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The Pub at MMORPG.COM  » When will we see a REAL change in MMO's?

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128 posts found
  Squal'Zell

Novice Member

Joined: 10/09/04
Posts: 1808

"Next time i log in SWG ill probably see elves and druids"

10/06/11 9:01:30 PM#41

for once i agree with badspock

there isnt 1 MMORPG to rule them all with all features and its good that we have a choice

that said,

common changes in MMORPG that are either here or will come are

1 the cash shop, its everywhere, in all games and making games pay to win

there isnt much difference than before where you would find your uber sword on Ebay or the official store. what makes this bad are 4 simple words, YOU ARE ALLOWED NOW. as before you were not.

2. the thing that should be an improvement to ALL MMORPGs is the 1 game 1 server idea. i know eve works differently and DFO has like 12 players so its possible, but technology wise im sure we will figure it out, now big vast worlds wont seem as empty (or you end up with the lag capital (like coronet back when SWG was in Pre-Cu)


  grawss

Novice Member

Joined: 9/07/11
Posts: 438

10/06/11 9:04:46 PM#42
Originally posted by WahrHeit

SWTOR does bring something special... it feels like a REAL RPG... its like Age of Conan night quests, but they are well done and online...it works amazing...and still feels like a complete MMO.

 

But i still think that Guild Wars 2 its the only next gen mmorpg.

I have played SWTOR and i have saw GW2 on gaming events...and it seems that GW2 its a lot better.

 

And remember, GW1 wasnt a MMORPG...GW2 will be the best B2P MMORPG out there.


The line between "RPG" and "MMORPG" is becoming blurred. Let's consider them different animals for now, and say games like World of Warcraft are not RPGs.

But is a game like Mass Effect an RPG? It's considered one, even though you're rather limited in what you can do. Yes, you can take this path and that path, but it all pretty much ends in about the same way. Fallout 3 and New Vegas are more RPG-like than Mass Effect because you can be pretty much anyone you want and do anything you want.

Compare Mass Effect to the Pen and Paper games. In P&P, you can be pretty much anyone, period. In Mass Effect, you're stuck in some guy/girl's body with different skin options.

I guess the question is, why does TOR move from non-RPG to RPG territory. Is it an RPG if you only have one choice per conversation? I would say no. I would say no to fifty options, because guess what? You're still going to be forced to do your entire quest chain if you want the RPG elements, and there is little to no support for player-made RPG elements. Dark Side/Light Side doesn't mean much for gameplay due to PvP and PvE balance issues, so everyone is going to go through the machine, and come out the other side pretty much the same. That is not my definition of RPG.

Sarcasm is not a crime!

  Ridelynn

Elite Member

Joined: 12/19/10
Posts: 3168

10/06/11 9:12:18 PM#43

Unfortunately, if you look at the writing on the wall, it doesn't look good, at least with regard to "traditional" MMO's.

SWTOR and GW2 may be the last 2 big budget PC MMO's we see for a good while in the West.

Development dollars are/have shifted majorly to console development (how many of the latest games are PC and Console titles, including MMOs?), mobile (iOS/Android), and casual (Facebook/Google+).

This is where most of the growth is occurring in the gaming sector. Not that I like it, just calling it as I see it.

  Loke666

Hard Core Member

Joined: 10/29/07
Posts: 16024

10/06/11 9:14:02 PM#44
Originally posted by Kyleran


Well, EQ 2 actually has such a thing, many players mentor down to lower levels so they can kill bosses they missed while leveling up for AA credit and to help other folks.  I see lots of higher level players roaming around the lowbie zones due to these features.

Yeah. GW2 will automatically lower you down to any zone as well.

But both those are not enough, the real problem is that the gap between vet and noob just is too big. The right gap would be that a boss that is almost impossible to kill as a noob should be very easy but not automatic to kill as a vet. 

The whole peasant to demi god thing messes up the game and while some people like that feeling of being that powerful it just makes the game an unbalanced mess.

Levels can stay but they need to be fixed up a bit then. The damage reduction you get when something of lower level hits you must go. I also think that gear shouldn't have level restriction but skill restrictions instead so people can specc for certain gear  if they want to but some gear will be beyond then until they becomes vets. This system have worked in Guildwars for 6 years.

