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Messages - MareviQ

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1
General Discussion /
« on: January 05, 2005, 06:22:34 pm »
Quote

Hey, anyone remember that game where you use the mouse to control where your sword goes?

That would be cool....move the mouse around to move your wep while using the keyboard to move your char. You click the mouse buttons to signal attacks. If you are moving forward, you\'ll jab, but if you\'re moving left/right you\'ll slash, etc.


That was \"Die by the sword\" I believe. Yes, that kind of control would be impressive, but not in a MMORPG. Why? Let me tell you a tale, of a MMORG (Massive Multiplayer Online Racing Game) long gone - \"Motor City Online\". It is a tale of glory, promptly followed by sorrow, and ... ok, i\'m getting on with it. It was simple - a game where your skills REALLY mattered when it came to the outcome of a race. And where is it now? It didn\'t even stay long enough to have it\'s server reverse-engineered (pity...). What happened was that some time after it\'s release, new gamers no longer joined, and some of the ones that were playing decided to quit. There were just too many great drivers they could not compete with. And soon after the dark times came - the Emp^H^H^H^H single player mode. Yes, a single-player mode was introduced, where a novice could compete against the clock. But that kind of sucked. You buy an online game to play with others, don\'t you? So, the \"weak\" left, and only the harcore fans remained. But there weren\'t enough of them to keep the game running, and EA pulled the plug.

What happened to MCO is a danger to any MMO game that will depend mostly on gamers skills (action games excluded, after all, gamers skills is all they are about). And it would be difficult to balance the game, so that everyone can have fun playing it, not only the ones gifted with \"l337 5k1ll2\".

Note: for a longer and more detailed history of MCO go visit http://www.racingnationonline.com

2
General Discussion /
« on: January 01, 2005, 04:33:20 pm »
1. There won\'t be a \"active\" figting system in a MMORPG untill internet 2. It was pointed that skill is determining the outcome of a counterstrike fight. Now look at how many people can play cs simutanously. About 30. And that\'s it. Tere\'s a reason. Bandwidth. We, the users may have the bandwidth required to play MMORPG that way. The MMORPG server doesn\'t.

2. When it comes to fight being driven by stats, there is also one stat that you forgot - random variable (like where the hit lands, whether it hits at all, etc.).

3. If you don\'t like the idea of \"clik, then make yourself a tea and check if you\'ve won already\" skills can be implemented, or fighting styles, then modified with fight planning (eg. my usual tactic is defensive, but i want my next three moves to be a feint, then a stab in the chest, and a swing in the head) - this also could eleminate the problem of \"I\'ve hit him in the head with an axe and he\'s still alive\" - more or less like it was done in \"Evil Islands\" - these aren\'t as good as actually controling the character yourself, but i\'d say they are a reasonable compromise.
(idea - there could be three stances - berserk, normal, and defencive, all of them having their specific attacks. Berserk is more effective against normal, normal is more effective against defencive and defencive is more effective against berserk. Of course, you increase your fighting skill independently for each of these stances. Then add moves that come from having certain stats/skills at a certain level, and we have a nice fighting system imho)

4. the idea of being a better fighter by actually fighting is also nothing new - go play \"ultima online\" -  the more you practice a skill, the better you are. Simple. No character development with \"oh, let\'s add some points to reading, even though my character hasn\'t seen a book in his/hers entire life.\"

Edit: some mistakes, or wrongly formed sentences

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