Author Topic: Combat  (Read 5615 times)

lostprophet

  • Hydlaa Citizen
  • *
  • Posts: 272
    • View Profile
(No subject)
« Reply #15 on: September 03, 2003, 08:40:04 pm »
Yeah, I suppose it is good to be able to talk during combat. It\'s just that I thought there ought to be more than just stats.


Maynx

  • Wayfarer
  • *
  • Posts: 5
    • View Profile
(No subject)
« Reply #16 on: September 04, 2003, 03:45:17 am »
I like the simple combat system in Elder Scrolls III Morrowind, It\'s point and click style with different moves based on the movement button pressed while clicking. Or you could add too that with a mouse based style of attack commands.

Phinehas

  • Guest
(No subject)
« Reply #17 on: January 23, 2004, 01:24:18 am »
I wish there could be a freer combat system. Most mmorpgs are heavily based around combat. Wouldn\'t it be nice to be able to use different weapons however we wanted, instead of standing there watching little numbers while we hit the monster, then the monster hits us, then we hit the monster etc. I wish we could use the mouse or keys to actually swipe or stab, or aim. They would only have to be very general, but it would infinitely improve the freedom of the game. Just think, if you saw someone else struggling, you could just whip out a bow, aim, and place a few arrows in the foul beast\'s head. This would also enable you to fight more than one enemy at a time. None of this would have to change experience levels, or weapon stats or anything, it would just involve the player so much more in the combat.

Grakrim

  • Hydlaa Citizen
  • *
  • Posts: 468
    • View Profile
(No subject)
« Reply #18 on: January 23, 2004, 01:28:31 am »
That would be a horrible system, I\'m sure.  It would probably induce rather large amounts of lag, and it would be highly dependant on the latancy of the client.

No reason to dreg up a 4 month old thread...
\" I think you should just follow Grakrim\'s advice ;)\"

\"A universe is enough for more than one opinion.\" - Maxximus

RussianVodka

  • Hydlaa Notable
  • *
  • Posts: 689
    • View Profile
(No subject)
« Reply #19 on: January 23, 2004, 01:41:29 am »
\"Free World\" has a nice combat system, and so does \"Morrowind\". Altho the combat system in \"Morrowind\" is more of an FPS, exept with your stats actualy meaning something...



Q: How many Planeshifters does it take to expalin a simple concept to a newb?
A: Six. Five to argue on who\'s explanation is right, and Moogie to lock the thread.

Phinehas

  • Guest
(No subject)
« Reply #20 on: January 23, 2004, 01:42:24 am »
That\'s nice, real nice, nothing like some warm friendly accpetance to make one want to post even more in a forum.

I started a new thread, but someone else got on my case, so I reposted in here.

I\'m new, so I just wanted to post my ideas. This is a wish list after all. Not like we\'re the Committee of Combat Systems making a final decision. Can\'t a guy dream?

Like whoever it is here, I\'m sick of the usual click on the monster and sit back and wait for someone to win, I just want to be more involved. Sue me.

dfryer

  • Veteran
  • *
  • Posts: 1070
    • View Profile
(No subject)
« Reply #21 on: January 23, 2004, 02:08:01 am »
The problem, of course, is making combat *interesting* while not over-relying on the \"twitch\" skills of the player.  How much of a characters success in combat should be directly related to the combat abilities of the player?  
Doing calculations like \"Damage = Strength + Weapon * Random(1..weapon_skill)\" is fairly simple... handling abilities like \"wisdom\" automatically are much trickier.  For instance, should an unwise character be able to restrain him/herself from plunging into a hopeless battle?  Should an unwise player be able to force a wise character to do the same?  
I personally think the most viable system is where the player controlls the intentions of the character, and the game/stats system controls the abilities.  When it comes to combat systems, this \"controlling of intent\" could be as loose as \"I want to be fighting that guy\" all the way down to \"swing... now!\" (with the possible consequence that your character actually won\'t be able to swing the sword high or fast enough, leading to a painful and gory death)
Quidquid latine dictum sit, altum sonatur.

cmhitman

  • Hydlaa Notable
  • *
  • Posts: 505
    • View Profile
(No subject)
« Reply #22 on: January 23, 2004, 02:10:35 am »
same here...
I played d and d heroes on xbox and was entertained, but it got boring quick...seems the ps team still hasn\'t changed there minds...its only a matter of time before they do though, i mean they may be pig-headed and stubborn, but they\'re not stupid; Well, atleast, i hope not all of them.
PROUD [SOLE]    HITMAN CLAN WILL RISE AGAIN!      

