PlaneShift

Gameplay => Wish list => Topic started by: cyborgzero1 on January 20, 2005, 06:07:12 am

Title: fighting system
Post by: cyborgzero1 on January 20, 2005, 06:07:12 am
I think it would be awsome if you could fight like fighting in a fighting game...the way i thought of it was using f1, f2, f3.... to switch into different views first person view would work well for long ranged weapons and for melee/short range fighting having a bunch of moves that you could learn from npcs(like learning skills) then program the numbers to a certain move i.e. press1 and when you click with your mouse it does a certain combo of moves then 2,3,4...and so forth for different moves; to complement on that just double click on the creature to declare the battle. Instead of just clicking on the monster and clicking on attack button and waiting for the battle to end i think a system similar to this would be a lot more fun. and another view would be point click on the monster but insead being able to use your mouse to conduct the direction that you\'re attacking(kinda like zelda where the direction that you\'re attacking isn\'t automated).  and then be able to jump attack and stuff like that.
Title: I agree:
Post by: Zeraph on January 20, 2005, 08:24:17 am
However every mmorpg I have played has this same sort of system we have now, click-attack Char does the rest...

I personally would like to have the combat system sort of like we have spells were different moves like uppercut side-slash etc. for swords & have a number of different sword-skills with different advantages/disadvantages, & make it real-time fighting-game-style.

However I know it will never be, @ least not any time even \"soon\". the problem is that everything is to delayed, by the time you press [z]

My \"Ideal\" combat system for a mmorpg would have to be were different moves & spells can be qued up into a \"buffer\" that has about 3 to 5 slots. There should be different moves you can make on an enemy such as uppercut lunge etc. as well as special attacks you can learn.

This can be implemented when we have unified-skeleton control because right now we have to make an animation for every different model. What happens is your Character preforms the action in the #1 slot then the #2 action moves to the #1 slot etc. So it will really make combat much much more interesting rather then click attack watch animation while clicking the spell cast button repetitively... You will actually make a strategy qued up that your Char will preform.

Yes it\'s not fighter-style combat but its something PS can handle without having such a major load on bandwidth & it would make combat more interesting. You have to make combat more interesting & more complex then mining, otherwise we will have a bunch of mages running around & only a couple hard-core non-magic users... :rolleyes:
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Post by: cyborgzero1 on January 20, 2005, 08:35:31 am
i agree...thats gonna be sweet!! but just to add to that i think it would be cool if you had linked slots that would create an entirely new move upper-cut+slash would create a move where the char. upper cuts the enemy in the air then slashes him down or something like that.. you could even combine magic and a move so he does a firery-slash or something like that :p
Title: exactly
Post by: Zeraph on January 20, 2005, 09:26:03 am
Exactly what I was thinking, only it would be something like combining glyphs only you are combine combat techniques together to make more complex ones. you can learn secret combos just like we will have to learn secret spells by combining different rare glyphs, only we combine different rare combat techniques thought by only certain NPCs to combine with others to make high-skill combat combos... :D

Also I was thinking earlier that we could Cast spells on weapons when in combat so that the next hit or 2 will actually have sort of the same effect as the spell only it would be a different way of using magic, different then pure mage, something weapons oriented Chars could learn without having to have such a high int/wis/chs level as you sort need for mages. combining spells with combat moves to forcefully drive spells deep into your opponents. & of course glowing weapons effects & all that neat eye-candy stuff  :P

But we have to remember that this is just a \"tech-demo\" to demonstrate the current capabilities of Planeshift. \"It is only the beginning\" Things will improve if we give them lots & lots of time lol. ;)
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Post by: cyborgzero1 on January 20, 2005, 04:40:37 pm
yeah i know its just a tech demo...but just to add to that i think it would be cool if say a mage could cast his spell on an ally\'s weapon to make that spell weapon thingy that you just mentioned that way team play can be more strategic
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Post by: Merdarion on January 20, 2005, 06:07:11 pm
There is one major problem.

L - A - G

If in the middle of a combat you get Lag you are pretty in the Bottom
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Post by: Draklar on January 20, 2005, 06:23:53 pm
I hate fighting games with a passion that is hard to describe in its intensity.

\'nuff said :P
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Post by: cyborgzero1 on January 20, 2005, 06:37:44 pm
all i\'m sayin is fighting should be more than just clicking icons on your screen
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Post by: Emar on January 20, 2005, 07:49:12 pm
why not make it lika the return of the king u fight whit three main buttons: hard attack(kinda slow but really hard for maximum damage), fast attack(do damage fast, but not to much damage ) and a block (blocking attacks :P) because then its easy to do a system whit combos like: /\\, >, Attack1 super killing punch :D

i dont know if its a god ideea but its really fun...
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Post by: Zeraph on January 20, 2005, 08:15:44 pm
Quote
Originally posted by Draklar
   I hate fighting games with a passion that is hard to describe in its intensity.

\'nuff said :P
He also said he wanted combat \"realistic looking\" sort of described it as if it should look like a fighter-style game but you do not have to press any of the buttons to make it work. something like your Char would do all of the fighting moves such as climbing on a monster\'s back & stabbing them & lots of blocking hits etc. only you just click, sit back, & watch.

To make combat seam realistic we will have to have a combat AI choose what moves to do when based on are stats it shouldn\'t be totally random animations right? so I propose that we should be able to tweak this a little more then we can now with a gradient range between attack/defense & also maybe be able to set probability of doing certain moves on a certain enemy.

