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Wish list / Re: New combat system
« on: September 09, 2010, 06:12:18 pm »
Allowing the client to determine hit or miss is inviting disaster. The system the OP describes practically requires zero lag, too. Otherwise where you aim at isn't actually where your target is.
ANd the Magic system is not only way too simple, but not well thought out either. For example Healing only as an area centered on you is a bad idea. For one it gets heales into the thick of combat, where they shouldn't be. You also need a way to determine who should be affected by this area effect or the target gets a heal too. It also drops tactical and strategical considerations of spells. For example a "Touch of Death" can be a real touch spell. A "Heaven's Strike" can be a blast dropping down from above hitting things on its way down, but nothing between the caster and the target and work only under the Crystal. A "Fire Rock" can be lobbed on a ballistic arc over a wall. Spells can effect anything in an arc.
ANd the Magic system is not only way too simple, but not well thought out either. For example Healing only as an area centered on you is a bad idea. For one it gets heales into the thick of combat, where they shouldn't be. You also need a way to determine who should be affected by this area effect or the target gets a heal too. It also drops tactical and strategical considerations of spells. For example a "Touch of Death" can be a real touch spell. A "Heaven's Strike" can be a blast dropping down from above hitting things on its way down, but nothing between the caster and the target and work only under the Crystal. A "Fire Rock" can be lobbed on a ballistic arc over a wall. Spells can effect anything in an arc.