nothing else, well-paced.

Combat, when it succeeds at living up to expectations (primarily in the open world while solo or in small groups), is a fast-paced, intense, and involved experience. 

Out-of-combat regen is perfectly timed. It keeps the flow of action going and doesn't force players to rely on fundamentally outdated systems (such as potions) to tackle content at a reasonable rate.

The major shortcoming of pacing in the open world is mob respawn times. They are typically too fast, and this is particularly apparent for the Dredge and Risen. The respawn rates were designed for much higher player concentrations, and that is a fundamental flaw of design, because the best open world content is generally that which is tackled by groups of 2-10. 


Artstyle, Music, And Atmosphere

Guild Wars 2 is a breath of fresh air in this department. Its artstyle finds that perfect blend between realistic and stylized. It's pretty well-optimized, save when the community has created areas of excessive population. The music is gorgeous. The world is BEYOND gorgeous. Cutscenes are a work of art. 

Say what you will of Guild Wars 2, but it leaves an impression. It is a visual and auditory orgasm. 

It is not a traditional fantasy MMO. It leans more towards a Renaissance fantasy setting with steampunk elements, and it does so coherently and in a manner that is downright fascinating. Terrain meshes well. The world begs to be explored. Maps are big and varied.

There is just so much attention to detail, and it is beautiful.





Now, I'm sure there's more, but this should start a good discussion.


Try to be thoughtful, analytic, and open-minded in your posts. Don't contribute posts like "Guild Wars 2 sucked." These dont' help anything and do not, in any way, further the genre. The fact of the matter is that Guild Wars 2, like any innovative title, has contributed or re-introduced systems that DO have value and which can be learned from and improved upon to better future titles in its genre.

It can absolutely be used as a template. 


It is, if nothing else, a prototype for the perfect MMO. It brought in a lot of mechanics that can turn a good MMO into a good game (whereas these two are often mutually exclusive). Downscaling. Action combat + mobile skill use. Sustain and skill use that isn't reliant on a faulty potion system. Dynamic content. Free-form group design.


The trick is going to be implementing these into a game with a compelling end game. An MMO that can do this effectively is going to take the genre by storm. 

There aren't that many MMOFPS or MMOTPS titles on the market. And they all, without exception, stand out only in their mediocrity.


Defiance is a bad experience with no real claim to fame and a lack of compelling content.

Planetside 2 offers theoretically endless replay value and infinite experiences, but, in practice, generally devolves into spawn camping on one side or the other. From weeks of playing it, I could count the number of good battles I got into on one hand. Couple that with poor management and service.

Firefall is a headless chicken. It has no direction and does not stand out from the crowd. In its current iteration, it is nothing more than an overly-restrictive grindy themepark.


It's about time that this young, promising subgenre received a real title. Blowing away this "competition" would be a cake walk. I don't care if the game emphasizes PvE or PvP. Give it a good art direction. Give it a good story. Make it have actual replay value. Just make something good. 

Action combat and FPS/TPS combat are the best MMO combat styles by far, but we haven't really seen titles that provide the proper content to complement and support them. It'll be some years before these gems shine, but, when they do, they'll shine far brighter than tab targeting combat styles.

Come to think of it, it's rather difficult to limit negative features to three. So let's explore a bit more than that. I'll make it 10.


1. Non-consensual PvP

It's not PvP. It's not skillful. It's not fun to deal with or to dish out. It just doesn't bring anything to the game that isn't better done by an arena, large-scale PvP map(s), or dueling.


2. Gear-based as opposed to skill based organized PvP.

Large-scale PvP can be whatever it wants. Organized PvP should be uniform.


3. Perma-breaking gear


4. Potions / Food

A bit of a common gripe for me. I would much prefer for my sustain and stats to come from the tools on my character or my teammates - not an arbitrary gold sink.


5. Slow leveling.


6. Complete lack of story.


7. Lack of meaningful playstyle customization / lack of character customization (functional)


8. Lack of character customization / Poor quality character design (visual)


9. Competitive looting (Need vs. Greed and other non-individualized loot systems).


10. Racial and gender locks on classes.

Allods, RaiderZ, Runes of Magic, and Defiance? What?


Why is TSW not in the top 15 and why does this list not make a lick of sense until it hits the top 15?

