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News Discussion  » The Chronicles of Spellborn: Combat for Beginners

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25 posts found
  Stradden

Managing Editor

Joined: 7/08/05
Posts: 6729

 
3/26/08 12:47:45 PM#1

The folks over at The Chronicles of Spellborn have released this great new Game Design Journal that focuses in on just what it is you, as a beginner, need to know about TCoS's unique combat system.

Aiming, clicking: check. But the rest?
This document should give quick insight in all things related to spellborn combat.
Please note that this is just an example on how to set-up one’s skilldeck. Players are advised to adapt it at their own discretion.

Organizing Skilldeck

There’s nearly an unlimited amount of possibilities to arrange your skilldeck. There is no ‘best’ arrangement, however, there is a ‘worst’ arrangement. This will be discussed later in the combo section.
The arrangement of your skilldeck is not something you’ll have sorted in 1 minute, especially at high level. It’s a process of finding what works best for your own style. I’ll try to explain some basic strategies in building your deck. For these strategies I’ll assume that all tiers and slots are available. (6 tiers, 5 slots/tier)

Read it all here.

Cheers,
Jon Wood
Managing Editor
MMORPG.com

  Hexxeity

Novice Member

Joined: 2/21/07
Posts: 850

3/26/08 4:18:28 PM#2

That's an awful lot of metagame BS going on.  And there's aiming and doging on top of all that?

Don't get me wrong, I enjoy a certain amount of metagame BS.  But this whole wheel thing is just too forced and seems very distracting.  I don't think I want to decipher a new set of icons every time I execute a skill.

  MetaSeven

Apprentice Member

Joined: 10/30/07
Posts: 20

3/26/08 5:12:15 PM#3

How many skills do you have in your average MMORPG? There are certainly more than 5 in your toolbar, right? In Spellborn you see only 5 at a time, use one, then the next 5. Its up to you, how you arrange your skill. You can certainly make your entire deck with 5 same skills, if you like to. Shouldnt be too difficult.

  User Deleted
3/26/08 5:17:03 PM#4

I think it is a great way,not only to set your own individaul play but also that that chances of you fighting someone with the same skill deck as you is pretty slim,Also there will be alot of thought in battle,instead of just thinking"ok I will hit 3,4,3,2,1,1,1,1 etc" you will have and need the chance to change your fighting spells/attacks for each encounter and in the midst of battle,Great stuff.

  klapdoor

Apprentice Member

Joined: 9/19/04
Posts: 88

3/26/08 5:18:43 PM#5

Originally posted by Hexxeity

That's an awful lot of metagame BS going on.  And there's aiming and doging on top of all that?

Don't get me wrong, I enjoy a certain amount of metagame BS.  But this whole wheel thing is just too forced and seems very distracting.  I don't think I want to decipher a new set of icons every time I execute a skill.

For a quick read-up on skill and combat system: tcos.com/en/gameworld/?id=skillsystem

Basically you decide yourself on how and where you want to place your skills in the skill deck, so no metagame at all. It is the same as if you have 6 skill bars from which you can sequentially use one skill. The tactical part will be where to place your skills beforehand in such a way that they will be usefull, like the example given of combo finishers. Now if you're unable to keep track of 6x5 skills, then there may be another issue...

  Robbgobb

Hard Core Member

Joined: 8/03/03
Posts: 358

3/26/08 5:27:56 PM#6
Originally posted by Hexxeity

That's an awful lot of metagame BS going on.  And there's aiming and doging on top of all that?

Don't get me wrong, I enjoy a certain amount of metagame BS.  But this whole wheel thing is just too forced and seems very distracting.  I don't think I want to decipher a new set of icons every time I execute a skill.


 Thanks so much for making me laugh. Seeing a hardcore member saying that a new concept is too hard (that is exactly what I read your comments to mean) make me think of you more as a hardcore forum poster over being a hardcore game player. I know lots of hardcore players and they are always willing to give something a try and see how it works. I still praise you for the laugh you gave me. Thanks again.

  solarine

Elite Member

Joined: 10/25/06
Posts: 911

3/26/08 5:39:42 PM#7
Originally posted by Dutch57
{ Mod Edit }

 

Take your hatred somewhere else. These are gaming forums and it's only natural people would voice their opinions about games here. What is not natural is attacking people.... And hopefully, not tolerated, either.

 

  User Deleted
3/26/08 6:31:14 PM#8

Solarine,I do agree about your post but dont feed the ,I guess in this point the ranking system from MMORPG.com works,Novice for a reason?every other poster is putting there point across with no fuss or harresment except  this guy,just a shame he is supporting the game I am also waiting for...I guess no game is perfect though .

  will200

Novice Member

Joined: 7/03/04
Posts: 69

3/26/08 9:56:38 PM#9

This game looks great, hopefully MMORPG.com and the CM at CoS let me into beta like I was promised over a year ago when I won a contest here.

  Terranah

Elite Member

Joined: 7/03/04
Posts: 3077

3/26/08 10:33:13 PM#10

I lol'd when i read that there will be no best combat arrangement, but there will be a worst. Talk about double speak. 

 

This reminds of the phd's and mba consultants that come out to where I work and give presentations.  They say contradictory stuff so, either way, you will be agreeing with some part of what they are saying.

 

This aside, I look forward to the game.  Some interesting concepts.  Once again a developer willing to gamble on a core game mechanic.  Others have failed on such gambles and crashed and burned.  See what happens here.  Maybe they hit the jackpot.

