Last edited by Bardarian; 2013-04-15 at 03:34 PM.
(Warframe) - Dragon & Typhoon-
(Neverwinter) - Trickster Rogue & Guardian Fighter -
Sir Robin, the Not-Quite-So-Brave-As-Sir-Lancelot.
Who had nearly fought the Dragon of Angnor.
Who had almost stood up to the vicious Chicken of Bristol.
And who had personally wet himself, at the Battle of Badon Hill.
All right, gentleperchildren, let's review. The year is 2024 - that's two-zero-two-four, as in the 21st Century's perfect vision - and I am sorry to say the world has become a pussy-whipped, Brady Bunch version of itself, run by a bunch of still-masked clots ridden infertile senile sissies who want the Last Ukrainian to die so they can get on with the War on China, with some middle-eastern genocide on the side
All right, gentleperchildren, let's review. The year is 2024 - that's two-zero-two-four, as in the 21st Century's perfect vision - and I am sorry to say the world has become a pussy-whipped, Brady Bunch version of itself, run by a bunch of still-masked clots ridden infertile senile sissies who want the Last Ukrainian to die so they can get on with the War on China, with some middle-eastern genocide on the side
Honestly, though. They should make a reticule/action combat mode a UI option offered in game. Because too many people don't look for addons or associate them with their account being hacked. A lot of people are going to look at this game and go "that's not action combat..." and move on. By having an option to help the tab target people transition to action combat by having this watered down action combat default and having a "toggle action combat" option under UI they would appease both crowds.
(Warframe) - Dragon & Typhoon-
(Neverwinter) - Trickster Rogue & Guardian Fighter -
To be perfectly fair, the majority of MMO players don't like action combat to that extent. Having the mouse move your field of vision is pretty limiting for a lot of reasons, mostly to do with UI and camera angles. Yes it's fun to aim at things, but in a raid environment it's not very fun to have limited field of view. In a game so heavily reliant on telegraphs, I just don't see how 'real' action combat is viable for the masses and thus isn't a great thing to spend development time on.
Especially when people who are 'pro action combat' more than likely are fully capable of downloading addons to create that and modders will make it for free. Addtionally, Gaffney has talked about actually rewarding the modding community in some way. They realize that the implications for actually handing out money is goverened by so many laws and tax stuff that it would be messy, but that taking someone's idea/using it to make their game better without returning the favor is crap.
I expect they will give perks, freebs, and subs (if they have them) to authors of incredible mods that may be included with the official game with updates.
BAD WOLF
There are only 2 "mmos" that I have played that I would consider to have action combat, Dragon Nest and Vindictus. Anything less than that is either a hybrid, tab target, or just straight up turn based combat. From what I've seen Wildstar looks to have fairly conventional mmo combat. But there is a big market for that.
Tab targeting doesn't exclude action combat design. Or rather, mouse look targeting isn't exclusively action combat.
I should probably post the top other videos too and podcasts now that I think about it.
VIDEOS
UNOFFICIAL/FAN/NETWORK
PODCASTS
UNOFFICIAL/FAN/NETWORK
- Nexus Weekly: http://wildstar-central.com/index.ph...ly-podcast.23/
- Planet Nexus: http://www.wildstarfans.net/search/l...exus%20podcast
- WildStar Radio: http://wildstarradio.com/
Sir Robin, the Not-Quite-So-Brave-As-Sir-Lancelot.
Who had nearly fought the Dragon of Angnor.
Who had almost stood up to the vicious Chicken of Bristol.
And who had personally wet himself, at the Battle of Badon Hill.
I do have to say this seems to be true for the most part. I remember when I got onto the demo at Pax East I was relieved to find I could move by pressing both mouse buttons and look around by pressing one and turn using the other. I did get more comfortable with the "action reticule" thing after playing Neverwinter all weekend, but I am still far more comfortable with the other style of targeting and moving. This feeling has been often echoed by my guild (we all play a variety of mmo's together) as well and I think it is a good part of why Tera didn't really catch hold for us the way other games have.
Sir Robin, the Not-Quite-So-Brave-As-Sir-Lancelot.
Who had nearly fought the Dragon of Angnor.
Who had almost stood up to the vicious Chicken of Bristol.
And who had personally wet himself, at the Battle of Badon Hill.
I saw a video of this when it was first announced and didn't really think twice about it, but now with TBs videos, and watching a bunch of the ones recently posted in here, I'm actually pretty excited for this. Really hope it's not subscription based though.
Last edited by SirRobin; 2013-04-15 at 06:59 PM.
Sir Robin, the Not-Quite-So-Brave-As-Sir-Lancelot.
Who had nearly fought the Dragon of Angnor.
Who had almost stood up to the vicious Chicken of Bristol.
And who had personally wet himself, at the Battle of Badon Hill.
I agree that I don't see why 40 man raids have to be the hardest. MMO's seem to have this tendency to assume that the higher the required group, the harder the content should be.
Personally I see no problem with having 40 man raids. Hell I might even do them myself depending on how Carbine sets them up, but I doubt it. So long as there's enough smaller group content available as well. There's no reason why a boss in a five man dungeon can't be as hard as large raid bosses. It's all about how they're tuned.
I'm hopeful that Wildstar will provide plenty of challenges for groups of all sizes (even solo players) with rewards that are based more on the difficulty of the encounter than the size of ones friends list.
The only thing making 40 mans essentially harder is the amount of people having to coordinate together. However 10 man can be potentially harder then 40 by adding more complex mechanics for smaller amounts of people.