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Wildstar just took a radically wrong turn with their combat design. in one stroke, my interest in Wildstar just completely deflated. this is how you "keep us interested"???!! this is what you call "exciting"!??! this is keeping us from being "bored" ??!! omfg horrendous idea. Wildstar... scrap this idea now. before its too late. put out a press release and call it a bad joke. your combat was already loooking alot of fun and exciting. THIS TRIVIALIZES AND COUNTERACTS ALL THAT FUN YOU ALREADY WERE CREATING!!! terribad just badbadbad i really liked the blend of aimed attacks and traditional targeting. i also still enjoy the Trinity if its executed by a class system with interesting and flexible classes. but all that wonderful thrilling mix of possibilites gets completely negated and defused and rendered trivial by this completely moronic telegraphic mechanic. it will overshadow and tarnish all of the very awesome vibe that Wildstar was creating. so gimmicky. instead of paying attention to the monster's animations and sound effects and learning the mechanics and patterns of an encounter. this is so sad. and used in pvp as well. GAH i was sooo excited for this game. now.. theres little chance i will play this. and i keep hearing people say "dont worry it will get harder as you level up!!" rofl ya.. i bet the Giant Robot Boss will spell out "L A M E" in big red letters all over ground... so sad |
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9/15/12 7:31:35 PM#2
It is a interesting turn in their combat development. Looks like they're trying to latch onto GW2 already and try to improve their idea. I have a feeling though, with telegraphed combat and a active dodge system that they may be going the path of getting rid of the holy trinity as well. If everyone can just dodge and avoid the damage, what do you need a tank to soak it up for? or a healer to heal back your hps that you didn't loose? I'm interested to hear some more about how their combat is going to work, but yeah right now it feels like a simplified version of GW2 already. |
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9/17/12 10:39:05 AM#3
WOW and TSW had telegraphing before GW2. Also, from what I've seen in the videos, WildStar's telegraphs are more in the vein of TSW than GW2. I also dislike that the game has to show us the exact area of effect beforehand, as some mystery is always good in my book; it keeps things exciting. Plus, I'd say it's part of learning individual encounters as well as learning to read encounters in general. But I guess people really don't like having to die on a new mob type a few times to learn it, so it looks like we'll have to get used to this stuff. |
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9/20/12 1:29:38 PM#4
At first I wanted to disagree with the OP because he sounds a little ridiculous with all his nerd-rage. However, I watched the attached video and then instantly agreed. I think some telegraphing is good. If there is something that will kill you if it lands, you probably should be able to see it; at least on non-raids. However, the amount of telegraphing they are showing just makes combat look boring. The mob telegraphs enough without the stupid red box
http://www.youtube.com/watch?feature=player_embedded&v=PgFo28scfYM#! |
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9/20/12 1:32:31 PM#5
Simple fix to this problem. Add a button in game to turn them off for players who don't want to see them.
I played WoW up until WotLK and now play Runes of Magic. |
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9/20/12 1:35:28 PM#6
I agree with the OP. I was all aboard the Wildstar train until the telegraph release. I think it's a really really bad idea. I can learn enemy attacks on my own after getting hit with it.
Playing: Path of Exile |
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9/20/12 1:37:24 PM#7
Originally posted by Rossboss I disagree with your fix. It's not about whether I want them or not. It's about what is good for the game. If the game is holding everyone's hand this much, it's typically a bad sign. If I am the only person who turns them off, obviously I will be gimped compared to the player who does not. Instead, the game should tone them down so they are only shown in more extreme cases. i.e. big attacks. That means everyone has to learn how to watch the MOB for queues, not the ground |
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9/20/12 1:40:12 PM#8
I just think the orange box is way too obvious. If it were more subtle, it wouldn't bother me. As in, easy to miss, unless you're actively looking for it - and easy to ignore, once you don't need it. Maybe they just emphasized it for demonstration purposes? When I want a single-player story, I'll play a single-player game. When I play an MMO, I want a massively multiplayer world. |
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9/20/12 1:40:49 PM#9
I agree. It's over the top. Some here or there is alright but they've gone completely overboard. Gameplay will consist of staring at red and blue ground patterns instead of watching the action.
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9/20/12 1:42:34 PM#10
Some warning is good, but I think that's a bit too much. Players should be fighting against the mobs, not dancing with different shapes projected on the floor.
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9/20/12 1:42:48 PM#11
Oh no :( I just watched that video also. Damn, ya i get what the OP is saying. It's Alpha so this is not the games final direction at all. However, if I had just bought it today and seen that mechanic I would be very dissapointed.
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9/20/12 1:45:24 PM#12
Take them out, or take off your "originality" pin from your chest WildStar. Telegraphs are a freaking TERRIBLE idea.
Thanks for the heads up OP. The Theory of Conservative Conservation of Ignorant Stupidity: |
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9/20/12 2:08:23 PM#13
Originally posted by Zuvielify It's not good for the game to exclude those of us who don't have the fastest reaction times, and it certainly won't hurt you if you have good reaction time. It's not holding your hand, it's telling you where the rails are. If you want to gimp yourself, go for it. I feel like this will be a welcome addition. It's often difficult to tell what is going on with what queue if you never do the boss fight. I'm really interested in what they mean by "it gets harder later," I can think of them using these telegraphs to trick players or intentionally make the wrong pattern with a boss or even expect players to be more precise in their character placement in boss fights (Think about the Touhou games). The point is that what you may see as a threat may be something that players don't even pay attention to in the end. You really can't judge off of this because in every other MMORPG out there, mobs don't really threaten you until the mid to upper levels. I played WoW up until WotLK and now play Runes of Magic. |
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10/09/12 4:19:23 PM#14
replace the orange squares and circles with subtile spell effects... problem solved
http://www.youtube.com/watch?v=AnehIt7ZjOc |
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10/09/12 4:39:45 PM#15
Give it time and flashing up what keys to press and when will be the norm in mmos.
Press Heal now. Press Stun now.
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10/09/12 4:42:29 PM#16
Watched the video. The game has much bigger issues than combat telegraphing.
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10/09/12 4:56:11 PM#17
I don't think I like this. And they plan to have it in PvP too? I'm sure that's going to go over like a fart in an elevator.
no GW2 won't kill WoW, but it's time to move on and quit worrying about those people still playing it. - eyelolled |
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10/09/12 5:11:07 PM#18
Originally posted by Rossboss It is not about reaction time.
This is not Dance Dance Evolution.
I thought RPGs was about learning encounters and how the skills works. Otherwise what is the point? Some classes and abilities (especially tanking or healing) have no point if there are instructions and indicators on how to avoid all damages. |
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10/09/12 5:21:03 PM#19
Originally posted by Zuvielify Same, that is a lot of telegraphing. http://www.youtube.com/watch?v=ns-IIn-DG-c Try to argue this please. Oh also if you quote me and it's to argue my point, if I don't respond it means I haven't been corrected by you and/or I haven't seen it. Remember I don't mind admitting I am in the wrong. Take care :D |
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10/09/12 5:25:42 PM#20
Originally posted by bunnyhopper There were alrady games that flashed "propositions" what to press - like in example TERA had it a little. Only question is if there will be lively and big enough niche of conceptually difftent mmorpg's and if it will spawn games with enough quality. |
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