Targeting - Warcraft vs Skyrim


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Liberty's Edge

As an aside from another thread the topic of targeting came up. I see this is pivotal in the feel of the game.

So;

(1) Warcraft-like: click the foe and spam keys.

(2) Skyrim-like: run after the foe and spam keys.

(3) Something else

What floats your boat?

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For me Warcraft-like with AoE's hitting friend/foe within the given radius.


We were discussing this in the context of PFO--the thread really does belong there--I swear!

Putting my vote in for WoW-style targeting--tab target/click target. I'm also in favor of toggle-able HP bars and name plates.

I'm against having to aim, if it comes up. Unless aiming is really easy. I don't want an FPS.


I haven't played either game. But I agree, this should go in the PFO forum. Whether or not it's a unique question to PFO, it will serve a purpose there.


How about 3, Warcraft like. Where you can drag your mouse over a group and have a bunch of little pictures and health bars show up. Then you can click on one of them to be your primary target, and if you want to target another one you can click on them on screen, or their portrait.

And you could create groups, like all of your party Ctrl+1, all of your guild's mages Ctrl+3, all of your guild's front-line fighters Ctrl+2. They could probably even do something along the lines of healbot to macro different actions to different clicks and modifiers.

Well, I think it would be cool anyway.

Sovereign Court

Not a fan of point and click. I prefer the "Skyrim" style. I think DDO did combat great for an MMO. With that said, I hope PFO comes up with something unique and interesting. I am so tired of the same ol' from the gaming industry.


My favorite system is from the game Fable: the Lost Chapters, enjoyed it more than Skyrim, Dragon Age, even KotoR

Liberty's Edge

I haven't played either game. DDO has a good combat system, which I prefer to Minecraft-like running after a foe and spamming clicks.

How about click the foe, and nothing else? Not my favourite, but it is an Other.


Lets call that what it is, Diablo like when you... walk slowly after a critter and spam clicks.

Quite honestly its a toss up. There are days I"d rather just lock on and let and auto-attack sequence take care of actually bashing the enemy to death. Other times I'd rather get a bit more... personal in the beat down being delivered.

Actually Kingdoms of Amalur: Reckoning looks interesting with the elements of a fighting game style combat system. More kin to Soul Calibur combat rather then Street Fighter. It would be interesting to get a "combo" system into a more standard "Lock and Auto" if one wants to throw a bit more flair to the action. Always was a big fan of Soul Calibur because the character attacks and animations often just flowed well together and felt more natural then up, up, down, down, A, A, B, A, Left to Right, "KKKKILLER COMBOO!"

At a certain level EVE Online is also just Lock and Attack, with the slight difference in fiddling with direction and speed to try and evade fire.


Play Dark Souls if you want to ruin your enjoyment of all other games in the same genre. They just don't compare.

Even the most simple of enemies can shred you if you're careless. Combat is more about being alert and skilled (as a player, not the character) than having huge stats. Someone managed to get almost to the end of the game at level 1, and this is not a game where enemies scale to your level. You can go and get murdered by things far beyond your ability right from the early stages.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I'm not sure if PFO will have separate limbs be important (Called Shot, anyone?), but I kinda liked the system from Eternal Darkness: Sanity's Requiem. You could move and run around freely, but when you faced an enemy with a weapon out, one of their limbs (arm, leg, torso, head, tentacle) would be flashing white. That was whatever limb you were currently targeting. You could gently flick the camera joystick to target a different limb, or press hard to face a different direction (and usually another enemy). So you didn't "lock-on" to one enemy, but when you attacked, both you and the game had a clear impression of what you wanted to hit.

If you're doing targeting, I like both Warhammer Online and LOTRO's targeting systems, for different reasons. WAR has the idea of an offensive target and a defensive target: They can be (and usually are) separate targets: All offensive abilities will target the offensive target, all healing/buffing abilities go for the defensive target. Most classes, and especially the healer/dps hybrids, had several abilities that damaged/debuffed your offensive target and healed/buffed your defensive target.

On LOTRO's side, there's skill target forwarding. You can only target one thing, but there are a few checkboxes in Combat Options to make it more interesting. One is to see what your target is targeting; pretty standard for theme-park MMO's. Another one is Skill Target Forwarding: If you use a skill, and your current target isn't a valid target (say, you're using a damaging ability on a friendly target), the game immediately attempts the skill against your target's target. If the target's target isn't valid either, the skill simply fails. It's like the offensive/defensive targeting, but less micromanagement: You know that, if you're targeting an enemy, all your healing spells will go towards his target (usually an ally you want to keep alive). And if you're targeting and healing/buffing an ally, you know that any and all attacks skills you use will target his target (usually an enemy). This allows the tank and dps classes to throw out the occasional heal/buff on an ally that's being attacked, and it allows the healers to keep up the damage on an enemy, all without having to change targets.

I like LOTRO's system more; less micromanagement. In WAR, managing one target is hard enough, especially in PVP; two is downright cruel.

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