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Robokapp
Elite Member
Joined: 11/15/09
The only luck I had today was to have you as my opponent. |
1/12/13 9:10:42 PM#61
""
6. Real Battles- Large scale combat won't be the total chaos most MMO players are used to. PFO will make use of a formation system that gives groups significant bonuses for fighting in formation and coordinating their ability usage. ""
What?
wh...what is this ?
like buff auras or ...
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1/12/13 9:22:30 PM#62
Originally posted by Robokapp my hope is a detection system in party that determines location (using the mini map type system) and rewards the group with certain buffs based on composition and proximal deployment.
how its going to work i have no idea. unless collision detection is both on and rather broad for front line fighters i dont see much way of keeping formation as soon as fighting gets to melee range. |
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BlueMountain
Novice Member
Joined: 8/28/06
Lo, the mighty Oak. Just a little nut who stood his ground. |
1/12/13 9:57:20 PM#63
Guess we hafta stay tuned to find out. I wonder if each player has a group of NPC henchment that will stay in 'formation' and attack his target. To dream, perhaps to be. |
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Robokapp
Elite Member
Joined: 11/15/09
The only luck I had today was to have you as my opponent. |
1/12/13 10:03:05 PM#64
Originally posted by steamtank the only MMO where fighting in close packs is done and relevant is EVE where you have 'drake anchor", "ahac anchor" and so on.
but...in eve you also sometimes spread out a lot when you suspect enemy will use bombers.
as i read the lines above I thought that bomer-like heavy-aoe groups will be extremely powerful if you're forced to play collapsed together. I need to know more about their combat but it raised an alarm. forcing a group together makes AOE hard-counter an obvious choice.
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1/13/13 6:30:06 AM#65
Originally posted by Robokapp Goblin Works Blog: You're in the Army Now! The formations are intended to work in a couple of ways: 1) Allow the server to treat formations of players as single-objects for the server load, I believe is important/intentional. 2) Each formation confers contributions to the individuals in the formation, so different formations and different combinations of players acting in formation influence it's defence and offence capabilities. I imagine the movement and positioning will influence the effectiveness and obviously drive zergs of players like a hot knife through butter! |
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BlueMountain
Novice Member
Joined: 8/28/06
Lo, the mighty Oak. Just a little nut who stood his ground. |
1/13/13 8:20:40 AM#66
...so... what I am imagining is that say a party of six accepts formation command by a cleric at the inn, before they set out for a dungeon. The party is a rogue, a wizard, the cleric-commander, a paladin, and two fighters. The cleric-commander gets a new bank of icons with six multicolored dots or squares, each dot colored according to class. Upon creation of the formation but before combat initiation the commander defines who goes where. So the cleric-commander puts himself in the back where he can be protected to heal, the wizard to his right and the rogue to his left. He puts the paladin in the center of the fron tline flanked by the two fighters. This will be the default formation they will initially take if beset by hostiles. Other options might be a six-pointed defensive star with everyone facing out from a central point, or a five pointed star with their wizard in the center or what have you. Another might be echelon -left/right, or perhaps phalanx (wedge). In anticipation of having to fight in a corredor he has one in a column of twos. Finally he has one where the rogue is to flank, so he can take advantage of some rogue backstabbing advantages. He sets up these various formations as alt-function key assignments, The wizard and cleric set up their ready spells, and the party leaves the Inn or camp for a destination dungeon and they begin to fast-travel. Along their route a party of six bandits waits in ambush, and as our party fast-travels the road the bandits spring their trap. The party appears in the road where they have been ambushed in default formation which is less than optimal if the bandits have set up in an enfilading fire configuration where they can fire their crossbows at the party from all sides. The cleric has the option of changing formation to a defensive star or charging one side of the ambush in the current formation. Changing formation would take precious time so he decides to charge whichever side of the bandit formation the party is facing leaving their most vulnrable backs open but potentially reducing the offensive strength of the bandits by one opponent who is quickly overcome. To do so the cleric-commander is the only one who actually uses his WASD movement keys. Once the focused bandit is down he wheels the whole party to their next objective, an adjascent bandit, and also changes formation to send the Rogue to the right flank away from the greatest threat of missile fire from the bandits' remaining positions to set the rogue up for a backstab opportunity. The wizard decides to return fire casting magic missile. Because the wizard (I assume) must stand still to effectively cast his spell his action stops the rest of the party other than the rogue (already in motion) for his cast. This is just how I envision formations working. To dream, perhaps to be. |
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1/13/13 9:50:50 AM#67