AAs are really great though, I like them. EQ2s AA trees could be improved and I think that so much as 90% of your skills should be picked by AAs. I also think that some AA trees should be unlocked in game. The whole idea have a lot of potential that could turn the usual cardboard cutout classes to be more interesting.

  Loke666

Hard Core Member

Joined: 10/29/07
Posts: 16024

10/06/11 9:18:39 PM#45
Originally posted by Ridelynn

Unfortunately, if you look at the writing on the wall, it doesn't look good, at least with regard to "traditional" MMO's.

SWTOR and GW2 may be the last 2 big budget PC MMO's we see for a good while in the West.

Development dollars are/have shifted majorly to console development (how many of the latest games are PC and Console titles, including MMOs?), mobile (iOS/Android), and casual (Facebook/Google+).

This is where most of the growth is occurring in the gaming sector. Not that I like it, just calling it as I see it.

Well, not exactly true since Zenimax (Bethesda) have one in development as well, and Undead labs got loads of money from Microsoft for it.s zombie MMO. But you are at least partly right, the number of AAA MMOs in development is at a all time low right now.

It is like everyone are holding their breath to see how TOR and GW2 will do. Let's hope at least one if not both sells well, or the genre will turn to the worse fast.

  Ridelynn

Elite Member

Joined: 12/19/10
Posts: 3168

10/06/11 9:20:13 PM#46


Originally posted by grawss

The line between "RPG" and "MMORPG" is becoming blurred. Let's consider them different animals for now, and say games like World of Warcraft are not RPGs.
But is a game like Mass Effect an RPG? It's considered one, even though you're rather limited in what you can do. Yes, you can take this path and that path, but it all pretty much ends in about the same way. Fallout 3 and New Vegas are more RPG-like than Mass Effect because you can be pretty much anyone you want and do anything you want.
Compare Mass Effect to the Pen and Paper games. In P&P, you can be pretty much anyone, period. In Mass Effect, you're stuck in some guy/girl's body with different skin options.


I agree with this - I never really understood why any game where you can allocate some skill points or choose between a couple of abilities automatically gets shoehorned as a RPG. ME/ME2 definitely didn't feel like RPG's to me

  grawss

Novice Member

Joined: 9/07/11
Posts: 438

10/06/11 9:22:27 PM#47

I believe Warhammer 40k: Dark Millennium Online was budgeted at $40 million.

Sarcasm is not a crime!

  Kabaal

Apprentice Member

Joined: 8/02/05
Posts: 2927

Haggis Humper

10/06/11 11:10:50 PM#48
Originally posted by Warmaker
Originally posted by Kabaal

At the current stage of technology i think we've seen them go as far as they can. Until said technology can go as far as looking realistic whether its on a screen or through VR we'll be in for more of the same for quite some time, the mechanics themselves wont change and will just be remixes of whats already been seen.

The things they can do with video games now is astounding.

But the problem with the MMORPG genre right now is just exactly what are they doing with that technology?  I'll bluntly say right now that genre gameplay has taken a nosedive and the "Massive Multiplayer" part of "MMORPG" is a bit of a joke now.  Despite the unheard of number of players in the genre compared to when UO came out, the "Massive Multiplayer" gaming is worse (more Single-Player RPG requiring an internet connection), gaming options in a title have significantly narrowed, and you can do less and less with the world.

The only thing the genre has improved on is graphics and the way it tells how you're the biggest hero they've evar seen and only you can defeat Mr.Bad (just like all the other heroes that passed through earlier).

But the rest of it?  Gone down the tubes.

==================

Now, as for the thread title, "When will we see a REAL change in MMO's?"

The answer is quite simple.  The genre needs to collapse for some reason(s).  Only then can you see some group come out of the ashes to finally get a chance to do something different.  Only then can you see devs take chances and try something different and push out.  Only then can we finally see devs make their own design and not be forced the WoW road.  Because, let's face it:  Trying to get money for a AAA title that doesn't follow the WoW formula?  Good luck, you'll need it.  Only indies can try, and they're not going to have $$$ backing.

It's right now hard to see change in the genre because of WoW's established, long running success.  Developers are still falling head over heels and slavishly try to mimic the King of the Hill.

If you want to see change in MMORPGs, it needs to die first.  Until then, the cycle that's been going on for almost 7 years now will keep on going.

You say it needs to collapse and rebirth, but what exactly can it rebirth to? At this point it's a case of been there and done that and there really isn't anything else they can do to improve. We already have fantastic stories and great combat, what else can they do?

