Network lag means that it is really almost impossible to have a fair real-time fight.
Indeed. That is certainly a problem, and my knowledge of networking is limited, but some of the most popular online games are not exactly statistics driven [i.e. counterstrike]. So i wouldn\'t bargain on networking being the limiting factor for designing a combat system for long. (Although currently it\'s certain an issue)
The continious button mashing issue, again true, but imho it\'s a design issue. The right interface will make huge differences here, you have to press forward,left,right in any case. Further i\'m not sure whether designing a game so that people that wants to \'idle\' and do 2 other things [i.e. writing emails] at the same time is such a good idea --> This will result in a rather boring game for those actually paying full attention. At least combat should not be designed that you can actually sit back and make coffee.
Either way, i\'ve been mostly playing MUDs/MUSHes and the interesting thing that popped up in my endless xp\'ing sessions was that it was alot more engaging to fight 1 strong mob that requires a variety of tactics during combat rather than 50 weaker ones which do not require any strategy. [Btw PS showed xp gain based on damage and not on the actual kill, which means it\'s quite foreseeable that a variety of mobs can be used to please the different types of xp\'ers. [extremely strong ones which takes ages to kill vs 500 small ones easy to kill].
RPGs are RPGs because they emphasize your stats--statistics--not your own personal ability to click the mouse or push the right buttons.
I personally like to think RPGs are RPGs because of the variety [and freedom] of roles you can play. Some believe putting the focus on a point-click combat system wil boil down to \'less intelligence\' because you won\'t need to calculate statistics. In \'reality\' though, you don\'t actually have the ability to calculate your odds of winning a tennis match by multiplying your forehand stat by 1.618 etc etc.
It\'s true though that \'old school\' or our current rpgs basically means everything is based on stats you can fully control and build up PRIOR to combat/action , which is why the actual combat/action is basically a diceroll. I don\'t know for how long that AD&D type of recipe can be used like that though. I predict the game [mmorpg/rpg] that manages to combine user interaction ability with statistics to such an extend that someone who has never entered combat [but have perfect stats] won\'t win against someone with weaker stats but alot of experience in combat.
Anyway i\'m not really disagreeing with the points made. It makes sense. I would not expect an open source project to actually rewrite the books on mmorpg systems, although i the longevity of it might become limited.