Combat Conundrum
Posted: Thu Feb 14, 2013 8:08 pm
It seems like MMO combat as a whole is moving in a faster combat direct here is how I see it
2000ish 2005 combat in MMO was mostly done by hitting hot key abilities with cooldowns ( EQ 2, , WoW) > shift > real time combat with hot keys and combat animation movement lock, (Tera, Neverwinter Nights,) > shift > twitch combat > Indie MMO's (Darkfall and Planetside 2).
I was just reading a review of Neverwinter beta which the reviewer from MMORPG.com said the combat being real time was good but it felt clunky and slow due to player movement lock while animating combat abilities. The Devs stated it was done on purpose so that mobs could have slow animations as to have a longer time to provide "tells" for when they will do big attack etc, otherwise, if they don't speed mob combat animation players would run around it in circles swing at its back.
I played some EQ 1 a year ago for a while and combat was so slow I actually felt the game was more enjoyable 2 boxing (playing 2 characters at once via 2 game clients open and running). It appears a majority of people 2 box in EQ 1 now.
I almost always see people complaining of combat speed in MMO betas within the last 2 or so years, it almost always the same two adjectives "sluggish and clunky" .
My conundrum is when twitch combat is implemented in games people are always moving constantly often erratically to avoid hits when abilities are not tab targeted. Those games proudly claim it allow for player skill to matter more. What I find to be a conundrum is group/raid/team skill and strategy focused on positioning, support abilities etc and realism suffer.
The result is combat feels like a team of Rambos vs. another team of Rambos and looks like an angry swarm of bees.
2000ish 2005 combat in MMO was mostly done by hitting hot key abilities with cooldowns ( EQ 2, , WoW) > shift > real time combat with hot keys and combat animation movement lock, (Tera, Neverwinter Nights,) > shift > twitch combat > Indie MMO's (Darkfall and Planetside 2).
I was just reading a review of Neverwinter beta which the reviewer from MMORPG.com said the combat being real time was good but it felt clunky and slow due to player movement lock while animating combat abilities. The Devs stated it was done on purpose so that mobs could have slow animations as to have a longer time to provide "tells" for when they will do big attack etc, otherwise, if they don't speed mob combat animation players would run around it in circles swing at its back.
I played some EQ 1 a year ago for a while and combat was so slow I actually felt the game was more enjoyable 2 boxing (playing 2 characters at once via 2 game clients open and running). It appears a majority of people 2 box in EQ 1 now.
I almost always see people complaining of combat speed in MMO betas within the last 2 or so years, it almost always the same two adjectives "sluggish and clunky" .
My conundrum is when twitch combat is implemented in games people are always moving constantly often erratically to avoid hits when abilities are not tab targeted. Those games proudly claim it allow for player skill to matter more. What I find to be a conundrum is group/raid/team skill and strategy focused on positioning, support abilities etc and realism suffer.
The result is combat feels like a team of Rambos vs. another team of Rambos and looks like an angry swarm of bees.