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the Lonely Alter

I don't play "games", I play MMORPGs! This is where I talk about them!

Author: Tierless

#104 Getting Combative with Camelot Unchained

Posted by Tierless Monday August 25 2014 at 10:22AM
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Please glance over this

And/or watch this

So you know what the H’ I am referencing.

Back when I was a Tiny Tier I used to play a game called WWF Smackdown. I forget which iteration it was, but one of them had a “create a move” where you got to fill 8 move slots with options from a move pool with the end result being one “move” with 8 steps. From how I read the Camelot Unchained combat information, it sounds a heck of a lot like that!

Now before you freak out, yes that is really bat s*** crazy! Yes it will be a pain to balance and yes the players will have more control over their combat moves than perhaps in any game in MMO history! All of which CSE is full well aware of. Don’t be too intimidated. If you wanted to keep it super simple you could just set up your move buttons similar to something like WOW, you would have a sort of stripped down generic version of what this system can do and it would probably hurt you in most PVP cases, but I’m just saying, this system allows for that much diversity. From WOW simple to speed chess complex!

Speed chess is sort of how I see this combat playing out. You approach an enemy and see he has light leg and head armor but heavy body armor. You ask yourself, do I hit button #3 which has a move chain that goes leg strike, leg strike, (this puts a slow on the enemy) head strike, head strike, head strike, OR is it a trick? Does he specialize in leg and head defensive moves and counters? Should I go with a different combo? Maybe his button #1 is all moves that defend his legs and head while countering to mine! ZOMG the strategic decisions! From what I interpret this system will allow more customization and creative freedom from within the class archetype than any MMO class system I have seen since games like UO and SWG!

The only draw back of this system I can see is speed. Getting the speed of combat right is integral. Too fast and this idea breaks down, too slow and it’s more like regular chess than super speed chess. Fortunately that is easily solved via testing.

“Wait wait wait....back up, did you say target the leg?”

Oh yeah...armor will be body part specific, and so are attacks! Each body part will basically have it’s own health pool! ABOUT DARN TIME! Legs, head, arms, body more? I don’t know but I LOVE this concept. I can not wait to set up TONS of moves! Old school MMOers like lots of buttons, good news, you can set up as many as you want with this system! So many combinations, so much potential. Your class will truly feel like YOUR class. You can set them up to play how you want using the moves from within the framework of your archtype. Class FRRRRRRRRREEEEEEEEEEEEEEEDOMMMMMMMMMMM at last! writes:
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