Haven't heard of any, unless they were AAR alpha testers, which is what I wrote. :3
I probably wrote that wrong though.
No, I know people that got in that never played the game and were not in Alpha.
Oh.
Ops.
Jesus christ at someone on beta forum saying 1.0 is like pre-CU SWG and 2.0 is just horrible.
I'm pretty sure these issues were totally expected and even wanted by SE. They want to stress these servers as much as possible so this stuff won't happen at launch. I'd say this is a good thing and that's why we were invited in Beta anyway.
Ok, this has been bothering me for awhile. It seems that most people on the OFs do not like the GCD system and I'm just wondering why? Do they want no cooldowns at all? That would make the game more spammy and similar to 1.0. People would just use all their WS until their TP was gone, then stand there waiting for it to go back up.
Do they want each skill to have it's own individual cool down? I would think that would make combat seem slower. What if you used all your WS, then you would have to wait until all or one of your skills to be available again in order to do anything. I think 2.5 GCD with the ability to speed it up is very balanced. You can pretty much use any skill you want every 2.5 secs as long as you have the TP.
Is there something I'm not seeing here?!
Why, exactly? Yes, OFers are generally not very bright and the solutions they give for improving the system are mostly stupid and miss the point. But I can't disagree with the notion that the current combat system isn't good enough. Combat in this type of MMO is never going to be really enjoyable in and of itself, so to me the most important thing is that it promotes immersion. You're going to spend a lot of time grinding mobs, so even if you're not engaged in inherently fun combat the least you can hope for is an aesthetically engaging experience.
The combat right now is reminiscent of the combat in several other MMOs, and I do think that's a problem. That's not to say I want it to be different for the sake of being different - I just think WoW-style combat feels stilted and totally non-immersive. There's no weight behind it. How one achieves weight and engagement in a traditional MMO combat system is absolutely up for debate, but it's certainly not there for me right now.
I also hate the 'this is only low level, what do you expect?' argument. Yes, what we're seeing now is limited in scope compared to what we'll have at higher levels, but that doesn't change the fact that the combat we're experiencing in beta is the very foundation of what will come later. If the foundation is dull and lacking in weight, that seems to me to be a problem.
Considering role-playing has very little to do with a game's combat system (you can role-play in Dark Souls if you want to), no.
The GCD is slow, (?) make it faster is fairly similar to a haste system (which is bad) - would be better to just have it be 0.5s and get rid of an additional stat to have to worry about (of which 1.0 had waaaaay too many).
I think GDCs are usually bad because you end up spamming the same shit over and over again. What would be the point of using your weaker skills if they all share the same cool-down.
Also, giving skills their individual cool-down won't slow down the combat. Ever play TERA?
The only jobs that really suffered from lack of spamming were Warrior (DPS) and Archer. Both could run out of cooldowns and be sitting there throwing beans at shit.
1-10 is a one hour long experience.
The problem with GCD is usually that it stays the same throughout the game.
If the strongest skill shares the same cool-down as your other 8 skills, why do those 8?
If you played TERA for real, as in not just to level 10 (lol), then you would know what I'm talking about.
No one's saying the AAR battle system is completed, or even close to completed, but yeah, we're talking about general GCDs here.
See the way I see it is, if they can make double thrust lower the defense on damage taken from penta thrust, then that would make both skills useful. Just drop the TP needed for double trust, and make the double thrust damage lower, but have it to where it's slightly higher than waiting for your penta thrust cool-down to reset, in the same amount of time spent doing so.
Can do the same shit with animations. Tera did a fantastic job at making certain skills lessen the animation of a certain follow-up skill.
We'll see though. I'm not complaining too much about it so far cause I loved what I played.
Doubtful.
I can already see their intentions, but I doubt they will hold much merit.
With combos, I assumed that's what gives the lower leveled skills their usage (combo slash1 into slash2 gives slash2 better properties and damage than if used alone) or being able to have a choice of combos available to you (slash1>slash2 or slash3>slash4).
Plus it was mentioned somewhere that they were thinking of adding stats that reduced global cooldown for weaponskills/spells, which means you could actually gear for faster recovering cooldowns and such.