Author Topic: Fighting style  (Read 2252 times)

Wedge

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« Reply #15 on: July 23, 2003, 03:36:19 am »
Anyway, it sounds like it\'s just gonna be automatic, and you can just give suggestions on how you want your player to approach battle.  I can\'t say I really like it, just the way it looks.  What do I base that on?  Well this of course.  It explains how some of the stats will be used too.  It\'s all theory so far, but that\'s just what is on the page.
« Last Edit: July 23, 2003, 03:37:37 am by Wedge »
Ninjas have feelings too.  Mostly they feel like dancing.



Drilixer

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« Reply #16 on: July 23, 2003, 03:37:01 am »
I disagree automated combat is much better than FPS combat in medieval games - just because I\'ve never seen an example of FPS style combat with swords that was very realistic/fun...  That said we should make it automated but give combatants a variety of \'attacks\', spells, and abilities that they can use in combat to make it more interesting - such as knockdow, disarm, etc etc...

zaphar

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« Reply #17 on: July 23, 2003, 03:51:53 am »
Quote
Originally posted by zinder
Fighting only based on character skill is a bad idea. Then there is no sense in fighting. Everyone looks at the statistics and know who has won, no thrill will i win against this mob or will i loose. Also start fight and watch is rarely immersive.
A RPG needs a good balance between character skill and player skill in combat. Extremes in both directions can and possibly will kill the fun.


Actually you are wrong You don\'t always know who will win because a certain amount of randomness is inserted into the system. As a Bard in EQ I often took on opponents the stats said I would lose against. I even sometimes won. The key was in my use of spells and even the occasional back off to rest then re-attack. In short the traditional RPG style of combat is very playable and enjoyable.
*Zaphar grins roguishly as he exits the post


zinder

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« Reply #18 on: July 23, 2003, 06:55:40 pm »
I dont know EQ, so my question: You choose target and then your bard fires his spells completely automatic?
Or is it you which choose which spell when?

Mindari

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« Reply #19 on: July 24, 2003, 11:36:19 am »
maybe u could have both, eg combat is automatic but during a fight u can \'override\' your standard attack with different commands eg. instead of automaticly blocking with a weapon u could press a key which would make u quickly jump back to evade(and similar changes for attacking), or maybe the automatic combat could be for defending and evading only, and in each turn of combat you have a set reaction time in which to choose ur attack and attack.

That would solve the problem of laggy-fights and make them more interesting at the same time :D
« Last Edit: July 24, 2003, 11:37:49 am by Mindari »

Tok'ra

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Errrr...
« Reply #20 on: July 24, 2003, 11:57:36 am »
Shouldn\'t this post be in the \"PvP,PK and Thieving\" arguing forum?  :D

zaphar

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« Reply #21 on: July 24, 2003, 02:29:10 pm »
Quote
Originally posted by zinder
I dont know EQ, so my question: You choose target and then your bard fires his spells completely automatic?
Or is it you which choose which spell when?


I chose the spells and when to fire them. Bard magic was a very different animal in EQ its kind of hard to explain. I was actually able to fire three spells at once.
*Zaphar grins roguishly as he exits the post


Draklar

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« Reply #22 on: July 24, 2003, 04:35:34 pm »
I think current Combat Rules will work just fine...
Character\'s skills will be very important, but player will be able to use his tactics while fighting (i mean changing combat modes and so on...)
AKA Skald

Jefka

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« Reply #23 on: July 24, 2003, 10:45:11 pm »
yep but sorry to ask, what are current rules? i mean, is it first person, paused combats, and so on ?

\'cause as said I really hate a fps into planeshift
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zinder

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« Reply #24 on: July 25, 2003, 03:36:08 am »
Quote
Originally posted by zaphar
I chose the spells and when to fire them. Bard magic was a very different animal in EQ its kind of hard to explain. I was actually able to fire three spells at once.


So the ruleset allowed you to bring in your skill. It wasnt keybord or mouse manipulating, but more tactic. But it was clearly your skill, not the characters.

If you want to see an example of automatic combat look at Progress Quest.(its an extreme example, and its hardly fun, at least for me)

Drilixer

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« Reply #25 on: July 25, 2003, 03:54:03 am »
this is an RPG not a FPS there has to be an incentive for playing *sigh*... I don\'t want to here about \"SkiLLz\" in this game - Planeshift is not like that.  This is a party fantasy role playing game and if we are going to throw out pking we might as well throw out this because the same players that usually shout about \'sKiLLz\' in a game are the grief-causers (a generalization true - but individual abnormalities to a rule do not disprove it)...  you may not understand that completely but it stands to reason that this conversation is outdated anyways since the devs are working on the fighting system as we speak and they wont scrap what they\'ve decided for any of the ideas on this board :P

I love this quote by Vengeance:

\"That sounds like a great game... but it isn\'t Planeshift\".

Draklar

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« Reply #26 on: July 26, 2003, 10:19:51 pm »
Quote
Originally posted by Jefka
yep but sorry to ask, what are current rules? i mean, is it first person, paused combats, and so on ?

\'cause as said I really hate a fps into planeshift

I mean those
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Drilixer

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« Reply #27 on: August 02, 2003, 05:25:58 am »
hehe i just read through it - i think my first character will be a thivk headed Kran on a leash wh defends his sorceress with his dumb thickheadedness and brute endurance (aka full defencive while the mage has fun)

Muzzle

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« Reply #28 on: August 02, 2003, 09:36:00 am »
Quote
Originally posted by Tok\'ra
Shouldn\'t this post be in the \"PvP,PK and Thieving\" arguing forum?  :D

Not unless you think PvP means *only* PvP.  :D One assumes there will be critters and stuff to tussle with.

This doc seems kind of... content-free.  Will combat be turn-based, or hard real-time?  Will all battles be 1-on-1?  I don\'t see how magic, ranged weapons, &c fit into combat.  Clearly this is just a very early design doc, but it would be nice to get a more detailed word from the devs on what combat will be like.  It\'s kind of hard to have interesting converstations with no information.

I don\'t think there\'s much danger of Planeshift being Quake-with-stats (which would suck), but dice-rolling without much interaction gets boring quick.  I\'m not a huge gamer, so I don\'t know a lot of games to compare against, but I\'d like to see a combat system in the spirit (spirit, mind you, not a copy of the mechanics) of the Final Fantasy games: soft real-time and very interactive, but focued on tactics, stats, and teamwork rather than twitchy reflexes and button-mashing.

Drilixer

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« Reply #29 on: August 02, 2003, 03:45:15 pm »
... obviously the intended system is somewhat turn based since it has rounds so to speak (offencive, defencive, etc etc...) when was the last time you played a FPS that had rounds in combat?