I don't like using voice chat. I don't play video games to listen to other people talking.ACTION. COMBAT. IS. BAD. FOR. MMOS. It reduces the social/community building aspect of the game. Tab targeting combat is the best kind of combat for MMOs.
Why? Because it's easier to text chat with tab targeting, easier to chat socially, easier to chat for co-ordination.
What's that I hear you say? Use voice? Maybe once I'm in a guild and with friends, until then, fuck off.
so?Warframe is not an MMO.
so?Warframe is not an MMO.
so?Warframe is not an MMO.
yea but I don't want to hear other people's voices when I'm playingso?Warframe is not an MMO.
I would say it does matter a bit, since although Warframe is a multiplayer game, it's not expected that communication is going to be particularly required at all. In fact, even the niceties you mention aren't really needed (although maybe they are for the late game stuff nowadays, it's a while since I played it). In fact even text chat is possible in Warframe, but as with all action setups, the transition to text is marginally too clunky, so nobody bothers much (except in hubs, where there's no combat).
But with MMOS, there's a higher expectation for communication whenver you encounter other players - you're supposed to be together in a virtual world. There's a bit of rp lite and "hail fellow, well met," there's more complexity to dungeons and bosses, etc.
yea but I don't want to hear other people's voices when I'm playingso?Warframe is not an MMO.
I would say it does matter a bit, since although Warframe is a multiplayer game, it's not expected that communication is going to be particularly required at all. In fact, even the niceties you mention aren't really needed (although maybe they are for the late game stuff nowadays, it's a while since I played it). In fact even text chat is possible in Warframe, but as with all action setups, the transition to text is marginally too clunky, so nobody bothers much (except in hubs, where there's no combat).
But with MMOS, there's a higher expectation for communication whenver you encounter other players - you're supposed to be together in a virtual world. There's a bit of rp lite and "hail fellow, well met," there's more complexity to dungeons and bosses, etc.
Even in tab targeting MMOs like wow, chat is down to the minimum required to get things going, even in classic.ACTION. COMBAT. IS. BAD. FOR. MMOS. It reduces the social/community building aspect of the game. Tab targeting combat is the best kind of combat for MMOs.
Why? Because it's easier to text chat with tab targeting, easier to chat socially, easier to chat for co-ordination.
What's that I hear you say? Use voice? Maybe once I'm in a guild and with friends, until then, fuck off.
I'm tired of playing MMOs where I feel like I'm playing a musical instrument anytime I enter combat.
yea I know, basically every popular MMO suffers from itI'm tired of playing MMOs where I feel like I'm playing a musical instrument anytime I enter combat.
thats not a problem of tab targetting vs action combat but more a problem of the implementation of tab targetting. Yo have that with FF14 and NuWoW because they decided to be engaging you have to push a button every few milliseconds else it wouldnt be complex and hard enough but you end up with a gazillion skills that effectively do "nothing". You now have a fucking minigame in the game but it still feels the same as having to press only two. so tab targetting would be ok if you had less skills (or more, whatever) but everything has its use depending on the situation your in and not every fight plays out the same.
PLAY EUO! Its old and you don't have to use stupid hotkey boxes. Hell, you can joytokey it. But its retro old so most people hate it.I'm tired of playing MMOs where I feel like I'm playing a musical instrument anytime I enter combat.
I don't even know what this isPLAY EUO!
This is a meaningless argument because it doesn't mechanically reflect anything about the actual combat system, it is purely a user interface thing. I had this argument with someone elsewhere, who simply could not understand the difference between user interface and actual gameplay, and this argument similarly conflates the two concepts.ACTION. COMBAT. IS. BAD. FOR. MMOS. It reduces the social/community building aspect of the game. Tab targeting combat is the best kind of combat for MMOs.
