Post by Ludullu on 2022-05-28 14:27:09
Same.We have not received permission from Nerror to share the quoted post.
Same.We have not received permission from Nerror to share the quoted post.
You keep dismissing L2's updates, but each of them added new mechanics, new gear, new mobs, new bosses, new locations (which brought new castles and fortresses in the older updates), new skills and rebalance to old ones, with some updates changing the world completely or adding new races and classes.We have not received permission from Noaani to share the quoted post.
I dunno how fast AA got its updates, but in L2 you could fight the same person across several updates and get different results because of the class rebalances or new gear that either of you acquired or new people that either of your parties got (cause usually you'd be pvping in parties instead of 1v1).We have not received permission from Noaani to share the quoted post.
Why would I, as a pvp player, care about the other player winning though? If I lost - I still lost, no matter if I lost in pvp or pve. Your example of 1% of wins in pve is literally the same as some newb only winning once against a better/more geared pvper out of 100 fights. Except for some reason people leave when that happens, while they continue bashing their heads against a dumb mob for 100 more times.We have not received permission from Noaani to share the quoted post.
Except it takes way more time to create content than to consume it. And if devs make content that takes months to clear, people complain that it's too difficult/grindy/etc. Which is why most companies these days just make fast content and are ok with people leaving the game until the next batch of content comes online.We have not received permission from Noaani to share the quoted post.
And how many of those games were faction-based and had free PKing of the opposite side? From what I've heard, not that many people complain about BDO's pvp system because it's way closer to L2's/AoC's karma/corruption one, so people can't just freely genocide others which allows casuals to enjoy their game w/o worry, while hardcores enjoy their own fights. Though maybe I just missed those complains, so if you have any source for them - I'd love to see it.We have not received permission from Noaani to share the quoted post.
What is the reward for those who fail to clear an instanced super difficult boss 100 times in a row? What keeps them coming back each time? They're losers for a 100 consecutive times, so why don't they just leave the game, just how pvp losers do (at least you claim they do)? Is it the potential reward? The dim light at the end of the loser tunnel?We have not received permission from Noaani to share the quoted post.
You know what the funny thing is. Most people who still play L2 usually hop between new servers every few weeks or a month. So in a way, L2 went the way of the sessional games. Yes, there's a few big private servers that have been up for years at this point and they have quite a few thousand players there, but those are usually a rarity because it takes a lot of money and time to properly set up a server that would support thousands of people playing it for that long.We have not received permission from Noaani to share the quoted post.
Why would I, as a pvp player, care about the other player winning though? If I lost - I still lost, no matter if I lost in pvp or pve. Your example of 1% of wins in pve is literally the same as some newb only winning once against a better/more geared pvper out of 100 fights. Except for some reason people leave when that happens, while they continue bashing their heads against a dumb mob for 100 more times.We have not received permission from Noaani to share the quoted post.
Why is that? Maybe cause the PvErs are the ones who're getting cuddled by easier pve? But, just as you said, if you only clear easy pve then you'll never get to hardcore stuff that only a few can clear. Then why wouldn't that apply to pvp too? If you're a casual, you don't go fighting lvl50 mobs at lvl25. So why would you go fighting lvl50 players when you're at lvl25? And Ashes will have a system that prevents those lvl50s from fighting you, so that part of the pvp gameplay won't even touch you. At which point, the pvp game is no different than a pve game.
Yeah, I guess I'm just built different , cause I see none of those as good reasonsword
Yeah, I guess I'm just built different , cause I see none of those as good reasonswordBut yes, this has gone too far from the og topic.
Though I think I might tie it back in. In yall's opinion, what's better for casual pvp players: an action combat system where the player has to be very mechanically good to even come close to the better players, or a tab/hybrid system where you can take your time learning about bot/all classes and come up with strategical ways of overcoming power differences (alternatively you could just look up a guide)?
Imo tab is way better for the pvp casuals because the floor is way lower and allows them to "take it at their own pace", while if a casual player doesn't know how to noscope360fromabackflip - they ain't winning in pvp. Well, that is, if the game is even a step above the usual "action combat is just aoes".
Could you extrapolate on this? Cause I'm not sure if I completely understand what you mean, if you're not talking about range-based spacing.Pure Tab is bad because it removes 'Spacing Matters for Attack Abilities'. Note that I refer to positional spacing, not range. MOBAs perfected this system so hard that even FFXIV's newest 'PvP arena' is literally just a gear-homogenized MOBA. They know what people want, so they do it.
Could you extrapolate on this? Cause I'm not sure if I completely understand what you mean, if you're not talking about range-based spacing.Pure Tab is bad because it removes 'Spacing Matters for Attack Abilities'. Note that I refer to positional spacing, not range. MOBAs perfected this system so hard that even FFXIV's newest 'PvP arena' is literally just a gear-homogenized MOBA. They know what people want, so they do it.