We play MMO's and RPG's to immerse ourselves in those worlds but they can only go so far just as comics can. Until they give us the visuals we all conjure up in our minds when reading books they really are ata road block.

Always keep your words soft and sweet, just in case you have to eat them.

  StoneRoses

Novice Member

Joined: 9/13/09
Posts: 911

10/06/11 11:49:52 PM#49
Originally posted by Loke666
Originally posted by Kyleran


Well, EQ 2 actually has such a thing, many players mentor down to lower levels so they can kill bosses they missed while leveling up for AA credit and to help other folks.  I see lots of higher level players roaming around the lowbie zones due to these features.

Yeah. GW2 will automatically lower you down to any zone as well.

But both those are not enough, the real problem is that the gap between vet and noob just is too big. The right gap would be that a boss that is almost impossible to kill as a noob should be very easy but not automatic to kill as a vet. 

The whole peasant to demi god thing messes up the game and while some people like that feeling of being that powerful it just makes the game an unbalanced mess.

Levels can stay but they need to be fixed up a bit then. The damage reduction you get when something of lower level hits you must go. I also think that gear shouldn't have level restriction but skill restrictions instead so people can specc for certain gear  if they want to but some gear will be beyond then until they becomes vets. This system have worked in Guildwars for 6 years.

AAs are really great though, I like them. EQ2s AA trees could be improved and I think that so much as 90% of your skills should be picked by AAs. I also think that some AA trees should be unlocked in game. The whole idea have a lot of potential that could turn the usual cardboard cutout classes to be more interesting.

That right there is the issue I have with Aion right now. Scale their damage down at least.

  ThomasN7

Advanced Member

Joined: 3/17/07
Posts: 6602

"Had to be me. Someone else might have gotten it wrong.” - Mordin Solus

10/06/11 11:52:59 PM#50

The only thing close to change will be Guild Wars 2 but I'm afraid we will be getting more of the same for many years to come. Easy jobs for the easy money, they don't care about quality anymore. Very few care about making the genre better.

  Axehilt

Novice Member

Joined: 5/09/09
Posts: 7213

10/06/11 11:56:31 PM#51

All the "real change" gets ignored because people say "but that's not an MMORPG" to anything that's different.

(Disregarding the hardcore minority who says that even the MMORPGs aren't MMORPGs.)

  grawss

Novice Member

Joined: 9/07/11
Posts: 438

10/07/11 12:02:05 AM#52
Originally posted by Kabaal

You say it needs to collapse and rebirth, but what exactly can it rebirth to? At this point it's a case of been there and done that and there really isn't anything else they can do to improve. We already have fantastic stories and great combat, what else can they do?

We play MMO's and RPG's to immerse ourselves in those worlds but they can only go so far just as comics can. Until they give us the visuals we all conjure up in our minds when reading books they really are ata road block.


O_o

Let's see... bigger worlds, dynamic content, skill-based combat (no target, like TERA except TERA botched it), bigger battles, etc.

 

The big one out of that short list is dynamic content. Right now nothing really changes because the next guy has to be able to do it. But what if when you killed a boss, it stayed dead?

The first company to do a proper dynamic MMOG where everything you do changes the world permanently will be rolling so deep in subscribers it'll suffocate and die (in a good way).

 

I disagree about combat as well. Current combat is fun, but is nothing compared to what it could be. I'll create a quick combat system to go with the dynamic MMOG idea:

Let's say you have 10,000 "abilities" at your disposal. Each of these abilities do nothing by themselves, but can be combined to create spells. Each ability also has a power slider to designate how big of an effect it is. The bigger the effect, the more "resource" it costs. Example with 100 mana total and 5 mana per second regen:

Combine 1H Weapon Strike (Quick) with Slow Run Speed (10%) = 2 mana

Combine 1H Weapon Strike (Quick) with Slow Run Speed (50%) = 30 mana

Combine 1H Weapon Strike (Quick) with Slow Run Speed (10%) and Penetrate Magic Shield (100%) = 3 mana against no shield, 12 mana against a magic shield

 

That does look complicated, but things like that can be fixed with a good interface. The point is, we have a long way to go past our current combat, which is based on mashing generic abilities. Putting the RPG back in MMORPG has nothing to do with story or immersion; it has to do with people actually creating their own characters. I think that's a good direction to head toward for the long haul.

