Author Topic: combat... with skill  (Read 1648 times)

vector212

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combat... with skill
« on: March 21, 2004, 12:20:06 am »
I was wondering if there was some way for the player to have more of a role in combat rather than waiting for a little time to go down... and hoping they survive. I guess it would a lot more interesting if some skill from the player was involved... or something like that. Maybe a swing meter where timing is required to score a critical hit... I donno... something to make combat more interesting...

RussianVodka

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« Reply #1 on: March 21, 2004, 12:25:16 am »
I agree... but i generaly dont like swing meters in games.... they annoy me... maby some other system....



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vector212

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« Reply #2 on: March 21, 2004, 01:06:25 am »
yeah... it would be difficult for the uncoordinated (like me lol). Originally I\'d would have liked it to be... human controled fighting... like Morrowind... you know... kinda like a first person shooter. But the combat system is most likely nearly finished and such an overhaul would be a LOT of work. And plus... fast action needs faster bandwidth.

Kixie

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« Reply #3 on: March 21, 2004, 01:12:44 am »
I dont mind if it is turnbased as long as its not as boring as r00nescape. you couldnt even fight more than one monster in that game.... bleh...

MercenaryVII

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« Reply #4 on: March 21, 2004, 01:33:12 am »
maybe it could be like in MU were if you have a weapon with a skill you can right click on the beast and it will do extra damage but take up stamina. instead of having it on the weapon tho it could just be as you get better you get skills you can use with all your weapons of that category

Samoth

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« Reply #5 on: March 21, 2004, 04:26:09 am »
How about if you go in with a stratagy - choose some level and style of attack and some level or style of defnse.

\"I will attack sequentially with multiple slashing moves and defend as best I can with this attack style.\"

SnowWolf

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« Reply #6 on: March 21, 2004, 04:57:37 am »
As far as I know that system is what the DEVs are using. You adjust what type of attack you are going to make like switching gears.


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SnowWolf

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« Reply #7 on: March 21, 2004, 04:06:53 pm »
Later on, perhaps a fighting-game style combo system could be implemented (as a toggle, say you could use \"automatic\" to use that system described by the previous poster, and a \"manual\" to use a mortal kombat style system for those users with the bandwidth to be able to use it effectively.  I know I\'d like that if I had the bandwidth for it).
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Dathias

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« Reply #8 on: March 26, 2004, 03:38:25 am »
You can\'t use one type of fighting for ppl with dial-up then have a different for ones with bandwidth. First one system would be superior. Second that would just be plain out stupid and hard.

Most likely combat is done or almost done.
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Xanaroth

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« Reply #9 on: March 26, 2004, 01:17:01 pm »
why would the devs be using a selected combat style, and not something more like in knight online or dro? where you will attack a monster, and your char keeps hitting until it dies, but there is a shotbind scroll on the screen in where you can put skills.

It is a menu with numbers 1 ~ 0 and in each you can bind a skill for quik usage, and with a meter on it telling you when you are capable of using the skill again.

When you then press nr 1 on your keyboard, it would use the skill or item in nr1 slot, can be skill, potion or wep/armor switch ( i do think that when going ranged you want to be able to chance to melee fast when the enemy is to close).

if it is a skill or potion it would turn black after usage and a meter starts running, when time is up on meter the skill is available again. that way you cannot use your strongest move over and over without pause. ofc weak moves will need less time, and the more skill points you have, the bigger your time advantages.

ex:  you have sword skill high, and you use a sword. tat gives you a time bonus with skills due to expertise in wep, like 1% time bonus per skill. that way when using a axe, your time bonus would be less on the skills, forcing you to concentrate on a specific weapon and stay in rpg-style combat.

vector212

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« Reply #10 on: March 27, 2004, 05:01:16 am »
yeah... maybe if there was some sort of skill usage meter... where you can use some the charge on the meter to do a special attack you\'ve already learned or something like that... but meh... I guess as someone already said... the combat system is probably already done.

toadman31

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« Reply #11 on: March 27, 2004, 07:19:17 am »
From what i\'ve read, it was a preselection or fighting styles they were a whole lot of em though like 12.

Maybe with The martial arts classes though you can unlock more styles.

As for the fighting system being about done i\'m not so shure. I think there could be quite a few drastic changes in the future. but yeah  the system they have now will be here for a while.
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Syzerian

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« Reply #12 on: March 27, 2004, 09:08:53 am »
we already know the combat is going to be automated turnbased
but what i would like to see is placing the first shot in realtime
this way you could stand untop of a hill and while the monster is charging at you give him several shots in the head :P  and also be able to sneak up on a target and make a critical strike

getting the first strike should always have its advantages

vector212

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« Reply #13 on: March 28, 2004, 07:13:06 am »
I\'m sure that would involve skill of course... but I guess that may not really let the players really play a big role in determining the out come of the fight.

Syzerian

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« Reply #14 on: March 28, 2004, 08:20:44 am »
well maybe critical strikes could stun the opponent or lower their defence rating
although that could get very annoying in pvp

but a first strike critical doing 3x damage would be pretty cool. it would balance thieves to actually stand a change against meat headed barbarians

i just hope its not the same old.... attack, stand there, get hit, attack, stand there, get hit
ZZZZZzzzzzzzz........