This is a strange argument. If everything about Star Wars Galaxies Pre-CU stayed the same except it had a combat system like New World, it would still be a social experience because the systems were built around socializing with other players. MMOs these days suck for a variety of reasons but action combat ain't one of them.ACTION. COMBAT. IS. BAD. FOR. MMOS. It reduces the social/community building aspect of the game. Tab targeting combat is the best kind of combat for MMOs.
Why? Because it's easier to text chat with tab targeting, easier to chat socially, easier to chat for co-ordination.
You can't bitch about people not socializing with each other and then go onto complain about native VoIP implementations. You're part of the problem. VoIP becoming feasible in game is great for MMOs and the only thing I worry about is people not using it in favor of their Discord channels. People isolating themselves in guild chat and Ventrilo hurt MMOs a hell of a lot more than action combat ever did or will.What's that I hear you say? Use voice? Maybe once I'm in a guild and with friends, until then, fuck off.
This is a meaningless argument because it doesn't mechanically reflect anything about the actual combat system, it is purely a user interface thing. I had this argument with someone elsewhere, who simply could not understand the difference between user interface and actual gameplay, and this argument similarly conflates the two concepts.ACTION. COMBAT. IS. BAD. FOR. MMOS. It reduces the social/community building aspect of the game. Tab targeting combat is the best kind of combat for MMOs.
There is absolutely nothing that prevents a game from being both "action" AND having "tab target" at the same time. The game is "action" when a player's micro-management affects the outcome of actions in combat: Active dodging, active aiming, all of these things make a game more "actiony". "Don't stand in fire" is fundamentally an action mechanic. "Tab-target" is just a user interface convention for aiming attacks. Nothing more. If attacks miss or can be dodged as a result of actions taken by the target, the combat is still "action" based.
You can slap a "tab target" UI onto Dark Souls combat without fundamentally changing anything mechanically about how the combat actually functions.
What you are ACTUALLY talking about is that you think fast-paced actiony combat harms socialization in MMOs. Not "tab target", which is simply a UI thing.
This is a strange argument. If everything about Star Wars Galaxies Pre-CU stayed the same except it had a combat system like New World, it would still be a social experience because the systems were built around socializing with other players. MMOs these days suck for a variety of reasons but action combat ain't one of them.ACTION. COMBAT. IS. BAD. FOR. MMOS. It reduces the social/community building aspect of the game. Tab targeting combat is the best kind of combat for MMOs.
Why? Because it's easier to text chat with tab targeting, easier to chat socially, easier to chat for co-ordination.
You can't bitch about people not socializing with each other and then go onto complain about native VoIP implementations. You're part of the problem. VoIP becoming feasible in game is great for MMOs and the only thing I worry about is people not using it in favor of their Discord channels. People isolating themselves in guild chat and Ventrilo hurt MMOs a hell of a lot more than action combat ever did or will.What's that I hear you say? Use voice? Maybe once I'm in a guild and with friends, until then, fuck off.
People use this distinction because of how tab-target games work mechanically. Enemy casts a spell at you, you move behind a corner, still get hit as the spell flies through geometry. You walk up to an enemy and take damage before their attack animation even plays out. Or you walk up, then walk away, and still get hit as their weapon swings at air.This is a meaningless argument because it doesn't mechanically reflect anything about the actual combat system, it is purely a user interface thing. I had this argument with someone elsewhere, who simply could not understand the difference between user interface and actual gameplay, and this argument similarly conflates the two concepts.ACTION. COMBAT. IS. BAD. FOR. MMOS. It reduces the social/community building aspect of the game. Tab targeting combat is the best kind of combat for MMOs.
There is absolutely nothing that prevents a game from being both "action" AND having "tab target" at the same time. The game is "action" when a player's micro-management affects the outcome of actions in combat: Active dodging, active aiming, all of these things make a game more "actiony". "Don't stand in fire" is fundamentally an action mechanic. "Tab-target" is just a user interface convention for aiming attacks. Nothing more. If attacks miss or can be dodged as a result of actions taken by the target, the combat is still "action" based.