Phinehas

  • Guest
(No subject)
« Reply #23 on: January 23, 2004, 02:13:38 am »
Hmm... Interesting issue you bring up. I hadn\'t realized that, although I may enjoy my proposed system more, what about all the helpless folks out there who don\'t have any reflexes and are more or less in the game for the role playing? While I may not enjoy the system currently in use in most games, many people would not be able to hand a system that actually requires the player to have skill in combat. Maybe you could make a setting to determine how much control you have over a battle.

cmhitman

  • Hydlaa Notable
  • *
  • Posts: 505
    • View Profile
(No subject)
« Reply #24 on: January 23, 2004, 02:14:04 am »
that isn\'t the \"strenght\" of the player, that is the accumulated stats of his character dfryer. essentialy the player has just created a stack of numbers with no human relation except the click.
no motor skills, reflexes, sweat.
agony of defeat.
« Last Edit: January 26, 2004, 05:17:18 pm by cmhitman »
PROUD [SOLE]    HITMAN CLAN WILL RISE AGAIN!      

cmhitman

  • Hydlaa Notable
  • *
  • Posts: 505
    • View Profile
(No subject)
« Reply #25 on: January 26, 2004, 05:22:10 pm »
furthermore, those with crappy rflexes are probably better suited to fishing or mining occupations in game. I mean in real life not everybody has what it takes to be a soldier. like in life, some people are doctors and some are soldiers. Sure they could try to switch occupations but they\'d both be crappy at each others job (until trained)
PROUD [SOLE]    HITMAN CLAN WILL RISE AGAIN!      

Olig

  • Hydlaa Citizen
  • *
  • Posts: 252
    • View Profile
(No subject)
« Reply #26 on: January 26, 2004, 11:12:42 pm »
I agree. I hate sitting back and watching the battle. But then again, real-time combat is impossible for a MMOG with one or two servers because of lag.

Thats why came up with this idea called a \"Fight Code\".

After both parties agreed to duel, they have ten seconds to enter a four or six character fight code. Ex. Player1 enters \"srtfdr\" as his fight code and player2 enters \"budlsr\". When the ten seconds is over, the player avatars fight according to their fight code received by the server.

Player 1 would Swing Right, Thrust Forwad, then Dodge Right.   (notice the ancronyms) \"srtfdr\"

Player 2 would Block Up, Dodge Left, then Swing Right.  \"budlsr\"

Numbers could also be used for a fight code if its easier for the server.

Once the animations are done and the damages are allocated, they have another ten seconds to enter their next fight code.

Rinse, Lather, Repeat until someone is dead!

If you typo something the server does not recognize, your avatar just idles and takes the blows. (So skill will be involved as well as involvement and its good for laggers!)

Plus, you dont need to talk anyways when your fighting someone. Only anime battles take a time out to talk or flashback on their parents\' death.

I hope this idea was original, dont knock me if it isnt because I never heard of it before. :P
Beware that I am distorted in my wording if you do not understand me at all.



cmhitman

  • Hydlaa Notable
  • *
  • Posts: 505
    • View Profile
(No subject)
« Reply #27 on: January 26, 2004, 11:48:10 pm »
the idea is to have intricasy (if i spelled that right)
in game combat. this is basicly just the same turn based crap
prescripted.
« Last Edit: January 26, 2004, 11:56:21 pm by cmhitman »
PROUD [SOLE]    HITMAN CLAN WILL RISE AGAIN!      

Olig

  • Hydlaa Citizen
  • *
  • Posts: 252
    • View Profile
(No subject)
« Reply #28 on: January 27, 2004, 12:05:35 am »
Quote


cmhitman said:

the idea is to have intricasy (if i spelled that right)
in game combat. this is basicly just the same turn based crap
prescripted.



Its a lot more intricate than clicking on a target and spamming one really good attack like in SWG.

BTW, this is not turn based since both players are acting at the same time.

If you can, come up with a better combat system that allows creativity, pace, skill, and is good for laggers. Im all eyes to read about it.
Beware that I am distorted in my wording if you do not understand me at all.



cmhitman

  • Hydlaa Notable
  • *
  • Posts: 505
    • View Profile
(No subject)
« Reply #29 on: January 27, 2004, 12:09:59 am »
so I send moves, he sends moves and they get executed at the same time...wait ten seconds,  and repeat?I\'m bored already.
PROUD [SOLE]    HITMAN CLAN WILL RISE AGAIN!