Author Topic: Character movement  (Read 2443 times)

Fantasyfiend

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Character movement
« on: September 21, 2002, 09:20:43 am »
I honestly think characters should have a lock and maneuver control in the game similar to Zelda. That way stats would somewhat contribute to if you win or lose, but it would mostly be player skill. That way you wouldn\'t necassarily need an army to take down a dungeon boss if you didn\'t want to, but you would have to be damn careful.

Barak

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« Reply #1 on: September 21, 2002, 06:50:12 pm »
Yeah, the Ocarina of Time has such an awesome combat system, it\'s a pity that things like it aren\'t seen more often. It\'s a little late for the suggestion, because I remember hearing that they finished the combat system. Does anyone know if it\'s going to be turn-based or live action?

That sort of goes along the lines of a question, I\'ve been thinking. How long is it going to take to move around in Yliakum? In some fantasy RPGs it takes days to get anywhere, which kindof slows everything down.


Aruneko

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« Reply #2 on: September 21, 2002, 06:57:15 pm »
Man, that would be awesome!! :D

The monsters would have to be much better than the monsters in Legend of Zelda, and they would also have to have a good way to retaliate against huge mobs of people.

I can just imagine... a game where the players skill actually matters instead of the amount of time they have played to develop skills!  :D

Cthulu

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« Reply #3 on: September 21, 2002, 07:08:55 pm »
Would it make any sense at all to have a turn based combat system in a real time MMORPG? no. It is most definitly going to be live action
~Cthulu

Vengeance

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« Reply #4 on: September 21, 2002, 10:01:17 pm »
It is going to be live action, but automated by the server--not based on how fast you click your mouse or something.

It will be based on stats and skills, not based on your finger twitch speed.

Turn-based sux.  :-)

- Venge

Kiern

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« Reply #5 on: September 21, 2002, 10:48:17 pm »
Quote
Originally posted by Vengeance

Turn-based sux.  :-)



hell yes it does.....  :D

Aruneko

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Hmm...
« Reply #6 on: September 22, 2002, 02:11:46 am »
I wonder...  will battle be anything more interactive than just swinging your sword, using special abilites every now and then, and keeping alive using spells and potions?  Will it be like Warcraft or Starcraft, where you just swing your sword in the same animation over and over while the enemy repeats his attack animation?  And all that would happen is that the skills, chance to hit, and damage get calculated and then random numbers are gradually deducted from the amount of HP you have?

Or will something different and more interesting to watch happen?  
(I\'m hoping for the latter.  I\'m just curious about this.)

Fantasyfiend

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« Reply #7 on: September 23, 2002, 08:53:59 am »
That\'s what bugs me. Enemies running at each othr and hacking until one dies. Then running to heal. There\'s almost no skill to it, just how long you spent upping your health and attack power. I mean, with Zelda you could beat Ganondork with only 3 hearts, but you had to be good, and that\'s what these games should be about how good you are, not how long you spent killing monsters with lower stats.

Vengeance

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« Reply #8 on: September 23, 2002, 11:31:27 pm »
This is why they are called \"Role Playing Games\".  The idea is that your combat is based on how good your character is, not how good you are.

How good your character is, is a result of a combination of things like the decisions you made about race and stats and path, and what skills you have used, what quests you have done, how popular your character is, etc.  It has nothing to do with your hand twitch speed, and that is how it should be.

The skill is in learning how to craft your character to maximize your character\'s skills at each step along the way.

If you want to fight based on how good you personally are, play DOA or something, not an RPG.

- Vengeance

Fantasyfiend

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« Reply #9 on: September 24, 2002, 08:01:40 am »
I realize this, and agree fully that you do have to improve your character, but if I wanted combat based on the odds of probability, I might as well be playing Microsoft Turbo Tax. If you play Ultima Online, fighting monsters means standing toe to toe and bashing each other like hockey players. No incredible moves, dramatic death sequences, no Matrix type dodges (But that would be kinda hard in a MMORPG). Anyway my point is, I want to feel like I\'m actually playing a game, not balancing numbers, and going over stats to decide if my warrior should have better luck to have enemies \"miss\" him, because like most games, I can dodge some lame slap attack from a giant, slow stupid enemy (Stalchilds in Zelda for example.)

Besides, This is the only free 3d MMORPG I know of.

Vengeance

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« Reply #10 on: September 24, 2002, 11:40:46 pm »
I think what you are looking for, then, is tactics.  We have to find a happy medium between \"press a button, then sit and wait\" and \"max finger twitch, min ping time\" action.

If you have ever played EQ, especially in the high-end game, you would know that for spells, who attacks first, how everyone approaches the monster, those types of tactics are the most important thing.

Hopefully, PS can also have tactics so that the fighting is more interesting than just 20 rolls of the dice.

- Vengeance

Fantasyfiend

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« Reply #11 on: September 26, 2002, 10:01:20 am »
As long as I can actually be able to fight and not just watch my stats, I\'m happy. I\'m not looking for twitch gaming, just something that my skills as a player can contribute to. Something else, I hope dungeons have puzzles to open doors like Zelda, taht would be cool.

Barak

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« Reply #12 on: September 27, 2002, 01:01:49 am »
Not all RPGs are turnbased. Ever played Dues Ex? It\'s a shooter but has RPG elements. I think the game should use either a N64 Zelda, Oni, or Revenant combat system. IMO the demo to Revenant is extremely better than Diablo. Turn-based is ok, but it gets boring quick. I think Planeshift is too cool to be limited to     -     fans. Didn\'t they already decide on a combat system? If not you could easily keep stats, and live action. Something like Oni, but the more combat skills you have, the more moves you learn. The more strength, you do more damage. Bow skills- goes into sniper view, and you can look farther, hold the bow steadier, do more damage, the arrow doesn\'t drop as much, etc. It\'s such an easy, and awesome idea, I wonder why no one has tried it yet. Well anygame, I\'ve seen.

Peace. 8)


David_HD

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« Reply #13 on: September 27, 2002, 02:00:24 am »
Quote
Originally posted by Barak
... the arrow doesn\'t drop as much ....


Hehe, I\'m good at shooting a bow, so my arrows defy gravity :P

Fantasyfiend

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« Reply #14 on: September 27, 2002, 08:18:16 am »
I haven\'t played Deus Ex, but I heard it was cool. I liked turn-based whn it\'s done right, otherwise it just becomes a slaughtrfest. Your char gets so powerful that he can destroy anything. Like Pokemon, Once you get around level 50, there\'s no point in raising the othr ones, when you got one that can out muscle anything. I like the combat in Paper Mario, it felt like a board game.