No real-time combat?!

Post » Mon May 14, 2012 5:57 pm

Okay, okay, I can see this being an issue with latency and all, but really? Fine, you don't want to be an action game and I can respect that, but can we get something different at least? I'm quite unsatisfied with MMO's like WoW making swing speeds linear. I'd like some more influence, like the weapons weight, my characters ability to swing fast (speed? strength?), and my characters overall weight (armor/apparel, weapon, body). Granted, complete information has not been given yet, and so I am not going to say that TESO is bad, or that I'm not going to play it. However, I hope for a different experience than what's already out there and saturating the market with clones.
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Grace Francis
 
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Post » Tue May 15, 2012 5:04 am

Well since WoW doesn't actually make swing-speeds linear, I'm not sure why you'd be worried about it.
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Lindsay Dunn
 
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Post » Tue May 15, 2012 12:16 am

Well since WoW doesn't actually make swing-speeds linear, I'm not sure why you'd be worried about it.

Yes it does. All weapons are given a specific swing speed. Sure, haste affects it, but it's just a vaporstat, meaning there is no logic or reason to it. It exists simply for mathematical mechanics. Which is also what I want to avoid, more vaporstats.
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Lyd
 
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Post » Tue May 15, 2012 2:42 am

Or since its more like Daoc than anything else, weapon speeds can differ greatly and effect skill use time reaction time etc etc .
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StunnaLiike FiiFii
 
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Post » Mon May 14, 2012 5:24 pm

Or since its more like Daoc than anything else, weapon speeds can differ greatly and effect skill use time reaction time etc etc .

That would be fine with me, but I have to admit I haven't seen much on combat. All I really have is TESO's website and Game Informer's page. I'm quite limited in 'authenticating' sources from elsewhere.
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Ells
 
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Post » Mon May 14, 2012 2:17 pm

Yes it does. All weapons are given a specific swing speed. Sure, haste affects it, but it's just a vaporstat, meaning there is no logic or reason to it. It exists simply for mathematical mechanics. Which is what I want to avoid, more vaporstats.

I'm not sure what you're referring to then.

In WoW (which this game isn't even like, but since you referenced it...) weapons are given a specific swing speed based on their perceived weight. Granted, apparently every type of dagger is exactly the same weight, but that's neither here nor there. Haste rating allows characters to swing those weapons faster than their base swing-speed. Which seems to be exactly what you described. Unless you're proposing that there's a computer model for this that wouldn't be somehow based around math?
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Bryanna Vacchiano
 
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Post » Tue May 15, 2012 3:08 am

Wait let me get this straight. No real-time combat means locking onto targets with tab, fixed swing speeds etc. ?
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Sabrina garzotto
 
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Post » Tue May 15, 2012 4:52 am

I'm not sure what you're referring to then.

In WoW (which this game isn't even like, but since you referenced it...) weapons are given a specific swing speed based on their perceived weight. Granted, apparently every type of dagger is exactly the same weight, but that's neither here nor there. Haste rating allows characters to swing those weapons faster than their base swing-speed. Which seems to be exactly what you described. Unless you're proposing that there's a computer model for this that wouldn't be somehow based around math?

What I'm suggesting is more influence than just some random stat with no reasoning behind it. I'm also suggesting a large variety in possible weapon swings. Perceived weight is a stretch at best. Weapon weight differs mostly by category and type: one-handed dagger, one handed sword, two handed sword, etc. Knowing TES series, they'd probably be decent and doing some better weights. As I posted above, I'd also like to see my characters overall weight and attributes play a role too. Again, these are things that make sense. A vaporstat like Haste is just... lazy.
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Christine
 
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Post » Mon May 14, 2012 8:24 pm

Wait let me get this straight. No real-time combat means locking onto targets with tab, fixed swing speeds etc. ?

Have we even confirmed that the combat won't be real-time? It seems like a lot of people are confusing "hotbars" with "the end of the world".
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Facebook me
 
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Post » Tue May 15, 2012 4:15 am

Wait let me get this straight. No real-time combat means locking onto targets with tab, fixed swing speeds etc. ?

No one said that. I'm stating my fears, not what the game is. Please do not insert words into posters text.
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Tammie Flint
 
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Post » Mon May 14, 2012 1:30 pm

Have we even confirmed that the combat won't be real-time? It seems like a lot of people are confusing "hotbars" with "the end of the world".

Hotbars are not a problem. They provide faster access to skills, something I enjoy. As for not having real-time combat, I simply cannot find an article that says that TESO has it, but I can find a plethora with a google search that says it does not. Perhaps all these sources are fake, but most likely not.
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Leonie Connor
 
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Post » Mon May 14, 2012 5:31 pm

What I'm suggesting is more influence than just some random stat with no reasoning behind it. I'm also suggesting a large variety in possible weapon swings. Perceived weight is a stretch at best. Weapon weight differs mostly by category and type: one-handed dagger, one handed sword, two handed sword, etc. Knowing TES series, they'd probably be decent and doing some better weights. As I posted above, I'd also like to see my characters overall weight and attributes play a role too. Again, these are things that make sense. A vaporstat like Haste is just... lazy.

Right, except everything that you list (except varying body-weight, which no RPG currently accounts for, because that's ridiculously hard and overly nitpicky) is already accounted for in the system you're criticizing. And you forget that attributes in WoW play a role in things like Haste rating.

Instead of criticizing another game's system you clearly haven't really understood, why not wait for us to find out what this game's combat system will actually look like?
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Kara Payne
 
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Post » Mon May 14, 2012 9:07 pm

Right, except everything that you list (except varying body-weight, which no RPG currently accounts for, because that's ridiculously hard and overly nitpicky) is already accounted for in the system you're criticizing. And you forget that attributes in WoW play a role in things like Haste rating.

Instead of criticizing another game's system you clearly haven't really understood, why not wait for us to find out what this game's combat system will actually look like?

By body weight I don't mean measuring on height and race in nit-picking detail. An average for a species on its own works for this. I understand WoW's attributes after playing for... too long. I know they can influence haste, but haste is still a stat with no meaning. It still exists only for mathematical mechanics, to make the system work properly. There is no reason for it to exist otherwise. It is not your speed, that already exists as a different stat. It is not your reaction time to anything, that's in different stats. It's just a weapon swing speed modifier (as well as being a modifier elsewhere), that happens to have influences. Even with these influences, the sources are limited. I want something more to this than that. More influence. More variety.

I am more than willing to wait to see the games combat system before I make any judgment calls, but hopefully I can make it until then with people being a bit less offensive just because WoW was mentioned.

P.S. Ultimately I just don't want a WoW clone in terms of combat. It's boring, slow and a lot of it becomes a rotation. PvP might be a bit different but I find most people to be doing the same things nearly every time.
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Heather Kush
 
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Post » Tue May 15, 2012 2:32 am

No one said that. I'm stating my fears, not what the game is. Please do not insert words into posters text.

You are mistaken. Im genuinely interested in what they meant by "no real-time combat".

Regards,
Eno
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Yonah
 
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