Even if they don't make the 1 million mark on KS it does give them something to approach other methods for alternate funding with. It gives them the right to say look what regular people who have no personal stake in this project are willing to put up just to put them into a faster development. If the CEO is as good as claimed in the first place he can use this to pump money in other ways. I think it was Origins of Malu (?) who ended up cancelling their own kickstarter after finding alternate funding and then also decided to reward the pledgers with some of the rewards they would have gotten if KS had gone through. I could see that happening especially with something that is an established IP in it's own right like Pathfinder. Personally I had only heard of it in vague terms before this MMO project but I also never paid a whole lot of attention to P&P systems. As of right now PO is at - who knows they might actually get a flood of existing pledges go further into it while adding more new ones and hit the goal:
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1/14/13 2:11:21 PM#68
Originally posted by BlueMountain Sounds more like Federation and Empire Online. |
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1/15/13 7:00:55 PM#69
The formations are going to be tricky, mainly because you are starting out on something pretty complex and new for MMO's without much history of systems that have been tried before to draw on, but if they are done well they could make this game, and possibly solve the eternal problem of zergs being more-or-less unstoppable in MMO PvP.
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Vannor
Elite Member
Joined: 8/11/03
I am the lucid dream. BOW DOWN BEFORE THE GOD OF DEATH! |
1/15/13 8:23:22 PM#70
When things just sound too good to be true, they usually arn't. What is listed there would probably make this one of the best games ever made. It's a tall order so I'm not holding my breath. All just sounds a little TOO good. |
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BlackUhuru
Novice Member
Joined: 6/08/08
"When you are confused, you are learning something" |
1/15/13 8:39:33 PM#71
Well so far Goblinworks has been very transparent and realistic with the community.
They have said mounted combat will not be in at early enrollment, it would take twice the amount of character and mount animations. Battle formations as a game mechanic has been disgust briefly on the forums and is something Ryan really wants in the game, but no timeframe has been discussed yet. So we don't really have much to go on yet, ill try to bring it up on Paizo message boards and see what they have to say. Time will tell as to what makes it in-game for early enrollment, and we will have to see how fast they can crank out new systems. The nice thing about Crowdforging is when the Dev team is ready to work on new systems a poll is presented to the community and we get to vote on what gets worked on first. Of course there are fundamental game designs and systems being worked automatically like crafting system, trade, settlements, gods etc etc. "It would be awesome if you could duel your companion. Then you could solo pvp".--Thanes |
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Azrile
Novice Member
Joined: 7/29/08
Any new or returning player to WOW, send me a PM for some help getting started. |
1/15/13 8:43:01 PM#72
Originally posted by Vannor It could also be really simple. For instance if the game detects you have a party member withing 5 yards to your right and to your left, you get increased damage absorption or decreased chance of being hit. Again, this is one of my problems with following games very early. These guys barely have a working demo out now (and it is pretty bad)... thinking about them adding anything revolutionary is, as of right now, a dream. I am following this game under the premise that it will be like UO, with better graphics, and a guild and skill system more similar to EVE. Just throwing those things together, which have already all been done, is enough to make a great game. If you are an ex-wow player and want to come back. Scroll of Rez gives 7 free days, boost a character to 80 a realm and faction change. Send me PM for an invite. Only 1 per day available |
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1/16/13 5:08:02 AM#73
Originally posted by Azrile Spot on. They're reaching for some great ideas: Plenty of which could easily fall short. But the fact they're gunning for it without the threat of appealing to everyone and no-one to pay off a massive dev budget; and their various backgrounds with roots in the PnP rpgs - I think it's worth supporting to see if players/devs can make it happen. The formations in particular hinges on how fun they can make it for individuals. But the idea that it could help with the server load is a solid place to start from AND resolve the zerg problem all in one - I think there's some players out there who'd like nothing more than to simulate battle strategies, if it could be taken to that level and if it really is a TEAM effort, think it could be satisfying for all to form some sort of chain of command and orchestrate a successful victory under terms of war. |
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BlueMountain
Novice Member
Joined: 8/28/06
Lo, the mighty Oak. Just a little nut who stood his ground. |
1/16/13 8:56:19 AM#74
Mine was speculation. Speculation is easy. I was just trying to forecast one way that what they have suggested could be realized. I am interested in their making the game 'right', so naturally it sounds too good to be true: I was describing something like an ideal, based on minimal hints the developer left open.