Update was shit. 


Ships are nothing more than a terrible UI overhaul that is over-complicated and dizzying with far too many button presses involved.


Kubrow system is grindy and randomized. I'd be surprised if PWE's hands weren't on it. 


Vor's Prize is the only decent quest - and it's nothing really new.


Unimaginative, redundant frame.


Couple of underpowered weapons, typical of any update. And MORE clan tech. Yayyyyy....


Only thing of value is the new tiles.

Originally posted by AlBQuirky


Originally posted by Aeander

Originally posted by AlBQuirky

Originally posted by Jemcrystal
The new trend is action and I hate it.  If feels like another cop out; where devs became obsessed with something they could handle instead of doing anything I would have liked in future mmo's.  I almost can't blame them tho.  No one could solve the problem of lag on our shitty PC's so they focused on something else.  A "how can we make mmo's different but still easy to make" board meeting.

Agreed. What I used to enjoy about MMORPGs is totally ignored by "action combat." I do not play them to test my reaction/mouse and keyboard mashing skills. I play them to be someone else. Action combat totally ignores this aspect.

What, exactly, does the game's combat system have to do with "being someone else?" Action combat doesn't ignore immersion and role-playing. It simply has nothing to do with it - and neither does "tab target" combat. 


A player's connection to their character is created through roleplaying, story, exploration, visual customization, and build customization. How does action combat "ignore" any of that?

The combat system has everything to do, since that is 80-95% of current games. Random Number Generation is the key. Ever hear of that? Action Combat lacks this feature, making the player's "skill" decide hits and misses, not the character's skills, developed in the game by choices the player makes.


When I create a character in an action combat game (any game), I am NEVER connected to it. The phone rings and I jump, moving my mouse at the wrong at an inopportune time. *I* (AlBQuirky) messed up, not my character (Joe Blow). If I "fat finger" my keyboard (which happens A LOT for me) hitting wrong keys, or unintended keys, *I* (AlBQuirky) messed up, NOT my character. Nothings takes me out of the "illusion" of being someone else faster than action combat. If I miss a dodge, AlBQuirky killed the character, not that character's skill in dodging. When *MY* skill trumps my character's, RPG is gone for me. Other player's mileage may vary :)

I know that not everyone agrees with me, or even if they do, may not enjoy MMOs the same as I want to. There needs to be action combat MMOs for players who enjoy that. BUT... contrary to popular belief, action combat is not the "neatest thing since sliced bread" as many players would have others believe. To me, it is a cancer started by Console FPS/Sports Game players that has infected the MMORPG genre.

The above is only my opinion and preference.


That's a coin with two sides. You could argue (as I would) that having the player skill dictate the character's actions (as opposed to RNG) INCREASES the player's connection with and empathy for their character. Why? Because you have refined control of them and their actions - a perfect ability to control who they are - right down to their combat style.



I'm a b2p guy. I like paying for something and receiving what I paid for. I like being able to support a developer when I feel that they deserve it, when I can afford it, and with the precise product that I want in return. It is the perfect model.


I do NOT like being exploited by a badly done f2p model and I DEFINITELY do not like paying for nothing every month. Seriously. What would I be paying for in a subscription game? Patches? That's to be expected and I get those from f2p and b2p titles with the same frequency and quality. Servers? Don't make me laugh. Expansions? Oh wait, they usually charge for that on top of the subscription fee. Guess I'm at a loss then. 

Originally posted by Adamantine
Oh, actually I like cooldowns a lot. They are one of the prime ways to make you think before activating an ability. Do I really want to use this special attack on this enemy, and if yes, when exactly ?

And one of the ideas I have for my own homemade rulesystem is cooldowns with a random component. The idea is to have a couple standard attacks and each has a random component to its cooldown so you can never end up with something like "press A, press B, press C, repeat", as you can do in far too many games.


Cooldowns are, indeed, better than mana for all intents and purposes.


Mana systems tend to result in spamming of certain attacks over others, which leads to boring gameplay. Cooldowns ensure that all skills will be used, but that poor use of these will still be punished.

