PlaneShift

Fan Area => The Hydlaa Plaza => Topic started by: shlainn on September 14, 2006, 04:35:11 pm

Title: Direct swordplay
Post by: shlainn on September 14, 2006, 04:35:11 pm
Has any of you ever played a game from LucasArts' Jedi Knight Series? Give or take the mystical Jedi Powers which made you perform impossible acrobatics, but i loved the possibilities of swordplay in these games.

So, coming to the point I wanted to make, the question is: Do you guys think such "directly controlled" swordplay/weapon handling could ever be appliable for RPGs? (From the player's point of view. The implementation is another cup of tea!)

I'd like to hear your opinions...

Shlainn  :D

 :offtopic: ? Where else should I post?  ???
Title: Re: Direct swordplay
Post by: Syilph on September 14, 2006, 04:41:57 pm
The direct sword play sounds like an intheresting ideea. It would make fighting nicer because you won't rely only on your character stats and skills but on your skills as the guy at the keyboard, behind the screen and character.
AFAIK there will be some special moves in PS too, something like sword combos but wheater or not they'll depend on pressing a series of keys in a certain order, I couldn't tell.
Title: Re: Direct swordplay
Post by: Cyl on September 14, 2006, 06:12:54 pm
There's one major issue that keeps this from happening: Lag.

Even with a simplified, and streamlined combat system like the current one, lag causes quite some deaths, now imagine fighting an ulbernaut, then suddenly your game lags out, and once you have control again you find yourself impaled by the beast...
Title: Re: Direct swordplay
Post by: Phinehas on September 14, 2006, 08:05:27 pm
Yeah, I understand the implementation problems, but personally I've been dreaming about this concept for years. Wouldn't it be nice to be a "someone" in-game because you're good, not just because you have nothing to do with your time but click on monsters?
Title: Re: Direct swordplay
Post by: shlainn on September 14, 2006, 10:04:17 pm
Surely lag is a major problem, but as internet bandwidth increases the lag shouly decrease.

It's another thing if the client itself lags because of too many objects onscreen or whatever else. But that's a programming issue.

Shlainn
Title: Re: Direct swordplay
Post by: Santiago on September 14, 2006, 10:54:56 pm
The game Gunz touched on this in a small way. It was mainly a FPS, but with RPG elements. Yet that was not "Massively Multiplayer". I doubt a true MMO game could support realtime combat without an extremely clever solution to client/server traffic. Otherwise the lag would simply be too much.
Title: Re: Direct swordplay
Post by: Phinehas on September 14, 2006, 11:14:52 pm
The game Gunz touched on this in a small way. It was mainly a FPS, but with RPG elements. Yet that was not "Massively Multiplayer". I doubt a true MMO game could support realtime combat without an extremely clever solution to client/server traffic. Otherwise the lag would simply be too much.
Ever played Planetside? That was kinda cool. As long as we're talking about FPS'. Not perfect by any means. But kinda cool.
Title: Re: Direct swordplay
Post by: RayvenD on September 14, 2006, 11:19:03 pm
The game Gunz touched on this in a small way. It was mainly a FPS, but with RPG elements. Yet that was not "Massively Multiplayer". I doubt a true MMO game could support realtime combat without an extremely clever solution to client/server traffic. Otherwise the lag would simply be too much.

Yeah i played guns briefly, wasn't too bad a game. My personal opinion is that in RPG's the fighting is usually a secondary concern, in most games it is resolved with a dice role to see whether the action you wish to take is succesful or not, i think the cobat based on skills is th ebest way of doing it. Direct swordplay is great in some games, i'm deffinately a big fan of it when it is pulled off well (decent amount of moves and animations rather than the same sword slash over and over) I just don't think it is directly applicable in a RPG but then that is my opinion.
Title: Re: Direct swordplay
Post by: Sharakaz on September 14, 2006, 11:35:38 pm
One word: "Die By The Sword"
Title: Re: Direct swordplay
Post by: RayvenD on September 14, 2006, 11:36:17 pm
That was 4 words?
Title: Re: Direct swordplay
Post by: zanzibar on September 15, 2006, 12:08:50 am
The elderscroll series had a form of direct sword play, but you didn't have the level of physics that exists in the lucasarts games.  I think parying is in Oblivion but I could be wrong, I haven't played it yet.  I've played Dark Forces Jedi Knight, and the demo for Jedi Accademy.  I like the style of play in Jedi Academy bunches.

If we could have something like that in an online game with a Tolkien-esque setting, I'd be thrilled.
Title: Re: Direct swordplay
Post by: Ahriman on September 15, 2006, 12:13:21 am
Oblivion has full battle control, Dodging by you, look at this video; everything is controlled by the player.
http://video.google.com/videoplay?docid=-4634588732202182743&q=%22Oblivion+Battle%22
Title: Re: Direct swordplay
Post by: Suno_Regin on September 15, 2006, 12:16:14 am
A first-person sword fighting game? That has to be highly unpopular; it's nearly impossible to play those types of games without being able to see in third-person, jump around, and all that stuff. First-person shooters are -ok-, but still it's hard to figure exactly where to jump on a platform from, and see how far away you are from an enemy, etc.

