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 Thread (17 posts)
Thunderhead  4/05/08 10:52:07 AM

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Posts: 53

Prepare for Trouble!
Makeing Double!
BIG Trouble!

Hi mates

I am like many other here, i have an idea for an mmo and with all that comes with it, and i have given the combat of the game alot of thought for some time, and i want to present it to you, to see if its something the heartless community is interrested in, if its entirely possible to make in the first place and just bits and peices of your oppinion entirely, i cannot start my glorious contest before i have asked the ppl around these forums.

here goes, please tell me you oppinion as i would need it for further development, i cant use my own thoughts, it would only make a game to fit me and i strive to get to most players.

The original idea started as a button pressing abillity game like world of warcraft (handy that)

I took old Blizzards idea as I heard many ppl complained that, wow was not a "player skill based game"

so i went, watched some sword fighting moves, Lord of rings / pirates of cab. / and many others, to create a system that would be cool, in my oppinion is a game more of a interractive movie in basic terms

to attack u have them 3 buttons here, to direct attacks in each directions, but mainly facing your target u have selected using ur mouse.

To Attack – Used to so normal attacks or direct your special attacks
-Attack Left, attacks forward from left
-Attack Right, attacks forward from right
-Attack Front, attacks forward from front

when we know how to attack we can begin to know how to avoid it in first place, useing dodge, by giving buttons to control your own avoidance 

To Dodge – Used to avoid attacks

-Dodge Left, dodge jump to left

-Dodge Right, dodge jump to right
-Dodge Back, dodge jump backwards
Special Dodge:
If dodging to direction same time as attack come from same direction, then knockback 

and parrys aswell

To Parry – Used to avoid attacks
-Parry Left, prevents attacks from your left side
-Parry Right, prevents attacks from your right side
-Parry Behind, prevents attacks from behind
-Parry Front, prevents attacks from your front

Special Parry:

If parry, u walk bit in opposite direction of attack
If one attack comes from right and u attack from left or opposite, on same time, up close, then both parry front.

If parry behind, u turn around

Speacial attacks are not perfected yet, but its menat to be attacks that becomes aviable if  dodge or parries etc etc happens

Learned special attacks – Muhaha Take that
By doing attacks and abilities you may eventually learn new abilities, some needs directions using attacks, others automatically attacks the enemy, there is also some available on all time, but most require special situation.
 
- Revengeful attack: becomes available if you take a wound, spin and knocks away enemy/allies in front weapon range if successful, must be directed to adjust knock back range
 
-Counter attack: After Parry an enemy attack, press this to make to auto attack the target with more than normal attack
 
Riposte attack: after you dodge, press this to auto attack with more than
Charge/G: A Run attack, making a heavy stab attack on enemy
 
Execution moves:
 
Execution Thrust: enemy lies on ground, use this to end his life by trusting you weapon through him, can be parried, only works with sharp weapons
 
 i know there is needed alot of work on these yet, but i feel its cool this far
 
 
Grabbing enemies and players:
You can grab a player and make them unable to move or attack, makes them vulnerable for a 3rd persons attacks or a dagger cut throat attack, when you are holding a enemy or player, there will show a bar for when and how the player/enemy may get out of your grab, as holding a person drains your energy, but not the captured persons energy.. Eventually they will get lose, you can also grab them to throw them away too.
 
Carrying a fellow player:

When near a friendly player you can do the carry command, picking up the player for carrying him/her around, this is useful if the player is in an exhausted state in dangerous territory

I ma interrested in this carrying and grabing stuff aswell, really fixes up the combat

You will have seen that i use the term enegey alot, its the basic thought that you attack and by that use your energy

My spelling sucks i know sorry for that, ill hit myself later, i promiss

I am trying my best not to keep talking for too long, but its so big, here is some of the basic combat stuff hope you can understand it, if not please post a question to it.. Hope that you guys can tell me if such thing could be possbile to program etc etc. I am not the wise guy about these things, but i try mybest, if there is somehwere i can learn more about such stuff please guide me, highest dream is it to become reallity

Right, thank you for you time, hope we see again ^^

 

 
paulscott  4/05/08 5:33:14 PM

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why do humans build, because it isn''t there

need another move yet.

foil: an attack that tries to attack a person before their attack reaches you.  this has a chance of interupting the enemies attack before it reaches you(you do normal attack damage if it hits) but if the enemy attack does reach you you take twice as much damage from their attack.   basically 33% chance for your attack to hit and the enemy attack doing nothing, 33% of you hitting your enemy and taking double damage from their attack, and 33% that your attack does nothing and you take double damage.

 

While it might go a bit against the no randomness of current skills.  knowing when to use this move takes a lot of consideration.   and it also provides a way to counter gank squads/gankers if you have a balanced damage and healing(in this case slow healing no potions no healers) system.   basically with a slow healing system it is a game of don't get hit you have more than enough tools to ensure that.   basically if someone decides to go to a starter area they will get damaged if people use this against them, which is it's primary purpose. 

edit: it also serves as a way to gamble yourself back into a fight.  especially in a case of you being to easy to read.

A signature always reveals a man's character - and sometimes even his name.
Evan Esar

CactusmanX  4/06/08 2:36:56 PM

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Don''t mock me my friend. It''s a condition of mental divergence.

I came up with a system very much like this,

I like the concept but it might be too buttony, if that is a word, same problem I had.

