


If it turns out that PFO's formation combat system involves a significant advance on the zerg/blob model it could be quite good. The social system was more atomized and less coherent. GW2 came pretty close to reproducing that experience except that while I was playing GW2 great guild/nation rivalries had not had time to build up a tradition, and player involvement was more a matter of individual initiative than large player organization. I have to concur that the PvP in DAoC was the best I've seen, other than the humorous visual effects of the zergs that allowed fifty characters to occupy the same space, each /following the leader and stretching out only slightly into a train when on the move. The movmement engine drove me absolutely bonkers in the way it related to terrain, instead of walking, it felt I was trying to push a slot car. People would rave and wax lyrical about Guild Wars Mesmers being able to spike other players and forcing them to think differently. Hopefully balance won't be so big a deal and context will in PFO. I missed Guild Wars but I think in general how players could out think others was what made that game though "build wars" seems a balance issue. Some of the team stuff has been good as well. I also love the times you have a few favourite nemesis players who stop and attack you and viva-versa whenever your paths/blades cross! Those are some of the best combats knowing there's players out there breathing down your back if you are not alert or visa-versa making a beeline through a battle to finish off such players when teu are distracted in another combat. Eg ambush and tactics and escape routes and situational awareness and basically using intel to work out if fighting or running or waiting are the best decisions. It's mainly the context that makes PvP combat fun for me. The only thing I would change is I'd like to see targeting work more like Mass Effect of Star Wars Battlefront II. I think it's a system that bears looking at when creating the abilities for PFO. However the game still works very well without them by giving their beefier characters more offensive/support capabilities and replacing stuns with a wide array of other interrupts and debuffs such as blindness or my personal favorite: backfire.


Two things note-ably absent from Guild Wars are tanks / a threat mechanic and stuns. I've never played another game with as unique of roles, or ability to completely customize your character. To be clear I am not talking about PvP restrictions, Open Worldness, Crafting, or anything other than the combat basics such as aiming, ability selection, ability styles etc. I'm interested to know which combat system's people are being influnced by, and are most in favor of. I know a lot of us are bringing in influences from a lot of other games.
