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Dev question : Action mmorpg or average mmorpg?

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Metaman
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Dev question : Action mmorpg or average mmorpg?

I wanted to ask the devs is this game going to have a play style close to DCUO & SWOR or world of warcraft & Diablo.
Meaning combos, blocks, knock backs and parry's.
These are normal things that make a action mmorpg.
I think their more appealing then mmorpg control one click style of diablo or W.O.W. .

I plan on using my controller pad to play the game just wondering will it be accessible as well.

Going to get medieval on that ass.

Redlynne
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I'll take a stab at answering

I'll take a stab at answering this on behalf of the Developers (not one myself) using publicly available info.

Metaman wrote:

combos, blocks, knock backs and parry's.

[list][*]Combos: probably since Dual Blades and Street Justice, and to a certain extent Titan Weapons, had different versions of a "combo" system, so not ruled out
[*]Blocks: ruled out since it requires split second timing to be effective and therefore mandates low network latency connections in order to "work"
[*]Knockback: definitely will be happening, and not just because City of Heroes had it
[*]Parry: ruled out for the same reason as Blocks[/list]

So in that respect, the intention is to be more like City of Heroes (which was a lot like World of Warcraft since they were made and released around the same time) ... although ... because the combat UI (including the man-machine interface) haven't been totally nailed down yet, there still is some potential for differences ... such as how "pure" the Tab To Target functionality is (meaning exclusive of alternatives), and whether or not the game engine will run on a Resolve First, Animate After basis (like City of Heroes did). But the baseline assumption is that no matter what changes get made or how the game runs its combat system, the [i]behaviors[/i] and how the Players inter(re)act to the gameplay will be substantially similar to how City of Heroes [i]played[/i], even if "under the hood" there are changes in how things get "done" and resolved by the game's coding and programming.

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Lothic
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Redlynne wrote:
Redlynne wrote:

But the baseline assumption is that no matter what changes get made or how the game runs its combat system, the behaviors and how the Players inter(re)act to the gameplay will be substantially similar to how City of Heroes played, even if "under the hood" there are changes in how things get "done" and resolved by the game's coding and programming.

This is basically what I'm expecting as well.

I have nothing against how most other MMOs work and I don't even have much problem with "updating" the basic way CoH used to work to account for newer game mechanics that have evolved over the last 10+ years.

But after all is said and done CoT is supposed to be a "spiritual successor" to CoH. If it doesn't stay at least nominally close to the roots of what CoH did fairly well for 8.5 years then what's the point? All I'm saying here is that until we get more facts about CoT's overall design I think it'll be safe to assume CoT will strive to be as close to the CoH paradigm as a new game created for 2015 can realistically be.

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Lin Chiao Feng
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CoH ran for over eight years,

CoH ran for over eight years, but remember it only had some 40k paying players at the end. There's no way to count the number of folks turned away by the droll 1 2 3 1 2 4 5 1 2 3 1 2 4 6 zzz ... nature of combat. As CuppaJo put it after moving to Tabula Rasa, (paraphrased from memory) "you go back to other games and get so frustrated by the boring mechanics that you just want to rip the mouse out and throw it across the room."

[i]Has anyone seen my mind? It was right here...[/i]

Redlynne
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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

As CuppaJo put it after moving to Tabula Rasa, (paraphrased from memory) "you go back to other games and get so frustrated by the boring mechanics that you just want to rip the mouse out and throw it across the room."

Hence why I keep talking up the Tabula Rasa styled control system and Tab Lock To Target mechanics in every thread where such things are relevant to the discussion. I mean, when [url=http://static2.wikia.nocookie.net/__cb20070824205106/tabulawiki/en/images/4/43/April_Burba.jpg]THIS woman[/url] ...

[img]http://static2.wikia.nocookie.net/__cb20070824205106/tabulawiki/en/images/4/43/April_Burba.jpg[/img]

... who was the Community Manager for City of Heroes says something like that about a game's control system methods, you kinda have to think she knows what she's talking about ... and CuppaJo [b]most definitely does[/b]!

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... Are you stalking her

... Are you stalking her again?

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Young Tutor
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Is COT really aspiring to be

Is COT really aspiring to be more than a spiritual successor to COX? "Yeah, COX was great, but if we change the combat mechanics, we'll surely attract people who were turned off by COXs boring gameplay" . . . what about people who *liked* the gameplay, and stuck around and supported COT because they wanted a game like COX? If COT gets 40k paying players, would that be considered a failure?

