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The Pub at MMORPG.COM  » Whats your dream MMO combat system?

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51 posts found

Advanced Member

Joined: 7/02/08
Posts: 3762

5/29/12 11:39:19 PM#21

I prefer the FPS style combat in Mortal Online.  Granted, the magic combat still needs work, but overall, the vision for combat in MO is exactly what I enjoy most.

Hell hath no fury like an MMORPG player scorned.


Hard Core Member

Joined: 10/01/10
Posts: 940

I tend to get discontent when I run out of content.

5/29/12 11:40:26 PM#22

Actually a mix of cabal and vindictus if that is actually possible.

Cabal's combo system was very unique as the time that you did your rotation moves was important to how well they did and each successive move got harder and harder to time.

Adding a combo bar to vindictus's open area combat and allowing movement during the bar moves would make for quite the complex system but it would work fairly well at least in theory.


Novice Member

Joined: 5/21/12
Posts: 109

OP  5/30/12 12:44:41 AM#23

thanks for the feedback guys.


Novice Member

Joined: 1/22/09
Posts: 555

There are 2 kinds of people in the world: those who don't like dragons and those who enjoy living.

5/30/12 2:44:17 AM#24

A cross between Dark Messiah and Skyrim would be awesome.  I want a stamina bar and the ability to sprint, which uses stamina.  Why is it games never have sprint?

My blog is a continuing story of what MMO's should be like.


Hard Core Member

Joined: 7/15/10
Posts: 1760

5/30/12 2:46:09 AM#25

As far as themepark combat goes I think TERA is my dream come true.


  User Deleted
5/30/12 6:58:27 AM#26

I think it would depend: Close or long range?

For close range, FPS isn't the view IMHO. Hack and slash, KOA action, TERA, whatever style of combat allows for great combos, blocks, parry, etc. It would be awesoem being able to kick your enemy in the face folowed by a barrage of arrw shots in mid-air.

If you look at Skyrim, melee combat is really repetative, but range magic and bow shots are perfect do to the crossair. So, use FPV for ranged.

Of course, the biggest problem is getting the right engin to handle these issues with tons of people on screen.


Spotlight Poster

Joined: 3/06/12
Posts: 200

5/30/12 7:06:20 AM#27

So far, I like the Tera's combat system the most.


Novice Member

Joined: 2/16/04
Posts: 266

5/30/12 7:16:19 AM#28

A combination of Tera's combat and GW2 combat with a TSWesqe skill system but with more active slots. Oh, and AoC style fatalities. Those should be in every game anyway, developers shouldn't even think about it, just put them in there like they would the chat box.




Advanced Member

Joined: 9/08/09
Posts: 410

Mowin' em' down one...HUNDRED! at a time

5/30/12 7:25:16 AM#29
Originally posted by WhiteLantern

IMO, DCUO got it right. Sure, they had/have some technical glitches, but it is good stuff.

Got to second this DCUO pretty much has is right. Block dodge counter combos etc all in place and the combat is far from slow. 


Advanced Member

Joined: 12/08/07
Posts: 40

5/30/12 9:27:36 AM#30

It will be hard to make a MMO with aiming.... Because of the lag that is inevitable.....

So I think there should be targetting, BUT it shouldn't be "hard-locked".... If anyone here have played Dark Souls, that's what I like it to be, were you can lock on a target (don't need to), but you can dodge and you have to block attacks with a shield or weapon if you want to stay alive, and not even spells will be hard-locked to the target, except some.....

I don't mean that it should be excacly like in Dark Souls, because that wouldn't really fit into a MMO, but some part of it would be awesome in a MMO.....

I have a lot of other ideas of combat systems.... It's a shame that the companies that make MMO's doesn't have any imagination what so ever.......


Elite Member

Joined: 1/13/10
Posts: 13621

Currently playing EVE, SMITE, ArcheAge, and Combat Arms

5/30/12 9:32:30 AM#31

TERA and Vindictus are currently my two favorite.

There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein


Novice Member

Joined: 3/26/11
Posts: 62

5/30/12 9:41:19 AM#32
Originally posted by Unkillable

the question i want to propose to the Pub here at is simple:

Whats your dream MMO combat system?




-overall feel


What have you loved in past games? What have you hated in past games? Why was it good/crappy? The more indepth the better, id say go all out if you wanted to, describing eveything you like/dont.

i threw a poll on to this just to see more of what people would pick over what. thanks for your time guys!



POST # 7 Has the real intented Poll, please scroll down!

class oriented skills combining a avatar's religion, political outlook, and mechanic style

for example, i think most casters which paint runes in th air or on the ground should require the player to make the marking with stylus rather than push a button.


abbilities should have a large diversity and range but always fit with how the avatar is supposed to interact with the game world.


movement? i find wasd with mouse fine.


the overal feel should be fluid, and personalized.


the reactivenes should be hidden. so in my rune caster example, there is no cooldown but a max speed you can draw the character.


my first mmo was wow. honestly there wasn't anything great about it other than the community


Hard Core Member

Joined: 1/07/08
Posts: 3522

War is not the ultima ratio, but the ultima irratio - Willy Brandt

5/30/12 9:45:45 AM#33

Basically like Vanguard, i.e.:

- Lots of abilities on all classes.

