Author Topic: Direct swordplay  (Read 3312 times)

RayvenD

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Re: Direct swordplay
« Reply #15 on: September 15, 2006, 10:47:34 am »
I don't know, I still think that if you want to do that go and play a real-time adventure game where direct swordplay is the way it's done. I don't think it relates to roleplaying in the slightest, but maybe i'm just a traditionalist.
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Phinehas

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Re: Direct swordplay
« Reply #16 on: September 15, 2006, 06:34:26 pm »
Well, I don't think anyone is saying that all RPG's should be like that. It would be fun to at least have a couple, though.

Yaniel

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Re: Direct swordplay
« Reply #17 on: December 06, 2009, 11:47:51 am »
It could at least be something like in The Legent Of Zelda: The Ocarina Of Time  or  Majoras Mask

dannydesil

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Re: Direct swordplay
« Reply #18 on: December 09, 2009, 06:52:57 am »
Love it, some great sounds there



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« Last Edit: December 22, 2009, 07:30:39 am by dannydesil »

garoninja

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Re: Direct swordplay
« Reply #19 on: December 09, 2009, 02:37:16 pm »
Great idea. I'd love to be able to actually swing my claymore at necks, although the problem as it has been mentioned is the server. Every thing that is added to the game will slow the server if even only a little. Yaniel I am glad I'm not the only one who has heard of Majoras Mask.

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neko kyouran

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Re: Direct swordplay
« Reply #20 on: December 09, 2009, 03:10:58 pm »
3 year old thread necro!

so many old players in this thread.  ah memories.

Raekh

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Re: Direct swordplay
« Reply #21 on: December 09, 2009, 05:00:02 pm »
Actually I dont like this idea much. It would bring the focus on the player, the one at the keyboard, and less on the character.
Instead what I would much more prefer would be something like round based fights (like KotOR if you want;)). A lot of stats and skills could be considered, like say agility for how far you can move, magic and ranged skills for how far you can shoot/cast, and with groups included even tactics.

Phinehas

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Re: Direct swordplay
« Reply #22 on: December 09, 2009, 07:22:46 pm »
Well, the idea behind the initial suggestion was that it would allow people who didn't have the time to sit around for hours on end leveling their character to still be able to play competitively.

As for your idea, round-based wouldn't really work terribly well unless you wanted to set it up like Runescape, and I don't think anyone wants that.

As for implementation of the idea in this thread, I don't think it would be quite as hard as is suggested, or at least not as hard as it would have been when this thread was originally created. Think something along the lines of Mount & Blade.
« Last Edit: December 09, 2009, 07:25:03 pm by Phinehas »

Raekh

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Re: Direct swordplay
« Reply #23 on: December 09, 2009, 07:32:22 pm »
I dont know the system Runescape uses - mind to sum it up briefly?

Phinehas

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Re: Direct swordplay
« Reply #24 on: December 10, 2009, 12:53:59 am »
Horrible.

Raekh

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Re: Direct swordplay
« Reply #25 on: December 10, 2009, 01:11:04 am »
lol

garoninja

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Re: Direct swordplay
« Reply #26 on: December 10, 2009, 03:47:05 pm »
The system in Runescape appears to a timed out system where you can only attck every certain amount of time. It also limits the styles of attacks. Personally I'm not for round based combat. As this is a real time game it only makes sence to use real time combat.

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Aiwendil

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Re: Direct swordplay
« Reply #27 on: December 10, 2009, 04:06:24 pm »
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Not sure why you think PS is a realtime game. It seems a lot of actions are based on predefined times in PS. Sure, it's not round based like some other roleplaying games, but for sure it's also not a first person shooter. I personally would enjoy seeing a combat system that depends less on the users abilities with mouse and keyboard. With ping ranges from 200-1000ms for different players all over the world a not round based system would only lead to advantages of those players living closer to the server.

garoninja

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Re: Direct swordplay
« Reply #28 on: December 10, 2009, 05:37:55 pm »
A good point. Although this is true, the game is still based in real time. This is because the game is clearly not a turn based system. If it was we would have take turns moving around and attacking. A basic concpet of controled attacks might not be that hard to do. I was thinking and i realised the game Arena (It's on DOS!!) has a simple system for such things. You hold in the right mouse button and move the mouse. Depending on how you move the mouse the attack changes.
« Last Edit: December 11, 2009, 02:24:32 pm by garoninja »

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Garosan grins "Sit on me and I'll put a crossbow bolt in the back of your head then bludgeon Vayl to death with one of your arms."