EDIT: But at the same time, the "skills behind the keyboard thing" was used in RYL and RYL2, which I enjoyed a lot. I'd love to see it in PlaneShift, just not first-person
Title: Re: Direct swordplay
Post by: Ahriman on September 15, 2006, 12:21:01 am
Oblivion somehow makes the game "Unplayable" in third person instead... Perhaps this would be nice it third person... it is in TES4, i'm sure its possible in CS.
Title: Re: Direct swordplay
Post by: Suno_Regin on September 15, 2006, 12:22:25 am
Back when I suggested "combo attacks," I was also referring to actually interacting with the character, not just pressing a button and going to get some breakfast and come back with 100 PP. You should be able to fully control the attacks, and slash your sword in different ways instead of just move your hand up, slash down, up, slash down.
Title: Re: Direct swordplay
Post by: RayvenD on September 15, 2006, 10:47:34 am
I don't know, I still think that if you want to do that go and play a real-time adventure game where direct swordplay is the way it's done. I don't think it relates to roleplaying in the slightest, but maybe i'm just a traditionalist.
Title: Re: Direct swordplay
Post by: Phinehas on September 15, 2006, 06:34:26 pm
Well, I don't think anyone is saying that all RPG's should be like that. It would be fun to at least have a couple, though.
Title: Re: Direct swordplay
Post by: Yaniel on December 06, 2009, 11:47:51 am
It could at least be something like in The Legent Of Zelda: The Ocarina Of Time  or  Majoras Mask
Title: Re: Direct swordplay
Post by: dannydesil on December 09, 2009, 06:52:57 am
Love it, some great sounds there



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Title: Re: Direct swordplay
Post by: garoninja on December 09, 2009, 02:37:16 pm
Great idea. I'd love to be able to actually swing my claymore at necks, although the problem as it has been mentioned is the server. Every thing that is added to the game will slow the server if even only a little. Yaniel I am glad I'm not the only one who has heard of Majoras Mask.
Title: Re: Direct swordplay
Post by: neko kyouran on December 09, 2009, 03:10:58 pm
3 year old thread necro!

so many old players in this thread.  ah memories.
Title: Re: Direct swordplay
Post by: Raekh on December 09, 2009, 05:00:02 pm
Actually I dont like this idea much. It would bring the focus on the player, the one at the keyboard, and less on the character.
Instead what I would much more prefer would be something like round based fights (like KotOR if you want;)). A lot of stats and skills could be considered, like say agility for how far you can move, magic and ranged skills for how far you can shoot/cast, and with groups included even tactics.
Title: Re: Direct swordplay
Post by: Phinehas on December 09, 2009, 07:22:46 pm
Well, the idea behind the initial suggestion was that it would allow people who didn't have the time to sit around for hours on end leveling their character to still be able to play competitively.

As for your idea, round-based wouldn't really work terribly well unless you wanted to set it up like Runescape, and I don't think anyone wants that.

As for implementation of the idea in this thread, I don't think it would be quite as hard as is suggested, or at least not as hard as it would have been when this thread was originally created. Think something along the lines of Mount & Blade.
Title: Re: Direct swordplay
Post by: Raekh on December 09, 2009, 07:32:22 pm
I dont know the system Runescape uses - mind to sum it up briefly?
Title: Re: Direct swordplay
Post by: Phinehas on December 10, 2009, 12:53:59 am
Horrible.
Title: Re: Direct swordplay
Post by: Raekh on December 10, 2009, 01:11:04 am
lol
Title: Re: Direct swordplay
Post by: garoninja on December 10, 2009, 03:47:05 pm
The system in Runescape appears to a timed out system where you can only attck every certain amount of time. It also limits the styles of attacks. Personally I'm not for round based combat. As this is a real time game it only makes sence to use real time combat.
Title: Re: Direct swordplay
Post by: Aiwendil on December 10, 2009, 04:06:24 pm
Quote
>You start repairing the Sabre and continue for 20 seconds.

Quote
(14:54:13) >You start work on 1 Platinum Ore.
(14:55:28) >You made 1 Molten Platinum.

Not sure why you think PS is a realtime game. It seems a lot of actions are based on predefined times in PS. Sure, it's not round based like some other roleplaying games, but for sure it's also not a first person shooter. I personally would enjoy seeing a combat system that depends less on the users abilities with mouse and keyboard. With ping ranges from 200-1000ms for different players all over the world a not round based system would only lead to advantages of those players living closer to the server.
Title: Re: Direct swordplay
Post by: garoninja on December 10, 2009, 05:37:55 pm
A good point. Although this is true, the game is still based in real time. This is because the game is clearly not a turn based system. If it was we would have take turns moving around and attacking. A basic concpet of controled attacks might not be that hard to do. I was thinking and i realised the game Arena (It's on DOS!!) has a simple system for such things. You hold in the right mouse button and move the mouse. Depending on how you move the mouse the attack changes.