The problem with the industry/genre collapsing, is it will leave a power gap. Guess what will fill that power gap... another WoW. If it collapses, it needs to collapse just right, else we'll just repeat the cycle and it will have been all for nothing. Honestly though, I don't think it needs to collapse; people just need to stop pre-ordering games. As was said earlier in the thread, the companies make back all their investment via the pre-orders alone, so what's the point of making a good MMOG if there's no risk?

Sarcasm is not a crime!

  grawss

Novice Member

Joined: 9/07/11
Posts: 438

10/07/11 12:04:43 AM#53
Originally posted by Axehilt

All the "real change" gets ignored because people say "but that's not an MMORPG" to anything that's different.

(Disregarding the hardcore minority who says that even the MMORPGs aren't MMORPGs.)


Examples? I'm not interrogating you; just curious.

A lot of the time I find that "real change" is done in the wrong way, and though it's a good direction to head in, people jump in and say it's awful despite how awesome it would be if it were done correctly.

Sarcasm is not a crime!

  StealthSLI

Apprentice Member

Joined: 2/05/11
Posts: 14

 
OP  10/07/11 12:21:13 AM#54

@grawss - I have to laugh (in a good way) I was just thinking of a very similar combat method (in regards to magic anyways) before I even posted this thread today. I think that it would make for more stradegy. If you combined a few abilities to create a fireball and charged it up till all your mana was depleted and sent a ball of fire the size of texas at an enemy, sure you blew have the landscape away and killed the enemies but what if more came in and you had no more mana. That kind of thinking anyways. Of course you would have to make mana potions and such a comodity if you wanted players to actually think about how to utilize there mana in the best way possible.

 

But thats just a prime example of how combat can change. Its an idea at least, and not a bad one at that. Meanwhile developers are funded in the MILLIONS of dollars to put out crap, and it just sucks. Capitalism makes me a sad face. I really do like all the back and forth that this thread has generated though, its good for us to talk about the future of gaming and what needs change. What is good and is bad. We ARE gaming. Just like the government is nothing without people to govern so is the same with video games. Sadly again though is that nobody will use there right to boycott or refuse a product because its too scary a thought. "OMG what will I do with out my MMO's? Im scared of the sun!" :P I gots jokes lol  But seriously good job to everyone who has contributed to this thread and keep it up!

 

Also @grawss, for someone who likes sandbox mmos (generally speaking) you have a lot of good insight and ideas. So do most of you guys really. I wish that I could find a group of folks willing to work on a game, even if it was just for shits and giggles and never went anywhere. Look at the game Hawken and Vindictus, the ladder is not MMO but a team of 9 are making that game and it looks damn good. The unreal engine is free to use and develop with and its friggin AAA dev tools. If a team really devoted the same amount of time they devoted to playing games in general, but to developing one in stead then thats a damn good start. But just a thought. I dabble in Unreal, Maya, and Zbrush im sure lots of folks do but think they need to go to school to make games ;)

  aaradun

Apprentice Member

Joined: 3/07/04
Posts: 87

10/07/11 12:25:10 AM#55

MMO are not going to change, the day it actually change it's going to be called something else.

  StealthSLI

Apprentice Member

Joined: 2/05/11
Posts: 14

 
OP  10/07/11 12:30:13 AM#56

heres a crazy number crunch:

Theres 1,381,499 members of MMORPG.com, if every member stopped subscribing to an MMO (using a $15/mo sub) for one month, said MMO loses $20,722,485!!

20 million!!!

Stop playing for 6 months and you up to $124,334,910

friggin LOOK at that number its damn rediculous!

  rounner

Advanced Member

Joined: 9/07/06
Posts: 499

10/07/11 12:32:32 AM#57

In my opinion MMO's will change when the core engines diversify. For example, since CryEngine and UE added destructible terrain, games are starting to experiment with it. Technological hurdles like lag, physics and resource requirements of a voxellated terrain may dictate hardware advancement before we see anything ground breaking.

  Comaf

Elite Member

Joined: 7/13/10
Posts: 1090

I want an mmorpg where pvp matters, my enemies are not my race or class, and community matters.

10/07/11 12:37:54 AM#58
Originally posted by StealthSLI

I just thought I would start a thread of my own, regardless of how many other threads might try to tackle similar topics.

