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  1. #21
    "That Guy" Maergoth's Avatar
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    Default Re: How Combat Should Be

    That's the way I felt about the whole thing. I thought I wanted to contribute something, but I really just wanted to bitch. Obviously not something I have any power over, and never will.

    I don't know how a game can pitch any level of immersion when you have so little control over your character.

    I foresee a dark future where you literally pick which of three cutscene you want to watch, all of which result in a dead mob, loot, experience, and maybe the ability to unlock new cutscenes in the future.

    Guess the only way to go for combat depth is the path of the FPS.
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    Quote Originally Posted by matin View Post
    wow it sickens me to even believe your a person, no human being would say this

    shame on you

  2. #22
    Rage Quit Rhylis's Avatar
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    Default Re: How Combat Should Be

    How dare you speak ill of sony, they are the smartest and best company out there.

    Lol, it almost hurt to say that my hands aretrembling and my nose is growing.

    Decent combat ideas though, won't happen because sony is creating the EM button in the form of a marketplace item that one shots every mob around you for the low low price of 2000sc thats right folks get yours today and they will throw in an extra avatar drop for that mob!

  3. #23
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    Default Re: How Combat Should Be

    Quote Originally Posted by Rhylis View Post
    the low low price of 5000sc
    Fixed!

  4. #24
    Member Santo's Avatar
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    Default Re: How Combat Should Be

    Rift has a good mix of one button macros for simplicity if you choose to play that way and just prioritize abilities or having hotbars much like eq2. Global cooldowns were a good idea also. I do have to say that raiding with one button macro did get kinda lame after a while, I would just use my keyboard macro to spam my abilities. I guess it is a good option for some people. Elder scrolls play style is way to boring, GW2 really left you with limited options to play, Age of conan was cool for a bit then became boring after a while, Vanguard I can't remember the combat much just that the tradeskilling kicked ass. Personally I think there is nothing wrong with eq2 combat. Maybe some new concepts like Maergoth suggested and have certain options for people depending on situations happening in battle that will make us react quickly to what to choose in between casts, like a reactive ability from rift but have more then a couple options.

  5. #25
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    Default Re: How Combat Should Be

    I see and agree with this argument for more 'reactive' game play; it adds depth and another layer of skill. To date, 'jousting' and 'hiding' seem to be the epitome of scripts for environment/awareness, and to be honest, just because it gets boring/cliche it's hard to envision much else with out it becoming a burden due to, as Maer mentioned, DPS driven gameplay.

    The only game I champion for environmental awareness and heavy reliance on fluidity throughout it is the gears of war series. Learning how to simply move/take cover/react is 80% of succeeding. But, 'dps' as it were, for console games comes down to pulling a trigger and complex movements are just too cumbersome on a keyboard imo. So really, we're pigeon holed into the simple movements we see for the style of gameplay that involve getting mobs health from 100% --> 0% the most efficiently; any script that slows this process is an annoyance.

    What about reinventing the wheel? I love how each new mmo-rpg since eq1 has tried to strut an image of 'this shit will be different'. GW2 the latest example, never played, but read ridiculuos quotes like 'yea "aggro" is too mainstream and for faggots, so we designed a system of ____" which, after reading the definition, was the same fucking concept with a different verb; pro.

    Hearing SJ use statements like above really makes me nervous. Realistically, I envision trinity style gameplay and classes working very similar to the beast lord but refined. Allow each class to be proactive or reactive depending on icon(s) that pop. Example, 'weakness' icon pops and allows you to debuff/self buff/group buff/dry hump/increment/stab real guud or a 'buff' icon pops where each class has a way of dealing with a defensive event, evade/backflipout/stoneskin/dry hump/disarm/stun...add in a 'big dick' icon for required joust and viola. Then, simply give each class diff advantages/'primals' based on a stance and you merge 2 mirrored classes. you get the idea.

    Quote Originally Posted by Алексейманорег View Post
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  6. #26
    "That Guy" Maergoth's Avatar
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    Default Re: How Combat Should Be

    The problem I foresee is the fear of what happened with EQ2. You make a completely different game so as to attract new people, not just steal subscribers from other games. As a result, you end up with something counter intuitive that didn't exist because it doesn't work. That was the hugely inhibiting factor for EQ2 at launch (especially pitching it as a sequal) besides lack of PVP and flying fish.

    The whole seamless sandbox MMO needs to be done to one extreme or the other. We literally need procedurally generated MILES of "karana". Player run economy, even things like open world Housing plots are required for that kind of thing to work. Gigantic Public quest raids (GW2 style, but with a non-shitty engine), smaller instanced raids, FUCKING CONTESTED MOBS, and no defined "servers".

    But that is off the topic of combat.. as will Everquest Next be, given my assumptions.

    I really doubt engaging, deep combat will be a focus of the game because I don't think combat itself will be a focus of the game. It will be an "environment in which players can re-experience the world of Norrath in whichever way they please" except the way it was meant to be experienced: Overcoming adversity behind a sword, a shield, and a shitton of struggling expendable teammates.
    Last edited by Maergoth; 04-02-2013 at 03:11 PM.
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    Quote Originally Posted by matin View Post
    wow it sickens me to even believe your a person, no human being would say this

    shame on you

  7. #27
    gage pls Udoaka's Avatar
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    Default Re: How Combat Should Be

    Yo dude what's wrong with only hitting like 10 buttons?

    Let's talk about making Procs proc Procs again.

  8. #28
    Senior Member Drumstix42's Avatar
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    Default Re: How Combat Should Be

    Fuck global cooldowns. Small delays like what EQ2 uses is cool, but that whole... watching my 20 hotkeys all refresh every time I cast something.... has got be the most annoying thing IMO.
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  9. #29
    "That Guy" Maergoth's Avatar
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    Crushbone, I guess

    Default Re: How Combat Should Be

    Just have a system like Diablo 3 uses where there are different "spins" on each move. Allow you to pick which one (or ones, why not combine multiple ones) you want to use when you use it, opposed to ahead of time.

    Or give every class that fucking beastlord style ability bar and secondary resource pool instead of the silly increment shit.
    Last edited by Maergoth; 04-02-2013 at 05:55 PM.
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    Quote Originally Posted by matin View Post
    wow it sickens me to even believe your a person, no human being would say this

    shame on you

  10. #30
    gage pls Udoaka's Avatar
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    Default Re: How Combat Should Be

    Mad because not SK with over 9000 blues?

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