Originally posted by AlBQuirky


Originally posted by Jemcrystal
The new trend is action and I hate it.  If feels like another cop out; where devs became obsessed with something they could handle instead of doing anything I would have liked in future mmo's.  I almost can't blame them tho.  No one could solve the problem of lag on our shitty PC's so they focused on something else.  A "how can we make mmo's different but still easy to make" board meeting.

Agreed. What I used to enjoy about MMORPGs is totally ignored by "action combat." I do not play them to test my reaction/mouse and keyboard mashing skills. I play them to be someone else. Action combat totally ignores this aspect.


What, exactly, does the game's combat system have to do with "being someone else?" Action combat doesn't ignore immersion and role-playing. It simply has nothing to do with it - and neither does "tab target" combat. 


A player's connection to their character is created through roleplaying, story, exploration, visual customization, and build customization. How does action combat "ignore" any of that?

Originally posted by Alders
Originally posted by Aeander
Originally posted by Alders
Originally posted by VengeSunsoar
More options means more competition. This means more companies fighting for your dollar. This means more specialization mmor branching off the mainstream.


It should mean all that but it hasn't.

Instead of more specialization branching off the mainstream, we've gotten more watered down and accessible trying to attract the widest audience possible.  I'm sure everyone sees the problem with that yet they keep doing it.

MMO's are not mainstream or at least they never should have been.  Leave that nonsense to the MOBA garbage.


Your statement is hilarious because:


1) We're starting to see more diverse, niche mobas that actively look for their own piece of the pie.


2) MMOs are by their very definition meant to be mainstream. Massively Multiplayer? Hello?


3) MMOs have only ever been niche because they were bad games with bad mechanics. They are still usually bad games with bad mechanics, but at least they are STARTING to catch up to the industry. Baby steps. 


1) MOBA's are a cancer to online gaming.  They're invading into MMO space with mechanics that have no business being in them.

2) Mainstream and massive are not the same.  MMO's used to be designed for like minded nerds that enjoyed solving puzzles and getting lost in an online world.  Now they're designed to include the people that nerds were trying to get away from.

3) #1 & #2 are why we can't have nice things.


1) Do explain. No, really. Humor me. Try to come up with quantifiable reasons for why MOBA's are "a cancer to online gaming" and not a legitimate, interesting development to the competitive gaming sphere that you just happen to not like.  And "invading MMO space?" In what way? As far as I've seen, every MOBA that has attempted to integrate MMO mechanics (namely Prime World) has done so unsuccessfully and in a way that killed the MOBA itself.


2) This type of idiocy is exactly why MMOs haven't been thriving. MMOs weren't created "for nerds." They are games, first and foremost. They were created for gamers looking to find a sense of community with other like-minded gamers. That much is true and that much hasn't changed. MMOs have in no way worsened to encompass a crowd that doesn't belong or to bring in a crowd that "the nerds" were attempting to get away from. They've evolved, but not significantly. In certain ways they've improved. In certain ways, they merely reflect changing standards in the game market that may or may not be beneficial. There is a larger variety of MMOs on the field, but there is also a larger number of copy-cat games on the market. That's normal for any genre.

The MMO audience has definitely expanded, but that is to the benefit of all. MMO content is designed to function with a large community - a community that can only be created by broadening horizons past your elite band of "nerds" that are so fearful of having new people to play with. Really, you grossly underestimate the intelligence of genre newcomers.



Yes, I wish that there were some new, flourishing MMOs with outdated mechanics from the goddamn 90s - those that you and others on the forums seem to love. That might just give you a hole that you can crawl into while you sneer at  and label everyone who plays something that you don't like. 

The purpose of this is two-fold: 

1) It's a fun forum game.

2) It should bring up interesting ideas and really illustrate what the common desires of the MMO community might be.



Your description need not be detailed or deep, per say, but try to cover the bases and give people an idea of your dream game. Consider its name, business model, theme (medieval, future, apocalyptic, modern, etc.), aesthetic style, musical style, story, leveling speed, pve and/or pvp content and styles, combat style, and other design philosophies.





I'll start with mine.


Soul Bound



Buy-to-Play (1 time payment) with cosmetic-and-convenience-only cash shop and currency conversion options.



Large, beautiful open-world focused around dynamic content and exploration.

Shifting battle-lines and territories for both PvP and PvE content (separate).

Story line that evolves + cycles based on the state of both PvP and PvE wars. 

