Author Topic: More than a click of a button  (Read 877 times)

sashok

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More than a click of a button
« on: May 26, 2003, 04:13:59 am »
Ok, here it goes.  I guess I\'m gonna go over my head and yours too here :).

But I would like to see( I will compare to EQ) a more advanced fighting, stealing, fishing, whatever requires technique.

Advanced:

more than just clicking one button and then hoping for your character to hit a target while watching it fight.
More than just clicking steal and pointing to a person, and also hoping to steal something and relying on chance.

I would like to see advanced techniques that can only be revealed to players as they progress and those players would be able to access those techniques thru a book or something. It would be a system wih using mouse, arrow buttons, and other buttons.


^
 |

Does this make sence?

Fanomatic2000

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« Reply #1 on: May 26, 2003, 09:04:15 am »
Well, the first problem is that many people has faster connection than others, and therefore some people can react faster than others.
The second problem is that, seen from a RP-perspective it isn\'t you who fight, it\'s your character, which means that your RL-reaction isn\'t the same as your RP-reaction or skill.

One solution would be if there was an exciting form of \"chess\"-fight, meaning that your character used a lot of techniques instead of just do the usual \"chop, chop, block, chop etc.
Personally I wouldn\'t mind RL-fighting, thus I belive that the 56k modem will be long gone when a playable version of PS is released.
« Last Edit: May 26, 2003, 09:05:46 am by Fanomatic2000 »


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kyp14

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« Reply #2 on: May 26, 2003, 01:36:22 pm »
well there isn\'t that much lag in the game (barely any at all if your referring to real lag) so a more complex one wouldn\'t be to bad maybe even one more like morrowind BUT the devs seem to have already made there decisions on how it will work so I really wouldn\'t bother telling them how to do it untill its in the game and its real bad then you should tell them how to change it.

hook

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« Reply #3 on: May 26, 2003, 03:20:59 pm »
[friendly sarcasm]
oooo, ooo, how about we implement the \"enter the matrix\" fight engine??!?!!
[/friendly sarcasm]

...but this thread DOES lead us to a serious question: how will the fighting take place in PS? ...AD&D like as in NWN with a click, or a more soffisticated way?

there\'s tons of argumets we have to take into account here
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BlueScreenJunky

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« Reply #4 on: May 26, 2003, 08:20:02 pm »
I think we need a rather simple combat system, to allow people to focus more on roleplay. So the one described on the site sounds good to me (basically a single click mode with several strategies) :

Quote
During combat, attacker and victim can change their combat style focusing more on attack or on defense.

These are the available attack modes: Bloody attack, Aggressive attack, Normal attack, Defensive attack, Full Defensive attack


And then you would be able to use items, spells (for wizzards) or special abilities (for fighters) once in a while. This way it would be rather simple, not really affected by ping, but the end on the combat wouldn\'t only depend on your character stats, but also on your strategy and if you use your spells, items and abilities effectively.
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Fiztkarloff

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« Reply #5 on: May 27, 2003, 12:59:32 am »
Perhaps a more \"turn-based\" battle mode could be implemented. Not as static as a Final Fantasy battle mode, but something more like Quest 64.
In that game, when you encounter a monster, the map you are playing becomes surrounded with an octagonal field of movement. In that, you and all the enemies have their own \"Action Octagon\" as well. Within the octagon, you can move, use spells, attack, etc. If you wish to go further, you walk to one of the octagon\'s sides and use an action or simply end your phase. That way, when your turn is up, your pctagon would have moved, to center over your character.

Now, to make this system actually reliable on a MMORPG, you will need a more open mode of this.
Lets say character A finds a huge low land basilisk. The game asks the player if he wishes to enter battle. If the player says no, he can go away. However, if the player is too close to the beast, the battle starts anyway.
Then the two start fighting.
But then character B shows up from a nearby cave, and wishes to help the unlucky character A in his battle (and hoping to get some reward as well). Then B goes to when the battle is going on, and the game asks him if he wishes to participate in the battle. Here different things could happen.If he says yes, he goes in, and follows the same rules as A. If he says no, and is far away enough, then he can go away. If he is too close, and the basilisk is currently distracted fighting with A, he can still escape, unless the basilisk turns and finds him. Or, if he says no, but is too close and the basilisk is currently centered on no one, then B is dragged into battle.

This is just a vague idea, if something like active turn based is ever used.

Kuiper7986

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« Reply #6 on: May 27, 2003, 01:47:57 am »
ya I like the fighting system already implemented.
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Morte

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« Reply #7 on: May 27, 2003, 04:23:37 am »
I also like the idea of the combat system used now, but I would like to see one extra addition- the ability to use special attacks. I\'m thinking of bonus techniques a player would get as he gained experience, or maybe could be taught it by others- kind of like the attacks you get in Baldurs Gate 2: Throne of Bhaal.
 For example, you are a relativly experienced fighter with a high strength and agility rating, so you get the ability to do a backflip over a human sized enemy once per day (like in the old UO2 movie)- allowing you to make an attack behind them with a negative modifier to their defence rating. Or a barge attack, a la NWN where you use your body weight to knock them over. Just this kind of thing would add a bit of interest to combat, and if you go for the old UO2 style acrobatic style combat a definate \"Wow\" factor.
 On a side note one thing that really annoyed me about NWN was that they use the exact same animation for a load of weapons, so you end up using a quarterstaff as a spear, and a halberd as a quarterstaff. To be fair though, it must be very difficult to animate characters.
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Fanomatic2000

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« Reply #8 on: May 27, 2003, 01:27:36 pm »
I don\'t like the \"use once per day\" thing. I\'m playing NWN, and I find it very annoying to have to sleep all the time to cast spells.
Use a regenerating mp meter instead, or combine the mp-meter with the stamina-meter.


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hook

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« Reply #9 on: May 27, 2003, 03:58:01 pm »
Quote
Originally posted by BlueScreenJunky
I think we need a rather simple combat system, to allow people to focus more on roleplay. So the one described on the site sounds good to me (basically a single click mode with several strategies) :

Quote
During combat, attacker and victim can change their combat style focusing more on attack or on defense.

These are the available attack modes: Bloody attack, Aggressive attack, Normal attack, Defensive attack, Full Defensive attack


And then you would be able to use items, spells (for wizzards) or special abilities (for fighters) once in a while. This way it would be rather simple, not really affected by ping, but the end on the combat wouldn\'t only depend on your character stats, but also on your strategy and if you use your spells, items and abilities effectively.


oops ...forgot about that 8o ...i like it ...simple and effective
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Fanomatic2000

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« Reply #10 on: May 28, 2003, 12:09:24 am »
Hmmm...sounds exactly like the battle-system Tibia uses ;)
« Last Edit: May 28, 2003, 12:14:26 am by Fanomatic2000 »


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