I want to discuss the kind of changes MMORPGs should make. Where does the player community want to see them go? We already know the current formula that, to be honest, is just OLD and boring as all hell. Game mechanics within MMO's havent changed in years. In small ways maybe, but nothing has really changed the 'face' of MMO's. Its still the same ugly face we all know and love, but desperatly want to inject with botox.

 

So I know that this whole DYNAMIC EVENT thing is something new to the genre, or is at least being adopted by some big titles. To me though its not much. I have played RIFT for about 2 months and while I did enjoy the random events, thats all they were. Random events. The events had no weight to them. They were simply random and scripted, and really irritating once you played through the same scripted event twice, maybe three times or more a day, even a week. To me thats not dynamic at all. To me thats repetative and lacking in originality.

 

I know that its a change in the right direction though, and for that I am thankful. Guildwars 2, imho, is upping the anty with thier version of the DYNAMIC EVENT system. They claim that if the centuars attack said villiage and the players do not succesfully defend it then the centaurs will kill all the townsfolk and lay claim to the village. They will even fortify it and expand taking over other nearby locales until someone does something about it. That all sounds really cool and a step forward with this event system but I ask this: If we the players, push the attacking force back after they have destroyed a village or 2 and fortified them all centaur like, once we defeat them will all the townsfolk magically appear again? And to that extent will they be the same exact NPC's that died at the hands of the centaurs? Will the villages instantly look like they did before they were sieged? Or did they change to begin with?

 

Another thing that hasnt been changed in seemingly forever is the very stagnant and extremely un-interactive form of combat in MMO's. Sure there are a few that have dynamic combat, but how dynamic is it truthfully? The same system of point, click, wait for ability to recharge, click again, press 3 for fireball, wait, click again, chew fingernails, click again, bash head against keyboard simply to give my head a workout, is getting tiresome and boring. Playing a game that way for hours on end really makes me feel like im wasting away in my computer chair. Why not some combat that really gets your adrenaline pumping? The ability to slash my sword around in realtime. I want to dodge enemy attacks and parry them. I want to cast magic at a tree branch and have it fall on top of my enemy, or toss a bottle of oil on the ground beneath there feet then set it on fire. Combat needs to be dynamic and diverse. Make me defeat my enemies in ways I never would have thought of. Maybe my enemy is a level 20 orc warchief and im only lvl 12, but through my skills with blade and magic, and my ACTUAL intelligence I am able to defeat him, narrowly escaping death through some means of strategy and endurance.

 

Story!!! I love doing quests. I like to feel like im the local hero and I can help out the people. But why? The quests in current MMO's are equally as stagnant as DYNAMIC EVENTS and COMBAT. Go kill 10 kobolds, gather 13 blossoms of this flower, blah blah blah. Even if i kill 10 kobolds what happens? Nothing. I get my loot and exp and head to the next robot quest giver. I want quests with meaning.

 

I want to be sent on a quest to find a local womans missing child only to find that shes being held captive by a renegade band of thieves and fight my way into there base of operations and heroically rescue the child, bring her back to her mother and recieve my reward only to find out that her mother had sold her to these thieves and when shes caught by me she fights back and I am forced to kill her leaving her child parentless (dads dead I guess lol). After that I have the choice to take her under my wing if im feeling compasionate or she gets sent to the orphanage. I want quests with plots and twists and turns. I want to be made sad, happy, or angry at the characters in the game. I never FEEL in MMO's. No sense of urgency, pain, anger, sadness, overwhelming joy.

 

Graphics are so far behind in MMO's as well. I realize that WoW is a style more fitting to its RTS roots and thats fine. Simply put though, the average computer can handle xbox 360 and ps3 level graphics. You can spend the same money it costs for a console system and upgrade your video card and outperform consoles. Why are the graphics in MMO's so outdated? Furthermore im tired of MMO's taking on such a cartoon look? Im not 15 yrs old, and while a lot of players are teenagers, im sure a good chunk would agree with me that catroon is yesteryear.

 

I would like to see an MMO' utilize some newage graphics. Unreal 3 on DX11. Something that will make our jaws drop. I do not want an MMO that tries to look like real life, but something close to it, something gritty and believeable, with characters that are equally as beliveable, and a story that is simply EPIC in scope, that unfolds with style and grabs you from the moment the game begins and wont let go till the end.