Like some turtle monster would have a good defense against \"climb on back & stab\" But you would be able to get a 1-hit-kill from something lower maybe by attacking the head. something like you could aim for different parts of the enemies body to produce different better or worse results. this would be something like the attack/defensive modes we have now...

If you had the dreaded L A G it would not kill any worse then are current combat system like my first suggested combat system... & btw, that was not a fighter combat system... X( :rolleyes:
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Post by: phervers on January 20, 2005, 08:28:34 pm
Combat is what i perceive as a greatest weakness of all mmorpgs, whatever you do it will get repetitive. Maybe not at lower lvls, but if you want to get to higher lvl you will probably have to kill hundreds or even thousands of mobs. Even with this glyph super move idea you will finally find best combo and you will stick to it. Sure different monsters might take different combo to kill easiest, but how many different monsters can we have ? After some time you will memorize every mob and kill them with their own combo. Hmm sounds boring.  The real time fighting system like in LOTR is simply not an option for an mmorpg, also other ideas like tactical combat mini game doesnt appeal to me, how would that appear to other players ? Would the fighting players vanish ? Would they stand and do nothing? The best overall idea is that with queuing combat moves i like it and i think it might work, other thing is that we need more diversity among enemies, that could be solved by assigning them random powers. Maybe not to every single mob, but some may have auras, which would be graphically distinctive, so that you will know what power does that mob have. They should be varied in level too. And last but not least we will need a large variety of combat moves, preferably trainable, or attained by some other means (quests, divine blessing, etc.), also those must be tied to the weapon type or magic school player uses.
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Post by: Draklar on January 20, 2005, 08:50:02 pm
You know, I never had anything against \"sit back and watch\" type of combat... but maybe it\'s because I\'m used to just rolling dice for that :rolleyes:
Title: Yes:
Post by: Zeraph on January 20, 2005, 09:05:54 pm
But it all comes down to how many different combat move animations / spell effects / mob models / mob animations the devs can make. the only thing holding us back is the lack of 3D & effects content.

I believe that all mobs should vary @ least as much as pc Chars in the way of combat & magic ability. I was thinking that monsters could even have a random amount of exp/pp (within some boundaries) given to them when they spawn, then they randomly spend it on different combat skills & ways of magic. I think that many of the mobs should be born with glyphs on there skin so they can cast spells, this way you can\'t just acquire glyphs from any mob that uses magic.

Also, mobs should very in size depending on how much exp they have. & yes, if they kill a player & or another mob that should increase there exp that way we may have a huge killer rat that has killed 100 newbs running around in the sewers that higher level players have to hunt down & kill. & you should get exp/pp depending on how strong the monster was & how well you fought against it.

But I think the devs are waiting until we have somewhat unified skeletons so that different mob/Char models can share the same animation. Like if we have 10 fish, they will all swim & you can make a swim animation that all 10 fish can use. I can\'t wait for an animation editor so that normal people can make custom animations & help the devs out with that.

But there is good news, aarobber is starting to make a \"Planeshift Effects Editor\" you can check out here: http://www.andrewrobberts.com/eedit/tiki-index.php however I think it\'s still unfinished & I have yet to mess around with it. but in the future anyone should be able to make a nice effect so I do not think lack of spell effects will be a problem in the future.
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Post by: Azuros on January 21, 2005, 01:11:28 am
Im agree with Drakar... Im from the ad&d generation :P

Hundred and hundred of 3d animation and every bug due to colision detections would be a mess in a MMORPG!

For sure there are some way to add to the automatic combat system that we have now, but I dont think they gonna change it all...

What they could change is the way we have to attack monster.  I mean, everybody could attack every monster when they want.  No monster property.  And the corpse can be loot by the character / group who has done most damage (or it could be random; % damage done = % chance to have the monster corpse).  This wont change the loot system (it is good as it is now :))

I propose this because multiple monster could attack u and multiple group/char. could attack them.  It would be more dynamic and would add a lot to the combat system.  Group would be useful as much as they are now.  Everybody happy! (I think) Yeah!!! :D
Title: ya sort of,
Post by: Zeraph on January 21, 2005, 06:06:16 am
But as venge was saying that he would like to see realistic looking combat, however how we attack is the same, click to attack & leave the rest up to your char.

However it will look different depending on your current skill & weapon you are using. it would be nice to customize your AI script to some extent to really customize your fighting style, maybe a percentage of moves some martial arts some sword-play some sneaky dagger stabbing, you choose (before going into combat) what you want your Char to focus on improving.

They will then do about 75% martial arts & 20% swordplay & 5% dagger depending on what you choose. The engine would take the probability choosing randomly depending on your probability parameters what moves will be preformed @ what time & when to block etc. The server will calculate the damage done by each move selected based on probability.

Once you get to a certain point your Char will learn better moves that they will do automatically in combat... so it\'s still the same system we have now only more animations & the ability to make your Char have a unique combat style.

Also there will not be a high probability of doing special moves or moves you just learned at first but it will show up in time. & the engine always takes into account the possibility of a uber-attack one-hit-kill but that would be sort of rare depending on your skill & the enemies defensive level...
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Post by: cyborgzero1 on January 21, 2005, 04:16:53 pm
kinda like final fantasy^-^ but one thing i\'d like to suggest is approaching the enemy..like jumping toward the enemy or dashing toward the enemy as part of the attack instead of having to walk up to 2 inches close to the enemy and also have the option to customize upto 3  preanimated attacks before the battle or somethin.