Author Topic: Combat  (Read 5599 times)

Olig

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« Reply #30 on: January 27, 2004, 12:14:44 am »
no, you have enter a different fight code as the ten second pause comes on, thats the whole purpose for the pause so you have time to type the code.  If you want the pace turned up, lets make it 5 seconds.
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cmhitman

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« Reply #31 on: January 27, 2004, 12:16:53 am »
there is no tactical edge...I\'m just putting in moves, he\'s just putting in moves...you need to devise a tactical aspect to your system.
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cmhitman

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« Reply #32 on: January 27, 2004, 12:25:05 am »
the whole fun in combat is out doing your opponet by:
Smarts
reflexes
not by each player equiping there best weapon and taking turns hitting each other  until who ever has most hit pts wins...stupid
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Olig

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« Reply #33 on: January 27, 2004, 12:37:30 am »
Its not the game that should provide a tactical edge, it should be the player. If the player wants a good defense, he should get a sheild. If he wants a good offense, he should buy a better weapon or buy a bow.

An obvious tactic against a powerful magic user would be to come at him with a melee weapon where their defense is low instead of trying to fry them with your inferior magic skills at a distance.

Fight code could also have instructions for moving built in. The more experienced you are at fighting with a weapon, the more moves you can execute with it using the code.

I wont get too much into detail since Im just trying to get a basic idea across.

And dont call me stupid cmhitman.

You are the one who is trying to implement reflexes into a laggy MMORPG.

Go back to Counterstrike.
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cmhitman

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« Reply #34 on: January 27, 2004, 01:17:52 am »
i didn\'t call you stupid....
jeez
So your saying that the best fighter isn\'t really the best fighter but the guy with the best shield or sword or whatever special item he\'s got because hes collected animal skins all day
« Last Edit: January 27, 2004, 01:19:51 am by cmhitman »
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RuS

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« Reply #35 on: January 27, 2004, 01:27:55 am »
Here\'s a thought on how to make your idea a bit simpler to use in the game You have specified time to select what your character is going to do next. Typing could be the only problem. You could have a little menu come up with lots of little buttons under different categories:
Button with Defence Pose on it
Button with Melee Attack pose on it
Button with Magic potion submenu on it which brings up potion stash
etc...
Although I think this would be kind of weird.
I would love an FPS kinda feel to combat intead although slow it down and have skills that will speed up your attack time. Spells need mana replenished and sword swings have a big radius but take a long time to put the sword back into \'ready to swing\' position. Also we shouldn\'t have people fighting all the time so the fighting should be \'prohibited\' inside city limits somehow although You could take it into dark alley where you wouldn\'t be seen and have a fight there. Another time could be night where You can\'t see much. This would be perfect for thieves and others that just want to take your money or kill you for it. To prohibit fighting all the time have fighting simply dissabled inside tavers and main buildings and have \'bounties\' put on people who will be seen by NPC\'s having a fight. NPC\'s could be those cats dressed as policeman or w/e they had back then... = ) Once a bountie has been put on your head for fighting inside of town or killing someone which is going to be even a higher offence. Or taking out your sword for that matter, the people will be notified and will rush to take you down.

Here\'s another idea. I don\'t know if you guyz will take this in account but here is how it would be possible to stop high levels killing low levels. Just have their reputaion decreased or their experience = \\ partially taken away. Some kind of a penalty so high lvl\'s won\'t pick on low ones although if they do and a low lvl kills the high one he will get a looot of reputation or xp or w/ e CB is going to have. Higher reputation will allow you access to more things in the game. Rare armours, NPC\'s liking you, you\'re allowed in special buildings (example would be: I have heard many good things about You, You can pass and choose out of my \'special\' weapons stash because I will know that this sword will be used with an appropriate level of sword mastery... or something like that. = )

Anyway, that\'s just my 2c.

Olig

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« Reply #36 on: January 27, 2004, 02:29:40 am »
Quote


Rus said:

Here\'s a thought on how to make your idea a bit simpler to use in the game You have specified time to select what your character is going to do next. Typing could be the only problem. You could have a little menu come up with lots of little buttons under different categories:
Button with Defence Pose on it
Button with Melee Attack pose on it
Button with Magic potion submenu on it which brings up potion stash
etc...
Although I think this would be kind of weird.


Thats star wars galaxies on the dot, exept the magic potions etc , and I hate that game.  Other than that, I like your words Rus. Alot of similar issues about mugging and bounties is discussed already at http://www.planeshift3d.com/wbboard/thread.php?threadid=7436&boardid=11&styleid=3&sid=eec921a042d20add50dcee2e7a06b2b3. The devs already have a system in mind to prevent people attacking randomly at lower leveled peoples.

Quote


cmhitman said:

So your saying that the best fighter isn\'t really the best fighter but the guy with the best shield or sword or whatever special item he\'s got because hes collected animal skins all day


No, I never said anything remotely close to that. Besides, what\'s the purpose of getting an expensive weapon if it doesnt improve your chances in battle? Looks maybe, but not entirely.