Brand X
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Young Tutor wrote:
Young Tutor wrote:

Is COT really aspiring to be more than a spiritual successor to COX? "Yeah, COX was great, but if we change the combat mechanics, we'll surely attract people who were turned off by COXs boring gameplay" . . . what about people who *liked* the gameplay, and stuck around and supported COT because they wanted a game like COX? If COT gets 40k paying players, would that be considered a failure?

40k at the start? Yes.

Automatisch
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Redlynne wrote:
Redlynne wrote:

I'll take a stab at answering this on behalf of the Developers (not one myself) using publicly available info.
Metaman wrote:
combos, blocks, knock backs and parry's.
Combos: probably since Dual Blades and Street Justice, and to a certain extent Titan Weapons, had different versions of a "combo" system, so not ruled out
Blocks: ruled out since it requires split second timing to be effective and therefore mandates low network latency connections in order to "work"
Knockback: definitely will be happening, and not just because City of Heroes had it
Parry: ruled out for the same reason as Blocks
So in that respect, the intention is to be more like City of Heroes (which was a lot like World of Warcraft since they were made and released around the same time) ... although ... because the combat UI (including the man-machine interface) haven't been totally nailed down yet, there still is some potential for differences ... such as how "pure" the Tab To Target functionality is (meaning exclusive of alternatives), and whether or not the game engine will run on a Resolve First, Animate After basis (like City of Heroes did). But the baseline assumption is that no matter what changes get made or how the game runs its combat system, the behaviors and how the Players inter(re)act to the gameplay will be substantially similar to how City of Heroes played, even if "under the hood" there are changes in how things get "done" and resolved by the game's coding and programming.

What about a power or trait that blocks attacks at intervals? Or simply an endurance based dodge?

I don't get mad, I restructure the laws of quantum physics and resolve the situation with temporal engineering.

Darth Fez
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Would that be something like

Would that be something like [url=http://cityofheroes.wikia.com/wiki/Super_Reflexes]Super Reflexes[/url] or [url=http://cityofheroes.wikia.com/wiki/Shield_Defense]Shield Defense[/url], which worked based on [url=http://cityofheroes.wikia.com/wiki/Defense]Defense[/url]?

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Support [url=http://cityoftitans.com/comment/52149#comment-52149]trap clowns[/url] for CoT!

Twisted Toon
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Redlynne wrote:
Redlynne wrote:

So in that respect, the intention is to be more like City of Heroes (which was a lot like World of Warcraft since they were made and released around the same time)

CoH was released first. So, I would say that WoW was a lot like CoH instead of the other way around.

Cold_Iron
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The main problem I find with

The main problem I find with action MMOs is that you are always reduced to having a generic attack that you have to spam 40% of the time. I find this makes fights feel a lot less exciting.

Brand X
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Cold_Iron wrote:
Cold_Iron wrote:

The main problem I find with action MMOs is that you are always reduced to having a generic attack that you have to spam 40% of the time. I find this makes fights feel a lot less exciting.

I am curious as to what action MMO this was.

Most of the MMOs I've played have felt like CoH. Tab, target, attack. WoW. TOR. SB.

In TERA I did not use the same attack 40% of the time. In fact, it was a lot like CoH, were I had my key attacks, placed them in the tray, and unless I triggered an instant recharge on a power (TOR had the same feature with some attacks) all I did was hit 1-2-3-4-5 repeat (if not less nixing the 5 completely).

Now one of the better things about CoH that some games that go with limit skills do, is gave you more choices in what attacks to use if you were trying to grab the attacks you wanted while still making room for other abilities.

TOR had me moving abilities off the tray all together, picking up powers I wouldn't use to get to the ones I would.

CoH, I usually only had to worry about the first secondary power being that way.

While I hate the lack of choices though, in all the MMOs I've played, everyone pretty much tried to get their attacks down to what where considered the best ones to use and then went on from there.

Or do you mean like CO which I think falls into this use the one attack often, due to maintains, charge and combo attacks where the game was basically walked through with just one attack that you can repeatedly use.

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Diablo and Marvel Heroes are

Diablo and Marvel Heroes are ARPGa

Crowd Control Enthusiast

Brand X
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JayBezz wrote:
JayBezz wrote:

Diablo and Marvel Heroes are ARPGa

Well, for sure don't want that style of play in my MMO!

Lothic
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Brand X wrote:
Brand X wrote:

Young Tutor wrote:
Is COT really aspiring to be more than a spiritual successor to COX? "Yeah, COX was great, but if we change the combat mechanics, we'll surely attract people who were turned off by COXs boring gameplay" . . . what about people who *liked* the gameplay, and stuck around and supported COT because they wanted a game like COX? If COT gets 40k paying players, would that be considered a failure?

40k at the start? Yes.

