I don’t like MMO combat mechanics

Nimran

Habitué
Messages
199
My sister and a few of our mutual friends invited me to play Final Fantasy XIV with them some months ago. Normally I would have said no, but seeing as how we don’t get together to play DnD anymore, this is the only way for me to keep contact with them, so I sucked it up and downloaded the game. And yep, as I suspected, the mechanics are not for me at all.

I continue to play occasionally, if only so I can still talk to my friends over discord, but I’ve pretty much checked out of the single-player content. The story is interesting, sure, but the cooldown/rotation centric, MMO style of combat is a chore to get through.

It’s the same every time I play one of these. I don’t know who decided that there should only be one style of gameplay for MMOs, but I kinda want to kick them in the teeth for making it that way*.

*I do not endorse real-world violence.
 

Antimatter

Administrator
Staff member
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1,773
I haven't played FF14 so can't tell. I only played (and still play) ESO and combat there is fluent and methodical. I read many times how ESO combat is more complicated and thus provides more options to players compared to other MMO (mostly WoW). Yes, it's cooldown/rotation-centric, but there is more to it.

You can check players' opinions from 2024 here:

And even an article from more than 10 years ago:

Here is some deep analysis from 2019:
 

Black Elk

Habitué
Messages
514
Random aside, but I was thinking just now about how every shooter I can think of and most action rpgs and mmos all rely on a convention where the player is moving backwards in space while keeping their view oriented forward. Another example I guess would be the backwards or side tumble or flip which is a similar convention. But anyway just that idea of dashing backwards to maintain some distance from the opponent/target, while looking forward to aim attacks. It's interesting because it's so very common across games, but also seems just so unlikely. Like the possibility of tripping while running backwards at full speed while also shooting or swinging a weapon and rolling at the same hehe. Some rogue cobblestone, or getting nailed by a passing carriage or whatever. Maybe I'm pancaking the rotation stuff too much, but that's kinda always how it works right? Hurling yourself backwards somehow while tapping the combo keys. Things heat up and cool down, then repeat always sorta running away. I suppose it's because so much of the history of gaming was focused more on the upper body and the torso, with the legs as a big of an afterthought.
 

Skatan

Innkeeper
Staff member
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246
Agreed, Black Elk. Though I think if any game would implement a more realistic way of movement, it would have to be in a context where it fits. Meaning, a game fully oriented around a more natural way of doing things. Adding only the movement while keeping other things would create a disjointed experience where the delayed, slow movement would just be annoying. It's been a while, and tbh I don't even remember which game it was (maybe Doom 2), but I played some old game from my youth as an adult where they still used the old way to move (left was turning left not strafing left) and it was kinda tough to play after so many years of smoother movements.

But adding this into a KCD style game would fit perfectly and I would love it.
 

Black Elk

Habitué
Messages
514
Yeah I mean there's definitely a time and place for certain things. I was thinking back on that video from a few weeks ago, about the joys of walking in games, especially in games where the dash or full tilt sprint is an option. Then the other day reading an article, I think it was in gamer, where the author suggested that Players will always use the most efficient movement, even when that ends up being some awkward side-strafing, or a tumble roll backflip. There's the rotation in terms of keybinds, but also the rotation on the stick, which I think might be even more fundamental. Say where the player is sorta wheeling backwards either to the left or the right, as if it where a boxing ring or dojo mat defined by the line of sight and attack range. Or as if the terrain were all perfectly level and regulation - Olympic tournament style - or with like refs and judges on hand to check whether someone put a foot out of bounds hehe. Or there'll be a whole meta on triple jumps, hurdles, or enhanced leaps, for the sorta arcade gamey bounce. Whatever form the super duper jump takes.

I haven't played all that many actual MMOs. A little Ultima Online to kick things off way back in the day. NWN1 (although I'm not sure that really qualifies). Never did play Everquest or WoW, though it was always in the background of the culture, so I feel like I kinda played it anyway lol. ESO I attempted when Shmity72 hooked it up that one time, but I insta flamed out cause of RL stuff and probably Axis and Allies weighing in on me hehe. I definitely rocked the soundtrack though, and I think I ended up replaying Skyrim there for a few months, so it wasn't a total fail lol. SWTOR I think probably got me for 500 hours or so, like long enough to get at least one Sith Marauder and Sith Sorceress Runa Val to hit the lvl cap. It was fun enough, though I think the beating heart of all those MMO type games is the non com exploration-y and wardrobe-esque preoccupations, with combat and combat movement taking a back seat - as a kind of necessary diversion I guess, albeit one that often fell short for me. I think the most satisfying approach to this kind of stuff for me, invariably comes from Nintendo games. And those aren't particularly realistic, but somehow always feel right. Like I'd say Mario 64 was best in class for a bouncy sorta thing. Even in dreams I still fly like that sometimes, just always trying to maintain elevation with a glide, with occasional swoops and climbs. Or similarly the banking U turn in the X-Wing for some flight sim type games, but mostly it's still that triple jump into the glide for me. Zelda's BotW was I think my favorite iteration which I haven't really seen topped yet, for the climbs and the paraglider, and riding around on a horse. Kinda peak fantasy movement for me there. I just wish someone could somehow combine that vibe with the rope physics of the last of us. Or I don't know, but like full of Dwarven splunking? Repelling or climbing with ropes and pick axes, I think that would be the next step. Doesn't matter what the game is, I always want to climb to the highest point, or swoop down to the lowest point from the highest point. Like every time, in every game, so I'm surely on board with some suspension of disbelief. RL I probably couldn't climb 4 flights or stairs without getting pretty winded, so I guess I'm happy to suspend that disbelief. I mean I don't want like a reality suite and goggles by any stretch, cause I probably couldn't hang anymore like when I was younger. But something when it has an internal logic and fidelity to something is fun. I think also there's probably that sense in which, even it works great in MMO contexts, probably the creep into more SP or Co-Op type games is more the culprit, than how the systems work in games where there really are like massive numbers of players all trying to work it out at once.

