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Combat Paths - Adding Clarity to the Discussion

Discussion in 'Design Discussions' started by MWTaylor, 27 April 2018.

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  1. quietnoobz

    quietnoobz Chosen of Khamset

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    Tl:Dr
    I'm a brainless monkey I guess because i dislike the idea of a skill tree and altering a game I've been around in since the beginning :)
    The only formula I see needing change is holding worth, things for solo players to do, and remedies regarding content, rather than specializations and skill tree new dawn nonsense
     
  2. Korag

    Korag Evil Eye
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    well considering they never mentioned a skill tree or classes then ya Ill have to agree with you on the brainless monkey part.
     
  3. Andrew

    Andrew Eodrin
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    Our specialisation system is designed as an extension to combat not a fundamental shift. Unlike the locked behind method used by DFUW and DND ours is minor benefits or sacrifice for power type specs. It is an organised and full specialisation system more akin to the current version.
     
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  4. The Red King

    The Red King Obsidian Golem
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    I still feel it’s a major mistake to consolidate magic to one R90 one R 50 etc. This will make magic very boring. Please rethink that part, rest I can live it.
     
  5. Crunchbert

    Crunchbert Undead Dwarf

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    ^Ya let people chose their own spells. If you have a specialization that is +% damage or something, they are going to mostly use that one anyway. But if they want to use a different type spell they should still be able to and not be locked like in DND.

    My idea is that by picking a school for benefits it also makes the others weaker as a tradeoff for those who want to focus more on one school. And if there was still the option to pick none and have the current magic. Then it would prob be pretty balanced to add variety without changing much for those who like it how it is now.
     
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  6. Methodico

    Methodico Infernal

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    I would like to see a different melee, where if I take with blade I make damage and not with only the pointer. I don't like to see the blade of my sword that pierces my enemy and he take no damage, and I don't like to see two player running and miss many hit during a fight. I think that melee have to be easyer to hit with less damage, so the ping differences will be less problematic and melee combat will be more fun and compelling.
     
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  7. Lele

    Lele Goblin Scout

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    I agree magic and archery mechanics are wonderful compared with melee that is really awful.
    Don't know but using greatsword leave on me a feel like i am playing old konami track and field.
    A little knock on hit and involve both stamina consumption and stamina regeneration in combat maybe could help.
    With only 2 transfer: health to mana and mana to health.
     
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  8. quietnoobz

    quietnoobz Chosen of Khamset

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    i just feel like attention could be diverted elsewhere like several other improvements and additions to the game, as combat has remained the true spectacle and masterful part of the game. focus on specialization systems doesn't make sense to me, personally, but i understand it could be rewarding and allow players additional depth and time consuming planning. i'd rather have new player city billboards, new mobs, new solo content, new trade route loot tables, new house fluff, new cosmetics and dyes, new dueling arenas and events, new territory control hype and conquest struggles, new player city incentives, new mounts and other things over any combat revamps/overhauls/additions/specializations/skill trees
     
  9. Lord Zanuul

    Lord Zanuul Spellgazer
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    There is actually nothing else that is more fundamental to the Crux of the game then this. it is the reason why people try the game leave within a week's time. has nothing to do with everything the Vets think that is wrong with it.
     
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  10. onslaught

    onslaught Black Knight
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    What concerns me is that once they do these combat changes, they will forced to be more concerned with balancing than adding in stuff to the game that the game desperately needs. Dyes, rare drops(skins, housing items, cloaks, etc), An actual lore in the game that can be built upon and quest driven combined with live events (like once a month or every two months is fine), Change daily quests in dungeons that give you 3 options to pick from for reward, not just 1 type, these get old fast. I hope this stuff is in the pipeline after combat changes / dynamic housing.
     
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  11. MWTaylor

    MWTaylor Black Knight
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    Making small balance changes is immensely easier than adding in new content. We can always do small tweaks here and there based around feedback if necessary while the majority of focus stays on new content. This is not something you should concern yourself with.
     
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  12. NonFactor

    NonFactor Forest Golem
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    ETA for PTS?
     
  13. kilrain

    kilrain Shadow Knight
    Staff Member Developer Team Lead

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    Soon™
     
    #213 kilrain, 15 May 2018
    Last edited: 15 May 2018
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  14. NonFactor

    NonFactor Forest Golem
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    clever boy
     
  15. Crunchbert

    Crunchbert Undead Dwarf

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    People would be surprised how many players the current combat system actually turns away. To vets it might not make sense but new players hate the concept of only 2 ways to play. Me and all 3 friends I've showed the game all have problems with it but still liked the game in 1 way or another. These are the players the game needs to keep. All you can do currently is the generic mage using the same few spells as everyone, primarily fire. With Gs. And the same gear. Or. Destroyer. Also using Gs. And kinda Heavy hybrid. with Gs.

    No axes, clubs, poles, 1h weps, anything. You dont see people using non fire main moves unless they are on cooldown or one of the select spells that doesnt suck like impale and a few others.

    On launch you had threads 24/7 of new players complaining that theres 0 variety and it makes the game way less cool.

    I'll be honest I might not have come back if I didnt see the good roadmap post mentioning some combat changed finally.

    I have nothing against people wanting to keep using Gs and fire magic and chances are that isnt going anywhere anyway. But I want to be able to do something else and not suck for it.

    And like the devs have already said, Making balance changes are much easier than adding new content, which takes multiple people just to make. Where balance changes is a bit of code and some numbers changed.
     
    #215 Crunchbert, 15 May 2018
    Last edited: 15 May 2018
  16. Andrew

    Andrew Eodrin
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    The balancing efforts are design and playtesting heavy moreso than developer heavy on resources. While there will be some resources from dev to combat it isn't going to be the primary consumption of dev resources. We're currently working on some smaller additions while working towards the dynamic housing system which is the foundation for TCS. Though these larger items are the focus for the main features we will continue adding in Low Development High Impact(LDHI) type changes and smaller combat patches here and there. Currently there's ideas being refined for mob bounty systems for billboards and an idea for new treasures in dungeons. There's also 20 new tasks currently going through QA. Always a bunch of things in various points of development going on.
     
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  17. MaxiHori

    MaxiHori Windlord

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    so what did bring you here outside of the combat system?
     
  18. Fengor

    Fengor Eodrin

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    Are utilizing essences to create dyes something you’re contemplating?

    The vast amount stockpiled in my bank, with no importance whatsoever (after initial leveling) would really thank you.
     
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  19. ijharb

    ijharb Chosen of Khamset
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    Ooooooooo
     
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  20. Korag

    Korag Evil Eye
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    full loot open world pvp with sanbox elements. The combat is pure bonus. Nobody knows how the combat is gonna be until they get here so saying it brings people to the game is silly as they have no idea what to expect before playing it.
     
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