- Very different gameplay depending upon character class.

- Depending upon the character class, different things have to be considered. As a simple example, some classes have to think what weapon type to use against which opponent, others dont need to care about that at all since they use mostly magic or only can use one weapon type in the first place.

- No one button mashing - better abilities have longer cooldowns, and the optimal sequence of actions is actually hard to figure out. Cooldowns might even include random components, too (This specific idea isnt present in Vanguard combat. Its present in Vanguard diplomacy, though).

- Many classes have dynamic group buffs to increase group performance, adding another layer of complexity: do I push the group damage or do I rather try to make more damage on my own ? And more stuff like that, like group healing.

- Dynamic events disrupt the flow, opening new opportunitie (socalled finisher lines, which are sequences of actions up to 3 actions long, for the War Cleric).

- Secondary systems are in place, such as point systems. Using certain abilities grants the player points they can invest executing special abilities. Not all classes have this and it works differently with every class. For example, Monk Healers (Disciple) have always high Yin (which is their point system) at the start of the battle and lots of abilities to refresh it, and lots of abilities that consume it, thus forcing the Disciple to keep getting points all the time. Paladin and Druid on the other hand have point systems that only slowly regenerate over time, making the abilities using them up something one has to time well.

- Another Vanguard secondary system are weaknesses and exploits. Using certain abilities successfully on a mob adds a weakness to them, such as "staggering". If other players are quick enough, they can use matching abilities of their class to exploit this weakness for various benefits, such as extra damage.

- And more stuff like that.


I also like:

- Buffs on others actually take a part of your mana pool away, thus making you think about what buffs you actually want to put up (from Dragon Age: Origins).

- You can disrupt abilities of others (Mesmer in Guild Wars).


All in all I want combat to be a gamble of depth and complexity: what is the best ability to use next ? I do not want a trivialistic combat system where there are only 8 abilities (Guild Wars, or 10 for GW2), or worse combat systems where you have to think about stuff like aiming. Thats no intellectual challenge and thus boring to me.


Advanced Member

Joined: 12/21/07
Posts: 22588

5/30/12 10:05:39 AM#34

Diablo 3 system.

- very fast, vicious, no trinity, fight lots of mobs at the same time

- many different skills and mechanics

- interesting combo & skill customization


Novice Member

Joined: 5/21/12
Posts: 109

OP  5/30/12 1:49:39 PM#35

Thanks for the continued opinions guys. this thread should give peoeple a reference point for the best combat systems ever made. or simply what people enjoy the most.

my personal favorite system was The Matrix Online, not many people ive met even got to play the game before it was shut down. "interlock" was kind of a simple boring system but it worked, and when you lost you knew you deserved it.

thanks for the continued feedback everyone.


Apprentice Member

Joined: 7/04/11
Posts: 2034

5/30/12 1:54:07 PM#36


You can do tab and target with it, or you can swing for the fences and hit anything that gets in your way. It's melee-centric but it's fantastic IMO.

Survivor of the great MMORPG Famine of 2011


Advanced Member

Joined: 1/20/05
Posts: 247

5/30/12 1:57:21 PM#37

Dream combat? Well, lets mix Mount&Blade series with Witcher 2. So, add in some sort of combos, but still keep melee as -deadly- with directional attacks, -parries, -chambering and so forth (all of course done with mouse.) Could also add wrestling/pushing instead of just kicking.

Of course battles shouldn't just be about players skills, but commanders and/or tactics what players use.

No twitch-based combat? Allright, lets just take D&D 3.5e rules. Preferably turn-based, ala Temple of Elemental Evil, but realtime could work too (see: Neverwinter nights series)

We´re all dead, just say it.


Elite Member

Joined: 7/02/11
Posts: 2150

5/30/12 1:57:38 PM#38

I miss the days where mobs didn't die in 10 seconds or less and neither did the players.  Bring back at least one modern game with longer lasting, more tactical combat like the original EverQuest please.


Apprentice Member

Joined: 8/06/08
Posts: 2370

5/30/12 2:04:38 PM#39

Tough poll, I can't say any one of those things is more important than the other. If anything I think that's the issue, devs keep trying to perfect one facet of combat and leave the rest lacking, so in the end you get a variety of mediocrity, far worse than one particularly great system.

My ideal combat system is from a game that's not available for most people to play yet. It's called Kingdom Under Fire 2:

A mix of RPG and RTS where you can command whole armies. The unfortunate part is that it's a campaign style game, so it will be heavily instanced. I would love this kind of combat system, where you're growing stronger not just as a character but an army, in addition to the combat style, in an open-world setting.

"Forums aren't for intelligent discussion; they're for blow-hards with unwavering opinions."


Apprentice Member

Joined: 7/15/08
Posts: 3718

5/30/12 2:30:57 PM#40

    I'd still like to see Mount and Blade combat in a MMO......Im really surprised someone hasnt been able to pull this off yet.

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