Yo,
Before I even start, I want to say, I'm not trying to rag on the devs. or anyone involved with the current "upgrades" that our game is going through. This is just simply my take on things. I would like to applaud the devs. for recognizing that the combat system in this game does need attention and that they are attempting to fix the known problems. However, everything that I have read and seen in regards to Combat 2.0, has left a very bad taste in my mouth. Also, note that my opinions expressed in THIS article are completely based on the media shown in this edition of "The Other Side of the Looking Glass". So hopfully this just wasn't the best first, "solid" piece of Combat 2.0 to be shown and that my feelings are totally wrong about what I got from the media given so far. :smileytongue:
Let's start with the "Concept" screen shots. The idea of adding a 2nd hotbar, awesome idea. This helps my concerns of having to add the "normal" combat maneuvers to my hotbar. I for one (and I'm sure, I'm not alone here) do not have enough hotbar space as things are now, just to fit my abilities and macros in. Not to mention if I had to take up atleast another 5 whole spaces for moves that are already implemented into the game perfectly fine. I don't see why we can't just have that little "side hotbar" that pops up when you enter interlock, become a static image and part of the overall HUD. I do hate how, when you have to many buffs and debuffs active at once they are hidden by the "Pop-up Combat UI". But, I think a better and easier way to fix that, is to just move the location of where your buffs and debuffs are displayed. For example, directly to the right of the hotbar, in that huge empty space between my hotbar and my character info. Another concern I have with the "dual hotbar" is that, those screens are labeled, "concept" screens. Where as the video file says it is Combat 2.0 footage. No where in that video did I see a 2nd hotbar. So is the "dual hotbar" idea being implemented into Combat 2.0 or is it just concept? I also like to use the "Shift + Numkey" shortcut for changing hotbars on the fly. What is the shortcut for changing your secondary hotbars going to be? "Shift + Alt + Numkey"? Sounds like a lot to be worrying about in the midst of combat....
Next, I would like to address some concerns I have with the Combat 2.0 video footage. Mainly the fact that this video showcased nothing new except a cleaner "looking" UI and combat animations. Overall I would say the interlock looked a little smoother and realistic, I don't know if it looked any faster. Also I noticed the use of our standard hotbar, only it was crammed with normal attacks in addition to your normal abilities. I noticed how many times you changed which hotbar you were using, during your short interlock sequence. Honestly, I almost NEVER change my hotbar during interlock, because 10 spaces is usually about enough room to fit all my main, "most often" used abilities for any of my "interlock" loadouts. I do not want to have to be constantly changing hotbars during a heated interlock in PvP. I also did not see the "dual hotbar" shown in the "concept" screenshots. I would like to think to myself, that since it's "concept" it will still be implemented into our QA release of Combat 2.0. Although, considering that the QA server and Combat 2.0 were supposed to be released yesterday and weren't, that makes me think that it will not be included. I hope you pushed back the release for reasons like implementing the "dual hotbars". Also someone stated in an earlier reply, that having the "normal" attacks as part of your hotbar, would make it so that we would no longer be able to use our directional keys to designate which "normal" attack we would like to use. That is a very minor concern, cause yes I know, I could just use number keys to choose a hotbar skill. I just for one like having my right hand choosing my normal attack and my left hand pumping out the special moves.
Now for my biggest concern with Combat 2.0 video footage shown. The HUGE lack of info given to the player. Yes, I agree that things like UI's and displays only clutter up the screen and make things less pretty, but I mean come on. I don't care how pretty my game looks while I'm trying to kill stuff. If I want pretty, I'm gonna hit "Ctrl + U" and remove everything from my screen and just watch or make a video file. When I'm in PvP or any type of combat, I want ALL the data and information I can possibly soak up, to give myself a better understanding of what my situation is and what my best choice to do next is going to be. In that video, obviously it does not show what your current attack VS. your opponents attack was or what either of you rolled. Sure I will know what they chose after they rail me with it. What good does that do me? I like to know what I'm about to get hit with. It lets me know what kind of states or damage I'm about to have inflicted upon me, which in turn helps me make a quicker, more planned out decision about what to do next. Should I ready up an antibiotic or health pill? Should I use one of my toughness enhancing abilities, because this move is about to lower my resistances? Should I call my teammates for help, cause I just got stunned and have become a helpless piece of prey? (lol) These are things that are going through my head every second of interlock and having the ability to efficiently plan ahead as much as I can taken from me after all this time... Well it doesn't make me happy, I can say that much.
Also how do I determine what style my opponent is using against me? Sure after a while of seeing all the animations, I will be able to determine what each style looks like, but for players who are new or do not play very often. It looks like they could be quite overwhelmed or feel confused on why certain things happen to them in interlock. I like to examine what types of attacks my enemy is using on me or try to see if they roll better with a certain one. It once again just helps the player to size up their situation. Also as previously said in one of the replies, I want to know how my opponent's overall rolls are to determine if they are buffed or not. I for one do not buff for duels and also like to keep PvP as fair as I can. If I duel someone and they beat me, how am I going to know if they were buffed or not? Just cause they outroll me almost every turn does not mean they were buffed. I can see MANY arguments starting already over that. If I know I'm being heavily outrolled in PvP, then I know I need to buff up in some manner to even stand a chance.
I'm also very disappointed that the video didn't even show the "Free Fire Melee", or "Damage Per Second", which are supposed to be the main points, not to mention the most "game altering" points of Combat 2.0. Altho, from what I gathered at the outset of the video, seeing the character outside of interlock and still having his normal attacks selectable, leads me to believe that you will always be able to use free fire melee. Which most definitly makes me concerned for the use of interlock in a PvP situation. Why would I want to make it so that I am immobilized and can only target and damage one opponent, when all of the other people around me can hit me, then turn, run over and hit my friend also?
I really don't want to sound so negative here. I just for one love the combat in MxO the way it currently is, even if it is broken. It is different from all other MMOs, very deep, and is very exciting in it's entirety. Other than all of my friends in this community, the combat is the ONLY thing that has kept me coming back and playing the game all this time. I do think some things are broken and need fixing, and/or tweaked. I'm just worried to many and quite possibly even the wrong things will be changed. I think a stronger focus on tweaking/fixing elements of the game rather than "re-inventing the wheel" of our combat system, would be better. As I have said many times before, as things stand, I'm not very optimistic about Combat 2.0. However I will definitly give it the benefit of the doubt and can't wait to try the real thing out for myself, before I pass final judgement on it.
To all of you developers, testers, programmers, and anyone else involved with MxO, enjoy your Holidays and time away from this HUGE project. I hope everyone gets some well deserved relaxation and has a joyful time celebrating whatever holiday they celebrate. :smileyhappy:
Happy Holidays to Everyone! :smileyvery-happy:
Peace!
Message Edited by Maverik770 on 12-24-2005 01:02 AM