Hi, in my last/first blog entry I talked about a simple battle system and a advanced NPC system, and described the NPC system. So now Im gonna tell ya about the battle system :D
many like counter strike (or othere games like that) because you easy control your charrecters movement and actions, so I thought of putting that into a MMORPG (not a gun mmo) because many all so like MMORPGs, anyway here it is.
Attacking
Attacking should ofcause be with the mouse because its easy to target with it ... But it only got 2 buttoms. So you will need to change weapon or combat style with example "Q" and "E".
Skills should still be maked with the numbers or the "F" things, but maybe needed to be done fast or with tactic, I really want a game where you could make a tactic battle like in the ninja manga Naruto, that would make a game fun.
Movement
Ofcause W,A,S,D and space Im not sure about if it should be like pushing "W" you move in the direction of your cursor or like just move up and then you can look in anothere direction but I think that would be hard works better with a Joystick. But actually I have been thinking if a game would be easyer to control your char if you saw it from an angle high up above your char, like in old RPG gameboy games and then your attacks would be in the direction of your cursor ...
Ofcause the game is gonna be fast, you die after 3 - 10 hits and your charecter can make very fast moves so you can avoid the attacks. To make it even more action, it could be with slashing up/down/. Up throws the opponent up in the air and down tackles him, but that there where you gonna use a joystick.
more will come I just need to think more about the things its a little advanced when im gonna put action and rpg togethere and its gonna be for computer, you can buy a joystick for the pc, but a game wouldnt be popular if you needed a joystick.
when I say joystick I mean gamepad :D

User Comments
Some games that already does these things:
Rakion - it's like hybrid of FPS and MMORPGs in the sense that it employs the WASD controls as well as mouse look to move around, and attacks are given through combinations of mouse buttons and/or directional buttons (eg: clicking while jumping, clicking both left and right together, clicking when close, clicking when far, etc etc)
It has great gameplay, despite the game's horrible reception due to cash shop users having a ridiculous advantage over your casual players who don't pay cash. It feels moer like a console based action-adventure game than anything else, which is almost unique.
Lunia - it's completely keyboard controlled; you use the arrow keys to move in 8 directions, and button combinations of certain attack buttons. Works somewhat similar to Dynasty Warriors, but it's top-down instead of TPP/FPP. Unable to jump however.
Requiem - uses WASD controls and also able to jump, making traveling a lot more fun. The rest of the game plays similarly to any standard MMO you'd find with skills and point-and-click attacks, but the movement allows for advanced path finding and maneuvers that's otherwise difficult to issue with your traditional "walk to where I clicked", since most MMO's can't store multiple way points.
What you suggest has already been implemented in a number of games, and it isn't difficult to employ a decent skill system into the Rakion game-play, but something with a learning curve that high drives the mass market casual gamers away (sort of).
They'll have to make it P2P or something and market it like any other game you find in stores unlike your standard MMO...
It looks a little similar to what I say but I havent said that I want it to be fast battles, and the games still have that "chance system" that makes it a little less action game and you cant move that much if the opponent monster or player try to attack you dont really got the chance of avoiding, they dont run while they attack either. So its not really that different from the othere battle systems, but thanks it made me remember what I missed xD
Actually, one I failed to mention is World of Kung Fu. WKF uses basic WASD controls with SPACE jumping (although, you can literally fly around crouching tiger hidden dragon style beyond early-game), but you're given the option to point-and-click as well for those long, tedious walks.
In WKF, attacking from behind hexes your target into taking additional damage. Now I don't know for a fact if doing so in PvP is actually worth while (nor am I aware of this occurrence in PVE, but IIRC it was like a 50% mod of something, either amp damage or nerf def), but many of WKF's skills are position based, rather than targeted, and it's possible to get out of the way so that the moves do not connect.
Although, being an MMO; yes, you can't literally "out-run" the moves once they register, but moving around make for difficult targeting, especially in PvP.
(it's worth noting in WKF, you can't move backwards at the same pace as you move forward/sidewards; no doubt to encourage players from circling around retreating players, this also leads me to believe that whole 50% hex thing is rather accurate)
That being said, there are a few minor things one could consider for an MMO that could easily make it a more enjoyable experience for gamers seeking a change:
- enemy AI should be given the ability to exploit mechanics, much akin to AoC mobs blocking your continuous attacks with a shield out of three possible attack directions. Basically, make them smarter (this is increasingly popular towards end-game for most games these days, however, and most battles late-game ARE laced with strategies and planning to the turn based extent)
- Skill/attack animations shouldn't register the attack as soon as it begins, rather, it should register when the animation completes or even shows to hit; this allows for some strategic play (and implementation of various skills that could exploit this simple mechanic) People can run away as soon as they see you bring your sword overhead, or do something else to counter you (skill/block/parry perhaps?) this might bring up numerous other features like, instead of having long cool down for powerful skills, you have a long casting time instead that can't be determined by a meter/bar, only through animation.
Meh, I know how you feel about the game play of MMO... since MMO's lack a purpose or goal, character development and combat/game play is rather important to me...
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