If CoT was being developed by a huge established company like Blizzard then yes I could see where "40k at the start" might be considered very disappointing for the corporate profit margins. But since this game is being developed by what amounts to a grassroots startup company 40k players might not be as bad as it apparently was for CoH.

Don't get me wrong - I wish great success for CoT and I hope it gets as many players as possible. I'm just pointing out that the benchmarks of what might make this game viable (or even profitable) are probably a lot different than what most of us are used to as far as typical MMOs go.

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Brand X
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Lothic wrote:
Lothic wrote:

Brand X wrote:
Young Tutor wrote:
Is COT really aspiring to be more than a spiritual successor to COX? "Yeah, COX was great, but if we change the combat mechanics, we'll surely attract people who were turned off by COXs boring gameplay" . . . what about people who *liked* the gameplay, and stuck around and supported COT because they wanted a game like COX? If COT gets 40k paying players, would that be considered a failure?

40k at the start? Yes.

If CoT was being developed by a huge established company like Blizzard then yes I could see where "40k at the start" might be considered very disappointing for the corporate profit margins. But since this game is being developed by what amounts to a grassroots startup company 40k players might not be as bad as it apparently was for CoH.
Don't get me wrong - I wish great success for CoT and I hope it gets as many players as possible. I'm just pointing out that the benchmarks of what might make this game viable (or even profitable) are probably a lot different than what most of us are used to as far as typical MMOs go.

Maybe. I just kinda doubt it. Especially if it trends like all other games...losing players quickly afterwards for a lower population.

I actually think CoT being developed (as long as it actually gets done) by a small start up as it is, will be something that helps it get more people just to see what they do, as long as it gets some good word of mouth going.

And while they might not need as many subs at start to equal out like other MMOs, I figure there needs to be so many people as to keep them going on it.

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40k players. $10 per month

40k players. $10 per month subscription.
$400k gross revenue per month.

Considering that the Kickstarter goal was $300k, I would consider that as being "not too shabby" a result ... ^_~

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Redlynne wrote:
Redlynne wrote:

40k players. $10 per month subscription.
$400k gross revenue per month.
Considering that the Kickstarter goal was $300k, I would consider that as being "not too shabby" a result ... ^_~

few things though that would need to be considered (information gathered from what was available in the kickstarter):

1) The number of copies of the game that have already been sold, along with their "free months" included via kickstarter

2) That there was a tier (that was rather popular) where bonus subscriptions (period) were also included (infact, roughly 80% of the kickstarters will not be paying anything for the 1st month, and 60% ish wont be paying anything for 1st 3 months).

3) Subscription is *purely* optional. The only guaranteed income *right now* is the box purchase price.

Additionally you can roughly expect a 30% retention ratio for players over a 3 month period (this is across the industry, and the figures are not really updated all that often, but I believe that its the "rule of thumb" that you should consider). Could CoT break that? Who knows... but they would have to have contingency plans in place for a population drop, quite possibly of quite a large amount.

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Gangrel wrote:
Gangrel wrote:

Redlynne wrote:
40k players. $10 per month subscription.
$400k gross revenue per month.
Considering that the Kickstarter goal was $300k, I would consider that as being "not too shabby" a result ... ^_~

few things though that would need to be considered (information gathered from what was available in the kickstarter):
1) The number of copies of the game that have already been sold, along with their "free months" included via kickstarter
2) That there was a tier (that was rather popular) where bonus subscriptions (period) were also included (infact, roughly 80% of the kickstarters will not be paying anything for the 1st month, and 60% ish wont be paying anything for 1st 3 months).
3) Subscription is *purely* optional. The only guaranteed income *right now* is the box purchase price.
Additionally you can roughly expect a 30% retention ratio for players over a 3 month period (this is across the industry, and the figures are not really updated all that often, but I believe that its the "rule of thumb" that you should consider). Could CoT break that? Who knows... but they would have to have contingency plans in place for a population drop, quite possibly of quite a large amount.

Hopefully they have a plan for population drop. Slightly annoying with a bunch of beautiful servers and mission sets designed for large teams and then the population drop making certain parts and servers seem like ghost town with no changes to the mission sets that is still on the basis of as if there were thousands of thousands of players running around at any given time in the area at that moment. Having one server probably will mostly kill that issue but still must plan diligently, as diligently as possible with flexibility to change stuff with the flow without hard coding stuff so much that it takes a complete rebuild just to make minor adjustments for population ebbs.

While it's good to have high hopes and plan for everything being released, making millions, hundred of thousands of players coming out in droves, also have to plan either if that don't happen ad dramatically or after wards when say the population drops down to 10,000 or 3,0000 or a few hundred whether temporary or permanent.