I think top contenders for stuff that I haven't seen tried very much would be the dig dug approach, but in an RPG. Something about environmental interactivity where you can dig a pit trap. Pair that with like a grappling hook, or a makeshift wench with hella ropes? It would be fun to go all Predator playhouse on that, with a stronghold that really does a full jungle gym angle on character movement. I like the idea of climbing BotW style, but where that could also suddenly devolve into combat. Or maybe climbing in all directions, including the ground plane. Similar to how shooters have a whole prone/crouch and creep thing going on. So not so much climbing at all times, but just that idea of traction and a certain movement style for each potential surface plane and have them all in reach somehow. Swimming, again same deal, like if it could be paired with ropes and combat stuff, or the bends like Silo just did maybe, until the player gets their zora gills or breathing underwater spells hehe. I feel like if exploration is engaging enough, then the combats would probably naturally take shape to fill in whatever empty spaces there, but I haven't seen that yet. Or at least not executed in the way I'm after, which I guess would be some sort of fusion between Zelda exploration, but with the Faerun faerie dust to somehow mesh that with D&D-like systems for the actual boxing. It's hard to point to what I like rather than what I don't sometimes. But I guess what I like most is when feels very kinetic and responsive in exploration, but then slows down into a more TB style boat during the actual combat encounters. Like the perfect blend, but I guess I also like gas station coffee, so who knows hehe. It's fun to think about though
 

WarChiefZeke

Habitué
Messages
194
I don't like MMO's, period. Combat mechanics included. The sole exception to this, and I have tried many, is City of Heroes. But that does everything differently to every other MMO.

It's a tragedy as a single-player RPG enthusiast to see every major franchise grind to a screeching halt because of Online. Kotor, Neverwinter Nights, Elder Scrolls, Fallout, Warcraft, any good single player LOTR game (they used to exist)
 

Nimran

Habitué
Messages
199
Yeah, normally I wouldn’t give MMOs the time of day, but my friends really wanted me to play it with them. Since I’m getting older and not seeing many modern games that suit my fancy, I figured “why not?”
 

mlnevese

Innkeeper
Staff member
Messages
676
My problem with MMOs is the ternal grinding. They always add many types of currencies; you must grind endlessly for resources and then they just add a new currency/change the rule for current currencies and you must start grinding again. Or pay to acquire the currency/item you wish. I would not have a problem if it was some kind of endless adventure with randomly generated missions and some fixed "main story" missions where you don't have to spend 100 hours mining to acquire the ore poind fof material you need for a dagger. Let my character just acquire the item with gold in a shop and let me earn the gold adventuring.

I have no problem paying for a subscription, expansions, etc. but the moment the game forces me to grind or pay to progress, I'm out.
 

WarChiefZeke

Habitué
Messages
194
My problem with MMOs is the ternal grinding. They always add many types of currencies; you must grind endlessly for resources

This, and interacting with a million different menu systems that don't interest me, and the basic bare-bones gameplay and story, are what inevitably push me away.

The one MMO that I liked, City of Heroes, I never had to buy an alternate currency, and I never had to grind, levels came with doing missions and came easily.

I made a villain with psychic powers and minor martial arts skill. Every mob of my level was a challenge, and two or more could easily overwhelm me. There was no mindless grinding, I had to make the most of my powers and strategy with every fight. Boss fights were a nightmare. I died often. I enjoyed the story. I never had to do anything but just play the game. It was fantastic.
 

mlnevese

Innkeeper
Staff member
Messages
676
This, and interacting with a million different menu systems that don't interest me, and the basic bare-bones gameplay and story, are what inevitably push me away.

The one MMO that I liked, City of Heroes, I never had to buy an alternate currency, and I never had to grind, levels came with doing missions and came easily.

I made a villain with psychic powers and minor martial arts skill. Every mob of my level was a challenge, and two or more could easily overwhelm me. There was no mindless grinding, I had to make the most of my powers and strategy with every fight. Boss fights were a nightmare. I died often. I enjoyed the story. I never had to do anything but just play the game. It was fantastic.
There are community-maintained servers with the blessing of the game authors out there if you would like to play again.
 

WarChiefZeke

Habitué
Messages
194
Talking about City of Heroes led me to revisiting some of my old characters

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Luckily it's a game that is very casual friendly, I can pop in for a mission every few days and not miss anything
 
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