the game have still rpg element, and is a massive multiplayer game so it's not about one player, and a perfect connection/reflecx, but about a general strategy/tactic use of right class etc etc not a "headshot" "headshot" game.
I understand that this game is going to have a huge role playing element and I embrace that wholeheartedly. Also I truly believe that third person games can be just as twitchy as first person games. Ive playe the shit out of Space Marine MP and thats about as twitchy as you can get. What Im wondering about is this talk about minimizing twitch skills. Im not the chaos gods gift to twitch shooting skills by any means. But there have been times where I have cleared out rooms full of hostile players. I get that this is going to be a squad oriented game. I play the other squad oriented mmofps as much as I can. What i am worried about are game mechanics that will dumb down the combat to the point where it becomes more of an equipment oriented game rather than a skill based game.
To me the perfect situation is to having to correct counter classes for the threat you are facing and then making the headshot for the kill. If you get what Im saying. There shouldnt be a concrete, rock paper scissors system. This in itself would limit skill based play.
"You guys seem to be pretty well-aligned with what we're thinking actually. Skill is important (since you do actually have to aim at your targets and time your strikes), but how you specialize and what that means in a given circumstance against what the enemy has brought to the field is pretty key. It's not really that we want to limit "twitch" skills, it's more that we are planning on expanding the use of other gameplay elements."-Brent Ellison Lead game Designer http://forum.eternalcrusade.com/threads/balancing-for-power-and-skill.4157/page-2
I'm with you there, if this becomes a "moar epix" thing, and Space Marines (just an example) start getting one-shotted by a random Imperial Guard that has the purple "lasgun of pure might, destroyer of milkshakes, ravager of cookies, etc etc etc", I'll be out the door in a sec... Very exaggerated example, but you get the point...
Firstly, just to be completely clear, I'm not on the development team. My understanding of what the developers are doing and have said could be wrong at any time! Secondly, I think you've read my comment on twitch skills in a way I hadn't intended. Sorry for any confusion that caused. Behaviour have never talked about 'minimising' twitch skills, but they have talked about limiting their importance so that they don't dominate combat alone. These are two very different things. Minimising twitch skills is much like the classic MMO approach, where you have autoattacks on a target, autoaiming, fifty billion character skills on your hotbar and how accurate you are with a mouse (or controller) is pretty irrelevant. At the other end of the scale, you have one-shot-kill headshots, low TTK and other elements common in many older FPS games where reaction speed and accuracy can be enough to "win" many encounters. In some games, twitch skills dominate. Things that Behaviour have talked about are not having very low TTKs, introducing different balancing elements between classes and weapon loadouts (not necessarily rock/paper/scissors, but something along those lines). When you're in combat, it will obviously help if you can point your gun quickly at a target and keep it pointed at them as the two of you move. But your opponent will probably still have time to pull out other tricks to deal with you - using assault packs to close the distance, hauling up storm shields, so your aiming speed and accuracy won't be enough on its own to guarantee you winning in fights. Twitch skills are limited in importance because other things are going to be important too. And some of those may depend on decisions you made before coming to the battlefield. Brent Ellison (who is on the development team) put this very clearly in the same thread. GodEmperorTitus quoted him a couple of posts up. Hope that helps?
Do you have a link to that? If that's true it's appalling news. Why even make it a shooter if you're trying to reduce the importance of skill? It's just self-contradicting game design and it won't make anyone happy. Skilled people won't like it because their skill doesn't matter. Unskilled people won't like it because tab targeting games are easier. It's a lose/lose proposition. It shouldn't be a shooter if it isn't going to be based on skill.