To dream, perhaps to be. |
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1/16/13 9:03:33 AM#75
Not a big fan of that EvE skill training. So basically I do nothing except to be online to advance? Doesn't sound too exciting. I don't mind grinding at least I'm doing something. Also how is PvE more meaningful if you don't have to do anything to advance? I imagine killing NPC's has to give you some kind of character progression/reward? I suppose as long as you do get something from killing mobs it wouldn't matter too much that skill training involves just being online.
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Grinding mobs will still provide loot and coin.
Additionally, in order to advance some skills you have to earn certain merit badges which may require you to do things, possibly including killing so many mobs of a certain type or other things. |
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BlueMountain
Novice Member
Joined: 8/28/06
Lo, the mighty Oak. Just a little nut who stood his ground. |
1/16/13 9:25:27 AM#77
Originally posted by Mardukk Oh I don't know it will be as bad as that, but othr hand the game isn't going to supply your imagination for you either. For a change. You don't have to even be online for experience to accrue, so you don't even have to be online to advance. I understand training of actual skills your experience qualitfies you for will be something you purchase. But 'something to do'? If it is sandbox you get to figure out what to do. It isn't, for once, a ride on rails at Six Flags it is instead what you and other players create. The game provides you with the tools and abilities you need to create your own story in the game, but it is up to you to create that story. And it really shouldn't be all that hard to craft your own tales when you can cast spells like fireball or gather a team to crush a hobgoblin encampment. Plus there is to be dynamic content such as goblin invasions and the like to defend your player-built settlement from. And there is also themepark-like places, such as the emerald spire 'superdungeon', each level of which is designed by a different author, some of whom are pretty famous, like Mike Stackpole (Mechwarrior) and Ed Greenwood (Forgotten Realms).
To dream, perhaps to be. |
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azzamasin
Hard Core Member
Joined: 6/06/12
We live in a fantasy world, a world of illusion. The great task in life is to find reality. |
1/16/13 9:33:09 AM#78
Sounds to good to be true and often times when it comes down to indie developers that is all to true. If they can deliver on even half these ideals and still have high production quality I'll give it a shot but if it turns into another horrible character/animation/gfx experience I'll pass.
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1/16/13 9:43:04 AM#79
Originally posted by Dakcenturi Perfect, just what I was looking for among other things. Sounds like a game that can be played in a number of different ways. |
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1/16/13 10:15:23 PM#80
Originally posted by Dakcenturi
I got an akward nerd boner reading this...
Sorry....
This is it for me.
No rat race to endgame then bitching about how another class killed you and so they are OP. No penalty for being a no lifer and no penalty for having an active life, all are the same.
A system that doesnt have the game being all bloodthristy pvpers, where being a normal gamer is rewarded and pvpers pay for their crimes (im a pvper btw) I think the perfect balance of pvper gankers to normal gamers needs to be something like 60%+ normal 40%- ganker for the game not to be a suckfest. Was an issue with games like darkfall. You NEED carebears in the game, otherwise pvp sucks, you need there to be a reason to play without pvp being the sole focus as to why you login every day. You still need to have that option to go on a muderous rampage, or kill someone whos annoying in chat, or enemy to your clan ect. Or even being a general pain to play near (people will poor gaming manners deserve special fatalities in game btw) The pve system of "deal with them or they deal with you" seems interesting, however i can see pve griefing...as in farming someones mob spawns because you know they are waiting for it to escalate to farm the good mobs or something...either way its different and i like it. Also, i like FARMING...not growing crops, but the ancient RPG act of farming mobs for loot, so long as the drops are interesting and usefull...this game sounds like it has that.
This to me looks like EVE meets UO....and if they can get the basics done right...meaning a polished and smooth running client, combat thats functional, entertaining and buttery smooth...and a world that doesnt look like ass.....well...this is going to be a game ill be playing for years.
Can these people PLEASE focus on making a smooth running client and enjoyable and professional combat system first before they dump their awesome feature list into some placeholder combat system as so many failed sandboxes have done? PLEASE! Failing at this will be another cruel joke played upon sandboxers who put up with so much crap and so many delays for subpar products. |
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