No classes, levels, or gear-tiering - a true sandbox.

True action combat with a huge pool of complex skills and combos. 

Player investment created by perfectly defining and changing their character's identity through deep build customization, role-playing, and even the forging of your own, unique weapon.



Renaissance Fantasy



Painterly / Artistic


Musical Style

Traditional epic game composition - Two Steps From Hell, Jeremy Soule, etc.


Story (Vague)

The creator of the world once lived among its people, but his favorite creation, fearing that the god would grow bored or dissatisfied with his creation, killed him. But as with all souls, the creator's death was temporary and he was reborn - as several different beings. One is forgiving and has further split itself to protect the various races of the world, instilling its souls in one champion per race. The second is vengeful, and will stop at nothing to wipe the canvas clean. The third is a single, infinitely interesting person who encompasses all qualities and must decide for himself where he stands. All players of all races will form a bond with him and with the champion of their respective race.

You, the player, will be able to create a character for any race and help your people in military and political struggles with and against the other races as you ascend to greater heights and prepare your race - and all races - for the coming storm.


Playable Races -

Human - Italian Renaissance culture.

Beastial race - a combination of human characteristics with those of another mammal. Norse culture.

Sidhe - plant people. French culture.

Djinn - elementals formed out of ink or paint. Arabic culture.

Quetzals - combine reptilian and avian features to varying degrees. Various Native American cultures.


Leveling -

No levels. Progression is based on your personal skill as well as through unlocking of new skills to slot into your bar.


Gear -

Aesthetic only. Different weapon families (such as sword vs spear) function differently (by having different skill and combo options), but there is no arbitrary gear quality tiering. 

It is worthy of note that each player will be able to find special weapon parts throughout the world to create their own unique weapons. For example, they can create their own sword by finding and selecting its hilt, pommel, sheathe, and blade, and then adding on various runes, etchings, trimming, and other aesthetics of their choosing. They can even add on glow effects. And when they're done, they can name the finished product.


Classes -

There are no classes. Magic is universal. Everyone can do every role - just not at the same time without some sort of drop in effectiveness. Define YOUR character.


Combat System -

Straight out of Devil May Cry or Dynasty Warriors, combat in Soul Bound is a mix of attacks, aerial attacks, combos, jumping, movement, dodging, and blocking.


Skill System -

Everyone can use every skill, but it most be slotted into a limited build. Skills are categorized as such:

Starter - Opens your combo. Any starter can be used with any chain. Slot four - one light, one heavy, one air, one dash.

Chains - Follow up your starter. A chain is a set of skills that varies in length, complexity, difficulty of execution, and effects. Slot 12 (3 per Starter).

Magic - Choose from the entire pool of specialized, complex magic skills to define your role(s). Slot five.

Jump - Characterizes your jump. Slot one.

Flight - Characterizes your flight (length, height, and various other effects). Slot one. 

Dodge - An effect that occurs on your dodge roll. Slot one.

Block - An effect that occurs when you successfully block an attack. Slot one.

Focus - Defines your character's channeling state where they cannot act (but can move) and restore health. Slot one.


PvE Content

Mobs patrol, ambush, and take shelter based on programmed paths effected by weather conditions and time of day.

Dynamic events.

Epic world-wide quests and hidden areas to find epic weapon parts to build your own weapons.

A PvE war - all races have a common enemy - the Bane faction, which is comprised of a group of hive-minded gargoyles resembling sentient armor of various shapes. The community - all races - will engage these in offensive and defensive military action.  This conflict occurs as races push towards the center of the map (all racial nations border the center). 

Organized 5-man instances meant to challenge coordinated groups of players. (Not restricted by race.)


PvP Content

Evolving, alliance-based pvp. Not true non-consensual open world. There will be zones dedicated to pvp - the front lines of the war between individual races. Battle lines will shift and alliances between races will form and break.

Organized PvP - third person 5v5 moba-style pvp that takes full advantage of Soul Bound's combat system. 


Guild System

Guilds are divided into two categories:

Militaristic - Locked into a single race. Further their race's PvP goals as well as those of any race theirs is currently allied with.

Diplomatic - No limitations. Focused on PvE content and uniting the factions in Bane Wars.


