Hmm, good point. I forgot about that one, they should be highlighting this more, not burying it in some subforum IMHO.
Well, as I said, we haven't seen anything from that so far, every battle content they shown was just spamming skills.
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.
Last time I checked, facts required a citation of a trustworthy source (article, book, etc). So far your "fact" is only your opinion.There are things that are simply fact. If someone disagrees with fact, that's pretty irrelevant.
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.Server farms also don't run on physically impossible bandwidths, and need to be able to serve very high numbers of players at the same time. Bluehole and Bloodlust did part through optimization and part through streamlining mob behavior by quite a lot, especially boss encounters-wise = less tactics involved.
According to the success rate of your average MMO copying most from the predecessors.is it? According to who?
Exactly. Which didn't happen with B&S so far.Besides some of the best graphics in the industry and way oversexualized visuals (which sells, a lot), it had plenty to go for it, but the combat lost its novelty for many quite fast.
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?Saying that people that disagree with you do so just because they "settle" for something is a tad of a copout.
Actually, it goes like this: people get bored -> quit waves -> no new people to fill the hole -> f2p.And this thread is based on a false assumption. If SE was settling for the norm, there would be no ARR, and this game would be a F2P throwaway by now.
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.
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?There's plenty way for a MMORPG to distinguish itself without reinventing the wheel. A square wheel may be original, but it simply doesn't roll as well.




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