What could help, and this is like what I did, is to make it instead of a button for attack right, just make an attack button and make it sensitive to the directionality of the mouse relative to the target.  Meaning to attack right just put the mouse on the right side of the target and press attack. parry/block could work the same way except it would now be the direction of the mouse relative to your character.

Dodge could work similar to attack, a left or right or backwards dodge could be done with a single dodge button and a movement key WSAD.

Oh and I think revengeful attack would sound better if it were called vengeful attack.

 

I like these ideas very much so, especially the grab bit.

I wrote up my idea, if you find it useful, just the basic controls, it is post #4

~
It's only after you've lost everything, that you're free to do anything

Kez95  4/07/08 10:00:17 PM

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I like the concept, they are fun ideas, but the problems as I see them are

(1) Lag, if you are trying to react to what your opponent is doing, only the most lag free people will play the game, others will just die constantly and quit.  The way to solve this is to have slower animations that have more of a window to react to.  This too however would cause a lot of people to quit because combat is too slow or "it's all just about countering my enemy" or "it's just dumb luck, you chose left and I chose block middle."

(2) Movement.  Remember in PvP people don't just stand there, they are moving all around holding down their forward key and tapping strafe, left, right, jumping, turning, controlling the camera, etc.  So if they are holding down at least one key and have their fingers ready to move other directions, it's not easy for most people to then try and hit one of 6 or 8 other keys for a specific area to attack.  The solution to this would be a complex mouse or joystick that had many buttons set up nicely for this kind of game, but most computer users don't want to go buy more stuff.  So if you could make the left mouse button do one kind of attack (or left side), and the right do another (right side), then have some toggle key for high/low and parry/attack it might be ok but pretty limited due to controlling movement / targeting / camera / specific attack areas / specialized skills all at once.

MMORPGs are virtual skinner boxes.

http://www.nickyee.com/eqt/skinner.html

Thunderhead  4/14/08 4:05:17 AM

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Joined: 6/25/07
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Prepare for Trouble!
Makeing Double!
BIG Trouble!

Thak you for replys so far

and btw. i have conserned myself about the lag and yes, it will be fucking laggy,

and gameplay wil rely on luck form each player toanother i wonder if it is not luck to win a fight anyway?

and about the point from cactuasmanx, well belive it or not, i thought of the exactly same at first, but  i was not found of it, i would feel it anoying to have a bigger button to press in them situations, but hwo knows i have low imaginary skil ^^ isnt it whats in age of conan ?

and to them points from kez95 about standing still in pvp, the attacks should be disgined to make the char. move forward, ever played Dynasty warriors 3-4-5 ? that much like, its been a great inspiration source.

 

 
CactusmanX  4/14/08 9:15:18 AM

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Don''t mock me my friend. It''s a condition of mental divergence.

Originally posted by Thunderhead

and about the point from cactuasmanx, well belive it or not, i thought of the exactly same at first, but  i was not found of it, i would feel it anoying to have a bigger button to press in them situations, but hwo knows i have low imaginary skil ^^ isnt it whats in age of conan ?

 

Actually AoC uses multiple buttons for different directions, I think they have six.

Basically the difference with mouse control is that you only need one attack button and one defense button, after you select a target you just move the reticule relative to the target to attack from different directions, you could also add high or low versions if you wanted.

And yeah I agree, melee attacks should propel the character forward a bit, or to the side if they are moving that way.

~
It's only after you've lost everything, that you're free to do anything

Plasuma!!!  4/15/08 9:25:02 PM

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Joined: 9/19/05
Posts: 761

''Silence is golden and talk is cheap. I''m poor, so make with the discussion.''

Surprised this hasn't popped up: how would you balance melee vs. ranged character fights?

I have some ideas inspired by games like Smash Bros. (normal shield + Fox's deflector) that could do the trick, but I'm not going to take the time to explain my highly flawed theories because their content can be easily summarized as a "universal deflector shield".

Besides, it's better to catch inspiration from something cool and use your own imagination to improve it than to use someone else's constrained rule set.

CactusmanX  4/16/08 9:53:49 AM

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Don''t mock me my friend. It''s a condition of mental divergence.

Good point about balancing melee and ranged ^^^

I guess it really depends on your setting,

For a fantasy game you have shields, which I think would work well against ranged weapons and magic alike.  You could do magical shields too.

Or for Sci-fi you could have the universal deflector made from photons or something like that.

In my little imaginary world that I made for a MMOG concept that I will never make, I used a couple of ways to balance melee and ranged.

Mobility, I think ranged attackers cannot run and shoot, they can walk fast but running would throw their aim off, so when they shoot they slow down.  Likewise melee fighters can run and still attack, I also give them abilities like lunge to close distances.

When shooting a weapon aim isn't perfect, ranged weapons can miss.  But melee doesn't, as long as you are close enough and they do not dodge, block or go out of range then you always hit them.

Melee does more damage than ranged.

Defense, since my idea isn't fantasy or sci-fi I can't use magical or photon shields, but I do have ballistics and riot shields, used to block melee and ranged, cover so they can't shoot you through walls or trees, stealth to try and sneak up on people, and when they get close you can grab/shove people to throw them off balance and keep them from attacking you, as well as knockdown and stun. And characters should always be able to do an anticipatory dodge to throw a ranged attacker's aim off.

Also I didn't design my idea with the concept of pure melee characters in mind, without some ranged ability you are not going to do well, likewise pure ranged isn't good either, if you can't defend yourself in close quarters you will die easy.

~
It's only after you've lost everything, that you're free to do anything

Plasuma!!!  4/17/08 7:59:19 PM