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Massive Multiplayer Online "2dFighting" Role Playing Game!
What do you get when you combine "Streetfighter 2 Turbo" and "Everquest"? This is my idea. I want it to be made. The game would work with two modes of play........ First: an outer game world which is 3d and persistant, like Everquest. Second: Battles will be 1v1 2d fighting. With street fighter 2 turbo fighting mechanics, or similiar. The more simple the fighting mechanics, the easier it will be to create balanced gameplay. So putting all your points into strength won't give you an advantage over someone who's much faster then you. Power ups, training and leveling up in outer game world make you a better fighter in the 2d battles. Directly connecting to another person's PC could reduce lag enough for smooth 2d fighting action. I can write about this forever, if your a developer and want to use this idea contact me for more details. I many idea's for how this game should be. If it is done right I belive it can become the number 1 fighting game ever. With many people becoming very competitive over it. Gambling can be involved too. E-mail me with heading MMOFRPG. More genre's should be mixed, now is the time. |
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4/24/07 11:28:51 PM#3
Pick a forum and post there. Don't copy and paste the same post in multiple forums. My only real comment here is, while I like the concept, it has several problems. The largest of which is directly connecting one players computer to another players computer. Yes, this would reduce lag. And yes, this would invariable lead to a lawsuit the moment someone sent another player a virus. Also, this leaves combat on the client machine. It will be hacked. |
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4/24/07 11:36:31 PM#4
Basically who ever press the bottom the fastest win, and by doing that it also create an amount of lag. |
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4/25/07 1:03:58 AM#5
i dont really get whats massively multiplayer about a 2d 1 on 1 fighting game. with the new gen consoles having online gaming you could just wait until they released your fighting game of choice and play it online against other people.
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4/25/07 1:10:56 AM#6
Closest you are going to get to it right now is Rakion, probably. Do a google search, shouldn't be hard to find.
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4/25/07 7:29:05 AM#7
Why does it have to be 2d? There are loads of 3d fighting games out. It's a good idea but for me it would have to be a small part of a game. I couldn't play a game for long if this is all you did. I would love to see a 3d version of this in a mmofps. Lets say when you get to close you move into a fighting combat game. |
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a 3d fighting game could work too. I'm not sure how much lag it would create to have the entire game run 3d. A fighting game cannot have any lag for it to work. I also enjoy the way 2d anime graphics look. Keeping the game well balanced would also be easier with a 2d fighting game rather then a 3d one.
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5/02/07 5:12:11 AM#9
i love the idea, im personally trying to find a fighting game nowdays with multiplayer funktion and im wonder if its even made for pc? and dont mention rakion its nothing compared to a street fighter for a example. but really if some devs really took a deep look into a fighting game and did some real good job with it, then i think it would bring ppl... and why's that? - well it would be really uniq, it would be a fighting game witch would prolly get all the old school fighting players to try it out... and also new ppl as u still got the mmo feeling and gain stuff and all... also player skills would beat time of playing (lvl's)
thumps up for this, now the questions is only who dare to make some new? ....... you? .... no ? ...... anyone? |
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5/02/07 8:17:33 PM#10
Is anyone even paying attention here? Lag will happen. You can't control it. If there is lag, you can't have twitch combat. Fighting games are nothing but twitch combat. Yes, you could connect two players directly and nearly eliminate lag, but then combat will be hosted on the client computer and it will get hacked. Not to mention, you're essentially creating a program that allows random strangers to directly access your computer and send it information. This isn't being done because it isn't possible, and the measures you could take to make it possible would essentially make it illegal. |
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5/03/07 12:48:23 AM#11
While I agree in part that it isn't possible. Thats also not totally true. While its impossible to make it work for everyone, it could be done over say a fiberoptic network, or maybe a few other very highspeed connection networks. Unfortunately this would reduce your player base dramatically, however the technology is there its just the technology is a ISP hardware problem, not a user or server problem. Admittedly even with a ultra highspeed network there would be other issues as you would have to have a very streamlined game and might need to make some compromises to maximize speed so the servers themself wouldn't create lag though again its really a cost benifit issue. The best supercomputers in the world could definently handle it. The problem is that would cost too much and the game would go bankrupt. And having the smaller player base due to limited connection types would also decrease revenues making for less to spend on servers, programming, etc... So its more of a economically impossible than a technologically impossible. There have been recent breakthroughs in fiberoptics, making for faster data interpretation, smaller less expensive encoders and decoders etc... And similar with wireless and satelite I believe. So hopefully within a few years this will become a reality. If you are designing a game right now and wish to have this type of combat though be planning on at least a 3-7 year time frame though or you will have major tech issues. |
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5/03/07 1:27:59 AM#12
First, fiber optics are quickly becoming obsolete (they're expensive and fragile. Companies are now actually using vacume sealed tubes with mirror polished linings, as light can travel unhindered through a vacume and this is basically as costly as a giant rubber hose), but yes, that would help. However, it would only help people directly connected to the servers via this network. i.e. Nobody. What you're basically describing is a LAN, only stretched out for miles, which wouldn't make much sense. This could be done as a LAN game, sure, with 16 players. Might be kind of a neat concept that way, in fact, but obviously not an MMOG. Still, its true, technology moves fast, but the idea of a lag-free internet is still a long way off. |
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5/03/07 2:34:25 AM#13
Ok you got me I don't know the name of the new tubing style being used to replace fiberoptics but the point is the same the technology to do it does exist, and even previous fiberoptics would work, also I think Wifi is starting to get its ranges and speeds closer to what would be needed, though that still depends on it hooking up to a fast enough support structure as its still a very short range technology. The technology exists, and is in use its just too sparsely used and too expensive to create a playerbase for a MMOG atm. This could change and is changing the question is how many years till enough people have fast enough connections to support such a game. Heres one article I had found on such technology thoguh there are others, and you are right its not really fiberoptics in this case but very similar. Oh well either way I think we both agree its not present developers faults that these games aren't out there. I was just trying to clarify your impossible more thoroughly hehe. Though maybe I even got that slightly wrong. |
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5/04/07 5:24:08 AM#14
No, we do agree. What many people don't realize though is that regardless of code efficiency, server speed, client speed and even connection speed, you will still experience lag. For instance, your ISP will often block packets from reaching your computer on time because they are trying to even the flow of bandwidth among all of their customers. The only way to ensure your direct speed to the game would be to get a dedicated line that you aren't sharing with the rest of your neighborhood. (i.e. a T1 or better). Yes, in the future, perhaps the sheer speed of transfer will eliminate this problem, but right now, we really have no control over all of the variables.
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