Do you mean smth like "I stand here, my enemy is at the front and does X amount of damage, but if they're at the back then it's Y dmg, and Z dmg from the sides"?
L2 played great with this system. Daggers had abilities that only worked if you hit your target's back. And they'd have a chance to work from the side, but quite rarely, and 0 dmg from the front. Tanks had a cone of their shield def, where if they met an attack with their shield - their "shield dmg mitigation" passive would work and decrease that dmg. So phys attackers would always try to CC them and move to the non-shielded side. There'd be several abilities that were action-based or ground-targeted.word
Do they not see/know the range of the ability because of the UI? Cause L2 just had a "range" descriptor on abilities, both for distance moved and aoe radius. You had abilities that had a tab target and worked as you explained in the example, or you had pure action that worked based on your character's direction and you had to know/feel the distance to properly hit your target, which imo is the skill-testing part of the ability.All I'm saying is that Tab in some games makes it so that the player can't 'see the position of their opponent and make a decision' unless the ability is limited in basically the same way, which frustrates people because they don't 'know the range'.
And the best solution to this kind of problem that I see is to have a tab target system that has action abilities, which, to my knowledge, is most tab games.Whereas in many Tab games, the outcome of that interaction would be 'I leapt at my Tab Targeted enemy but their charge did nothing to help them evade my leap, I just hit them anyway'. That sort of thing reduces the skill and complexity of the combat enough both in PvP and PvE that some people find it too simplistic for a modern game.
L2 played great with this system. Daggers had abilities that only worked if you hit your target's back. And they'd have a chance to work from the side, but quite rarely, and 0 dmg from the front. Tanks had a cone of their shield def, where if they met an attack with their shield - their "shield dmg mitigation" passive would work and decrease that dmg. So phys attackers would always try to CC them and move to the non-shielded side. There'd be several abilities that were action-based or ground-targeted.wordDo they not see/know the range of the ability because of the UI? Cause L2 just had a "range" descriptor on abilities, both for distance moved and aoe radius. You had abilities that had a tab target and worked as you explained in the example, or you had pure action that worked based on your character's direction and you had to know/feel the distance to properly hit your target, which imo is the skill-testing part of the ability.All I'm saying is that Tab in some games makes it so that the player can't 'see the position of their opponent and make a decision' unless the ability is limited in basically the same way, which frustrates people because they don't 'know the range'.
And the best solution to this kind of problem that I see is to have a tab target system that has action abilities, which, to my knowledge, is most tab games.Whereas in many Tab games, the outcome of that interaction would be 'I leapt at my Tab Targeted enemy but their charge did nothing to help them evade my leap, I just hit them anyway'. That sort of thing reduces the skill and complexity of the combat enough both in PvP and PvE that some people find it too simplistic for a modern game.
So, at the end, it always comes down to developers and how they wanna make it. And, as you said, we gotta tell Intrepid what we wanna have in the game and Intrepid will need to find a way to realize those suggestions within their chosen system.
True, pretty much any/every ability in L2 had its range stat and the better players would know those by feel and move on the battlefield accordingly.If you played a 'Tab Target' game where range matters that much, then calling it 'Tab Target' might miss some people's perspectives. This is why I don't like the terms (though I don't fault Intrepid for using them).
And L2 had those tooThere are Tab Target games that involve 'autofacing', 'abilities that hit even if your opponent moves perfectly as if to avoid it', 'interactions that mostly involve no repositioning or commitment so you can stand pretty simply around relative to the enemy'.
Tab is there for other abilities. The more updates L2 got, the more variety in abilities it had. With my favorite class of Soul Hound having mage and phys abilities, with several of those being purely action-based or purely tab, so you had to know ranges of your abilities and move across the field appropriately so that you could use your whole skillset.At that point, Tab vs Ground Target is decided by 'will my ability strike my opponent even if I don't anticipate their movement'. A game where you 'select' a target but your abilities don't auto-target your selection and don't auto-track their movement, I would question what the Tab Targeting is for (beyond changing priority of a target within a group that would all be hit, or Tab-Targeting allies for heals and buffs).
Yep, that's the biggest issue Intrepid have ahead of them if they go with their currently planned combat system. I myself don't know how they'll balance that system cause I'd have similar issues. If I have a choice - why choose the one that can miss. L2 had no choice so it was just "ok, this one is action so I gotta learn how to use it in the best way, and this one is tab so I'll just use it when the timing's right", and the combat required you to use both of those in the best way.When that person hears from Intrepid 'You can choose skills to be Tab Target', sees Alpha-1 footage of that attack 'homing in', and goes 'that looks great, why would you ever want anything else', the question is what to tell that person.