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Mortal Online

Mortal Online 

General Discussion  » my thoughts on button mashing and magic within mortal.

3 posts found
  locerto

Novice Member

Joined: 11/11/08
Posts: 5

 
3/30/09 8:18:34 PM#1

So, i was think about, all the info, that has been comming out of darkfall(let's be onest there are some simularities.) i have yet to play darkfall, but i noticed that some of the complaints consisted of Button mashing and how it didn't really feal like, there was to much skill involved. obviously this is an opinion, and some people will tell you difrently.

But anywho, this got me thinking. how DO you combine fps, with meele weps, and not make it a button mashing contest. well when i thought about it, it really came down to two games. Half life 2 Deathmatch, and CS:S. what is a significant diffrence between these game styles?
the awnser is that HL2: Deathmatch(even though it is a good game) had health bars that let you take clips of bullets to the face. while CS:S 1 bullet to the face kills you.

now when you think about it which game do you use more strategy in? the fact is that in deathmatch the bigest factor for winning is if you unload your clip into the other person faster then they can on you. (this reminded me of a somewhat button mashing style play. who ever gets the first and most hits on the other guys wins).

while CS:S you (if your not a numb) plan pinch points and try to outwit the other team,(it is so much fun getting beind enemy lines),but anyways this got me thinking, what forces you to not go blindly into battle htting away?

well yes there is full loot but, still once you decide to go into battle, whats to stop you from just swinging away? so i figure sence there trying to be moderatly realistic, why not make every hit truly count? in the massive battles of are past i don't think anyone could take 3 or 4 slashes of a sword on there body. but sense it is a game, lets just say thats a good number to start with.

obviously they would have to implement a stupendus blocking system for this to work. but the idea is there.

if you say this would make fights to short, well you are right they would be short only if you sucked, which is the point of a skill based game :)

EX. two guys go at it, Guy 1 goes in for an atack, last sec backs off and strafes left toward guy 2's sword hand opening guy 2's right side for atack,he quickly turns but as he turns guy 1 crouches and swings at his feet. takeing a nice little chunck out of guy 2's life and forcing guy 2 to stuble back losing his fighting /blocking readyness. ofcourse hitting someone in the ancle is not going to kill him, but the idea is that he is crippled and will die soon after. and the dmg and nock back will simulate this with out making the game too cinimatic. (i hate that, yah it is cool looking but it slows game play and is not realistic).

how does armor, speed, and abilities effect this? well armor obviously will let you take a few more hits, but thats all you really need.

plus shield size would matter then, just think if guy 2 had been using a tower shield, it would have been extremely dificult to swipe at his feet. and if he had a full suit of armor on he would obviously take less dmg and could even have less of a knock back effect.

now when it comes to abilities, ther abilities should not be, extra dmg here or there, sense you die so easly anyways, the abilities should focus more on ways to get around the enemyies defense so that you can actuly strike him, or they help you survive, but they all must be used at the right time to percisly break the players defense,

Ex. guy 1 gets fed up with guy 2's massive shield, and tries to kick the shield forcing guy 2 to stumble back, but as guy 1 goes to kick, guy 2 shield bashes the guys leg knocking guy 1 of his feet, which guy 2 then proceeds to slauter guy 1. (it is all about timeing.)

lol sorry for the long post.

anyways now going on to magic, how the hell is a game were you die after a few hits, going to implement magic? well i don't think we should think of magic in the tradition, fire, water, wind, earth, ect. lets not have spells do dmg, but have the enviroment deal the dmg. in the video, that knock back spell was a great example, they were flung into the rocks, the spell it self (with that kinda kick)would knock the wind out of any person, so lets say when you go flying, you go far and are stuned on the ground for, some duration. but say if you hit a rock or a tree, it can potenialy be devestating.

if you say this gives mages an advantage, well...yes and no. it does in the sense of a powerfull force that knocks the shit out of people. but think if your flung far, and are knocked on the ground the area of body exsposed at that distance is fairly small, and would be hard to hit with an arrow, not to mention it would be hard to charge the person because by the time you get there they are alread almost recoverd.

well what about inclosed areas? well yes they can knock you against the wall dmging you, and stunning you...and raping you. but since you die relitivly quickly, a few well placed hits on the caster, and he is gone. although i don't belive casters should be frozen when casting,and i still think they should be able to block while casting, the chances of the spell being inturpted while block should increase, as well as knock back affect upon them. so if your not and idiot and let the mage cast his spell then, he will not be stupid anough to try and cast in an area were he can not dodge an atack because there is a wall behind him.

any who was wondering what people opions were on this? :) have a nice read.

  Zzulu

Novice Member

Joined: 12/29/03
Posts: 357

King of Nerds

3/30/09 8:21:59 PM#2

Not sure what to say here

If you trust the content of the video, a person will die from 3-4 well placed hits. There also is a very defined "blocking" system in the game as well.

And simply by having a battle stance (you slow down when you draw your sword) the game ensure that people wont just run and jump around wildly, as that will just get you killed faster.

 

So, most of what you talked about is already in the game, and quite visible in the trailer.

  Kullision

Novice Member

Joined: 7/25/05
Posts: 32

3/30/09 8:33:35 PM#3

good post,

realism in an mmo in combat is workable,

your ideas are similar to mine in combat and i would not change what you have.

Also i think combining magic with weapons is a must, in a realistic setting a mage would have a weapon, you think gandalf killed the balrog with his hands?

mages wouldnt have armor making them easy to slice, this evens the game instantly.

all these ideas are great. somebody should try for once thinking how combat in the middle ages was like in real life and implement it. realism adds to mmo value in my opinion.

play:LoTRO status: dragging
tried: WAR, FFiX, WoW, Guildwars, Silkroad, Vanguard, AoC, Sword of the New World