Quote Originally Posted by Soukyuu View Post
I'm not saying it's not important, but you're making it sound like balancing an action game to be on the same difficulty level as target based games is impossible, which isn't the case.
No, I'm saying that to retain the same difficulty the player needs to be able to pay attention to the same number of factors. Is the factors involved in combat increase, other factors need to decrease in order for the game to remain accessible to the same crowd.

Last time I checked, facts required a citation of a trustworthy source (article, book, etc). So far your "fact" is only your opinion.
I checked the definition of "fact", and that's not included.

I'll be able to judge that later, but from what I've seen so far, it's not any less tactical than FFXIV, which seems to be what you're implying.
if you said you didn't want to spoil the story for yourself, I seriously doubt you managed to see any advanced encounter.

According to the success rate of your average MMO copying most from the predecessors.
You mean like wow? Yeah, definitely unsuccessful.

Exactly. Which didn't happen with B&S so far.
Actually the korean servers are already declining.

No, what I said was that if we at least had a comparable distribution between target-based and action-based MMOs, then the results might have been different. If you have 2 games of one genre and over 10 of the other, which genre has the higher chance to be chosen?
They're not different genres. There are a crapton of defining factors in MMORPGs other than targeting.

Actually, it goes like this: people get bored -> quit waves -> no new people to fill the hole -> f2p.
It has nothing to do with a game being the norm or not, else TERA wouldn't fail, having the out-of-the-norm action combat.
The "norm" in handling a MMO, when it's not successful, is to fire almost everyone, reduce the team to barebones, and go f2p until it dies. That's definitely not what SE did.

How about a wheel that is bigger or can change it's pressure depending on which terrain it's rolling over? Why settle for the same features over and over again? Where is the progress in that? Or fun?
The fact that a game has some of the same features doesn't mean it has them all. Progress doesn't mean to be revolutionary to be progressive. Originality for its own sake has no value in game development.