 

Maybe im asking for too much? Maybe this wont happen for YEARS to come, but I think that if we as the players raise our expectations then we will start seeing what we want in our games rather than the crap we get fed in our computer desk high chairs. Anyways, this is simply my opinion and nothing more. If you share my vision then great lets discuss it. If you dont agree and you hate my guts, then go on and tell me about it i got all day. Either way start talkin people. Thanks

 

-Stealth

The genre is adapting (has been since 2004) to its audience.  Ever see the movie "Idiocracy?" - that should answer your question.  Eventually we will have an mmorpg where all you do is kick someone in the privates, over and over again.

  StealthSLI

Apprentice Member

Joined: 2/05/11
Posts: 14

 
OP  10/07/11 12:46:56 AM#59

LMAO yes I have seen that movie and point taken. Somehow I have more faith in the world than whoever wrote that movie but this is why we are talking about this stuff, because if nobody talks about it and we just sit idly by whilst getting shafted by the companies we are handing our money too then this might as well BE that movie. Those people sitting in there executive chairs bouncing pencils by the erasers all day are just laughing at how we continue to buy there product. At least I like to think they are. I dont play MMOS anymore. I took a 3 or 4 year break from WoW then tried rift for a month and dropped it as well. But I really see potential in the genre and know it can recover from this dulldrum. But we need to be heard. Word of mouth is to this day one of the fastest ways information travels. ONE of them dont start telling me im retarded asking if i have ever heard of TV or INTERNET cuase I will simply laugh at your comprehention skills :P <3 to all

  Loke666

Hard Core Member

Joined: 10/29/07
Posts: 16024

10/07/11 12:53:25 AM#60
Originally posted by grawss


O_o

Let's see... bigger worlds, dynamic content, skill-based combat (no target, like TERA except TERA botched it), bigger battles, etc.

The big one out of that short list is dynamic content. Right now nothing really changes because the next guy has to be able to do it. But what if when you killed a boss, it stayed dead?

The first company to do a proper dynamic MMOG where everything you do changes the world permanently will be rolling so deep in subscribers it'll suffocate and die (in a good way).

I disagree about combat as well. Current combat is fun, but is nothing compared to what it could be. I'll create a quick combat system to go with the dynamic MMOG idea:

Let's say you have 10,000 "abilities" at your disposal. Each of these abilities do nothing by themselves, but can be combined to create spells. Each ability also has a power slider to designate how big of an effect it is. The bigger the effect, the more "resource" it costs. Example with 100 mana total and 5 mana per second regen:

Combine 1H Weapon Strike (Quick) with Slow Run Speed (10%) = 2 mana

Combine 1H Weapon Strike (Quick) with Slow Run Speed (50%) = 30 mana

Combine 1H Weapon Strike (Quick) with Slow Run Speed (10%) and Penetrate Magic Shield (100%) = 3 mana against no shield, 12 mana against a magic shield

That does look complicated, but things like that can be fixed with a good interface. The point is, we have a long way to go past our current combat, which is based on mashing generic abilities. Putting the RPG back in MMORPG has nothing to do with story or immersion; it has to do with people actually creating their own characters. I think that's a good direction to head toward for the long haul.

The problem with the industry/genre collapsing, is it will leave a power gap. Guess what will fill that power gap... another WoW. If it collapses, it needs to collapse just right, else we'll just repeat the cycle and it will have been all for nothing. Honestly though, I don't think it needs to collapse; people just need to stop pre-ordering games. As was said earlier in the thread, the companies make back all their investment via the pre-orders alone, so what's the point of making a good MMOG if there's no risk?

I agree that the combat mechanics needs to be improved, but I fear that your player created attacks just wont work. I hate to balance something like that.

I would instead focus on other things. I would let all attacks have 2 values instead, an offensive value and one defensive. When you attack someone your damage is determined by your offensive value and their defensive unless you hit them in the back (no defensive value, no shield). Everybody doing nothing will be considered in a defensive stance. Add that in some cases certain attacks are more effective against certain others and more vulnerable to some.

That means that you can't just press random keys, you also need to second guess and outmanuever your oponent. You can go full offensive and finnish the fight fast but that means you will leave yourself open or you can fight slowly but safer.

There are other possibilities of course including a kind of rock scissors paper, but combat should needs to take account what both you and your opponent does, and attack from behind needs to matter more. standing still in the same point should also be bad.

Weapons and armors could also be better implemented in MMOs (but I wont bore you with a long post about it).

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