With my fight code system, an experienced fighter with a shovel could wipe out a noob with a dragon sword, just as long as he keeps himself at a good defense, which should be easy since the noob does not have very good offensive techniques at his noob status. But a hit from a dragon sword is still going to be a hit from a dragon sword no matter who weilds it.

[Edit#  I made those weapons up.]
« Last Edit: January 27, 2004, 04:14:51 am by Olig »
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RussianVodka

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« Reply #37 on: January 27, 2004, 04:30:50 am »
With \"code based\" combat the person with the edge is the one that types fastest, not the one that know the game and has actual skill...
In other words, the secritary that types 150wpm can easily kill a person who has been playing the game for a while... i hate it...



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A: Six. Five to argue on who\'s explanation is right, and Moogie to lock the thread.

Syzerian

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« Reply #38 on: January 27, 2004, 04:53:18 am »
yeah kotor combat or morrowind combat would be great
kotor isnt judt click and wait. what happens is you enter combat with someone else then you have normal attacks and a list of special attacks
melee combat looks really cool because with the normal attacks it looks like it does 3 attacks but it really does one but the first \'fake\' attacks are always blocked making some flashy effects

morrowind combat is pretty good aswell except people with 56k modems and slower internet connections will never hit a moving target and the leveling system for it meens that if you start at level 1 it will take ages to get to level 2 but only a few minutes to go from 99 to 100

RussianVodka

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« Reply #39 on: January 27, 2004, 02:38:59 pm »
Well there is not lvling in PS, it just gaining skill...  And the whole thing about the game laging is just a stereotype people have of online play after joining slow FPS servers... Most MMORPGs have a very very fast server where the ping averages at around 0.005  insdead of the  30-200 you find on FPS servers...



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.

Dinner

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« Reply #40 on: January 28, 2004, 12:13:38 am »
Look at the possibility of using speed factors for various actions, which can be interrupted at any time to nullify that action and begin a new one.

For example, a character could  begin casting a spell in combat that has a casting time of 3 seconds, but after one second she takes a hard hit from her opponent and needs to drink a potion that would cure her.  The faster and more experienced the player is, the faster the character will be able to stop her spell (which at this point should have no effects) and drink the healy to avoid splatting.

Also, if the combat system is turn-based, what is the point in using smaller, weaker weapons (that should rightfully be faster) such as daggers, if they are going to attack in the same amount of time as a greatsword?

Oh, and this could help control spellcasting as well.  The speed factor of a spell could decrease with the character\'s skill level with that spell type.

Ald'Amun Dungeonrunner

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« Reply #41 on: January 28, 2004, 09:44:35 pm »
do i sense a hint of second edition in there dinner? no way...^_^


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Cirque

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« Reply #42 on: April 21, 2004, 06:38:54 pm »
Turn based roleplaying...cringe...

I know when im going bare knuckle with someone I wait while they decide which side of my face they are going to punch in then I return the favour, so on and so forth... (sacrasm)

hramrach

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« Reply #43 on: July 16, 2005, 05:32:24 pm »
I think that the  click and wait combat is best you can get in a rpg game.

It still does not prevent you from shooting at a foul creature fighting your friend, just click on it:)

Any system based on player reflexes, typing speed, etc is not suitable.

In a RPG, you want the possibility for your character to be excellent fighter, mage, or anyhing else you want it to be. Even with an average mouse-pointing ability and a below-average mouse. That\'s what RPG is about.

If you have good reflexes and want to use them in a game, choose a fps game. These are two different things, and you cannot have both at once (unless you make a very specialized game that is attractive to a very small group of people).

The tactic in RPGs ahould be limited to the choice of weapons and armour, and choosing combat style. And it is not like the most expensive weapons are always the best.

For example an expensive magical anti-dragon shield could be of little help in normal weapon combat. An agile character may try to use a poisoned dagger to defeat a fighter with large twohanded sword.

Also some kinds of weapons may be efficient against certain creature and armor types and inefficient against others. In many games, there is stabbing, slashing, and crushing damage, with different weapons and armor for each.

And more experienced characters could use more advanced combat styles or hide in shadows to attack their opponents from the back, denpending on the kind of experience.
« Last Edit: July 16, 2005, 05:33:02 pm by hramrach »
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John_Thazer

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« Reply #44 on: July 16, 2005, 07:48:33 pm »
Quote
Originally posted by Syzerian
yeah kotor combat or morrowind combat would be great
kotor isnt judt click and wait. what happens is you enter combat with someone else then you have normal attacks and a list of special attacks
melee combat looks really cool because with the normal attacks it looks like it does 3 attacks but it really does one but the first \'fake\' attacks are always blocked making some flashy effects

morrowind combat is pretty good aswell except people with 56k modems and slower internet connections will never hit a moving target and the leveling system for it meens that if you start at level 1 it will take ages to get to level 2 but only a few minutes to go from 99 to 100


I just love KotOR combat and Neverwinter Nights for it\'s moves (fighting animation) I just love lightsaber duels :P


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