Design Philosophies

Give players a home and a journey within the world by encouraging exploration and varied experiences in a way that no other MMO has - and bring this experience to both PvE and PvP.

Encompass both types of PvP - organized and large-scale - in a way that does not alienate players and which has meaning and depth.

Allow players to create their own identity and play style as effectively as possible.

Destroy limitations.




You're misplacing the issue entirely.


It's not the number of skills on a skill bar that is the issue but rather the number of options that is important in giving a game depth and complexity. 


I've always stood by this: Guild Wars 1 had the deepest class system of any MMO to date. Yes, skill bars were limited to 8 skills. That was part of the challenge. Thanks to a free form system of hundreds of available, interesting skills, it involved active decision making, knowledge, and creativity that is fundamentally lacking from both games with massive skill bars and more shallow cousins of the small-bar system GW1 carried.


Guild Wars 2 and other current small-bar MMOs fail to be deep because they don't pack enough options, let alone interesting, meaningful options to capture the merits of the system they aspire to. Basically, Guild Wars 2's failing is this - skill bars are small and restricted, just like they were in its predecessor, but the game lacks a plethora of specialized, interesting options with which to fill that bar. 

Originally posted by Alders
Originally posted by VengeSunsoar
More options means more competition. This means more companies fighting for your dollar. This means more specialization mmor branching off the mainstream.


It should mean all that but it hasn't.

Instead of more specialization branching off the mainstream, we've gotten more watered down and accessible trying to attract the widest audience possible.  I'm sure everyone sees the problem with that yet they keep doing it.

MMO's are not mainstream or at least they never should have been.  Leave that nonsense to the MOBA garbage.


Your statement is hilarious because:


1) We're starting to see more diverse, niche mobas that actively look for their own piece of the pie.


2) MMOs are by their very definition meant to be mainstream. Massively Multiplayer? Hello?


3) MMOs have only ever been niche because they were bad games with bad mechanics. They are still usually bad games with bad mechanics, but at least they are STARTING to catch up to the industry. Baby steps. 

Nah. Too many options aren't killing the genre. 90% of the MMO genre is comprised of bad, redundant games that will compete with and slowly kill themselves and the other bad, redundant games. The best mmos - the ones that have a niche to stand on - will stick around. 

It's good. It's very good, from what I played.


My only real concern with it is this:

Does it have enough depth? Three classes without a whole lot of defining skills. Roles seem to be underplayed and there doesn't seem to be any particular group cohesion mechanics. Skill customization seems to be on the low end. Correct me if I'm wrong, but it seems like you'll eventually just unlock the whole skill tree rather than making any significant choices.

All in all, it doesn't seem like it offers complexity on par with an RPG - and is even outdone by Firefall in the build-customization aspect of the MMO Shooter genre. 

I've got to respectfully disagree.


Yes, action combat requires a redesign of the game's content - emphasis on quality encounters and low grind as opposed to long hours. No, tab targeting is not innately better suited to the MMO genre. Frankly, what constitutes an MMO? Does a game need to require long play hours, grind, or multi-task suited gameplay (as described in your post) to constitute an MMORPG or even a good MMORPG? Absolutely not.


Now, if you give me an MMO meant to support (a minimum of 5) interesting, quality zones with content that CHALLENGES the player through an action combat system that has interesting skill design, then I would never go back to tab targeting.


That said, action combat has a lot less to do with targeting than it does with mobility. An action combat game is going to add in fluid movement, skills that can be used on the move, reactionary or predictive defense and support skills, dodges/blocks/etc., and, preferably, features like combos and aerial attacks that haven't yet been integrated into the genre. All of that can be accomplished on a tab target system and the game would still very much qualify as "action combat."

Looking forward to give it a try.


And I do like the artstyle (aside from Uncle Sven). It reminds me of Okami. 

Originally posted by Robokapp
Originally posted by Aeander

Need Vs. Greed Loot Systems

This is 2014, people. There is no excuse for this.


as opposed to peronalized loot (LFR) or master looter (organized groups) ?


I don't understand how you'd want public grouping loot distributed. you're whining about it but not offering a solution.


Personalized / Individualized loot is the way to go. Keeps conflict down while minimizing inconvenience and promoting a cooperative group environment. 

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