 

 

  someforumguy

Elite Member

Joined: 1/25/07
Posts: 2730

3/27/08 6:39:36 AM#11

This will be a very familiar system for Guild Wars players. They are already used to creating their skilldecks for different situations. The rotating bar will only be a minor adjustment. Im looking forward to this combatsystem.

  User Deleted
3/27/08 6:43:53 AM#12

I dont think it is the same as GW,I mean in that game you select your skills(i think 8 has been a while since I played)then move into the game world,In TCoS you will have all your spells just in different decks and you can access them through different combo's,you wont be restricted like in GW and can change your style for each fight.

  User Deleted
3/27/08 6:44:54 AM#13

Skill deck ..... or  3 or 4 Hotbars .... pfft whats the difference ?

  User Deleted
3/27/08 6:47:41 AM#14
Originally posted by summitus

Skill deck ..... or  3 or 4 Hotbars .... pfft whats the difference ?

Because you can only access the spells/attacks that you have tied to that skill deck,where as with hotbars you have access to them all,You will have to use your judgement when setting up your skill deck and it will take alot of time to set these up and master it for fights.

  User Deleted
3/27/08 6:58:34 AM#15
Originally posted by daylight01
Originally posted by summitus

Skill deck ..... or  3 or 4 Hotbars .... pfft whats the difference ?

Because you can only access the spells/attacks that you have tied to that skill deck,where as with hotbars you have access to them all,You will have to use your judgement when setting up your skill deck and it will take alot of time to set these up and master it for fights.

Ok so having all your abilities in say 4 Hotbars like for instace WoW or DDO , you still need to use skill in knowing which ones are best for any given Mob or situation yes ?

  User Deleted
3/27/08 7:05:29 AM#16

I honestly think you havent looked into the skill deck properly and how it works,The point is you will have the option of only 6 spells/actions and from there you will move onto another skill deck it will depend what skill deck you bring up from what attack you just made for example if you press the action attached to key "1" it(in most cases,player dependent) will not be the same skill deck if you were to use the action attached to key"2"and so on,it is nothing like the "skill" you use in games like wow,also in TCoS there are no hiden rolls you will also have to aim your attacks or dodges.

Try reading more about the skill decks and you will see the huge difference.

  enthrone

Novice Member

Joined: 2/28/08
Posts: 8

3/27/08 8:30:45 AM#17

Looks like fun to play. I look forward to seeing how it looks ingame

  Hexxeity

Novice Member

Joined: 2/21/07
Posts: 850

3/27/08 11:10:07 AM#18

Originally posted by Robbgobb
Originally posted by Hexxeity

That's an awful lot of metagame BS going on.  And there's aiming and doging on top of all that?

Don't get me wrong, I enjoy a certain amount of metagame BS.  But this whole wheel thing is just too forced and seems very distracting.  I don't think I want to decipher a new set of icons every time I execute a skill.


 Thanks so much for making me laugh. Seeing a hardcore member saying that a new concept is too hard (that is exactly what I read your comments to mean) make me think of you more as a hardcore forum poster over being a hardcore game player. I know lots of hardcore players and they are always willing to give something a try and see how it works. I still praise you for the laugh you gave me. Thanks again.

Glad you made yourself laugh by reading things that aren't there.

Also, paying attention to a poster's stars or number of  posts is one of the lamest things you can do in any forum, but especially here.

To rebut your particular point, however, let me clarify -- I said "distracting," not "too hard."  There is a difference.  Distraction has more to do with my enjoyment of the game, not my ability to perform well.  I do not enjoy games where you have to pay more attention to the interface than the action.

That said, I will admit I was perhaps too harsh.  I was under the impression that the wheel thingy would spin to a random tier each time; upon further reading I understand they go in order.  So no, it's not SO bad -- you don't have to decipher icons, as you did put them there in a certain order, so you should presumably know what's coming.

I'm not sure how this addresses the thing they say they want to address, i.e., having a favorite sequence of attacks.  I'd say it makes people MORE likely to use a favorite sequence because it REMOVES your ability to choose from your entire set of abilities.

Whatever.  We'll see how long people are willing to deal with this once the game is released.

  User Deleted
3/27/08 11:50:57 AM#19

In TCoS hexxeity there is no tank no out and out healer they are all hybrid classes,The use of "a favorite sequence" wont be possible especally in groups,1 time you might find yourself tanking or another ranged dps or indeed healing or buffing/debuffing,The enemy ai is being setup so it doesnt just go for the 1st guy that attacks it,so maybe alot of the time you will have to change your fighting tactics and use different skill decks,that is the whole point of them.

  Hexxeity

Novice Member

Joined: 2/21/07
Posts: 850

3/27/08 3:48:33 PM#20

Originally posted by daylight01

In TCoS hexxeity there is no tank no out and out healer they are all hybrid classes,The use of "a favorite sequence" wont be possible especally in groups,1 time you might find yourself tanking or another ranged dps or indeed healing or buffing/debuffing,The enemy ai is being setup so it doesnt just go for the 1st guy that attacks it,so maybe alot of the time you will have to change your fighting tactics and use different skill decks,that is the whole point of them.

Different decks, or different strategies with the same deck?  Because I know you can't change your deck during combat.

Anyway, what you describe will not happen.  This is not the first MMOG to allow every character to play every role.  In such games, historically, people don't get assigned a role; it is more of an "every man for himself" affair, and this generally works out fine (not that it's super fun, but it does win battles).  Their super-seekrit crazy AI isn't going to change that.

So yeah, I still think most people will be acting like DPS machines, pausing for the occasional self-heal when necessary.

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