well if i may..
am gonna disagree a bit more;
- First of all, in regards to "flailing", you don't "flail" at tab targetted MMOs mate, you just can't..tab target means system needs item hot-locked, or you get the server-client error of "nothing targetted".
(you know where you DO "flail"
J1M ? At akshun based mmos, because so the client allows, enforces in fact, or it wouldn't behave as akshun..you may seriously wish to rephrase your previous two posts)
- Fail/decline/sucks/shit is
preference. Just as going to the Tacticular Cancer board decrying team management could be deemed as 'preference'..... Context. Context. Context.
- Since i am not so sure the point got across, should have stressed it more; Millions of dollars (and Yen for one company in specific) have been spent in researches aimed at defining and understanding the psychological/behavioural factor behind Online gaming. There have so far (and i have covered them so i would know) been only -three- points that
coincide in each and every one of them:
a) The average playing time of an MMORPG player is roughly 6 hours. It goes up to 8 and 9 during weekends/bank holidays/vacations.
b) The average -----paying----- customer is around or above their thirties. (It is what i mentioned in passing in my previous post, ie, they get physically tired easily. Yes, i mean their fingers. You get them tired and unable to compete with the youngsters, they go. They go, you lose your best customer)
c) From the combat systems implemented thus far, the one found to allow for minimum fatigue and maximised focus, in terms of time duration, is
tab-targetted combat.
[games that went another route have either failed, or remained niche..niche may be fine for you, or me, but it is not fine for companies, and it is not fine for the average MMORPGer, since niche means less people, and they kinda -do- play to -be- with people. Many people. The more the merrier. It's why they want Massively. People]