|6 posts found|
OP 4/18/12 9:36:03 AM#1
The Elimination of the Tanks and Healers in MMO is finally possible. With GW2 eliminating Taunts and Heals that out heal damage, the next logical step is to eliminate Health Bars and Mana Bars.
With Tera and GW2 with its Action Combat and Dodge mechanics, we are no longer limited by our technology.
This is my new take on Health Bars and Mana Bars, each armor and weapon have DAMAGE THRESHOLDS
Every Player have 1 HP , weapons can be used to block and to inflict damage. Each piece of armor has its own Damage Thresholds that it can sustain before its destroyed. So its a Combat based on placement, each skill focuses on a body part, and body part are based on disciplines and weapon choices. So you can have 5 skills, and 3 of them focuses on the head, and 2 on the body, you can also swap weapons like in GW2 that focuses on other body, legs for cripple, arms to disarm. And if you attack your opponent's arms, and they were attacking your arms, your weapons collide and no one receives any damage.
Once the Armor protecting the body part is exposed, its an finisher that kills your target.
Armor Damage Threshold
- Heavy Armor: 30
- Medium Armor: 20
- Light Armor: 10
Weapon Damage Threshold
Great Sword - 25 blocking threshold, 5 attacking threshold
Sword - 20 blocking threshold, 3 attacking threshold
bow - 5 blocking threshold, 3 attacking threshold
daggers- 15 blocking threshold, 2 attacking threshold
duel daggers- 30 blocking threshold, 4 attacking threshold
What this means is if your weapon breaks, then you switch to your secondary weapon, if that breaks, then its hand to hand combat.
Dodge mechanic :
Heavy Armor : Dodge Recharge 50% less
Medium Armor: Dodge Recharge Normal
Light Armor : Dodge Recharge 50% faster
No heals available because once you are exposed, first you are in a downstate, then you die if no one comes to help you.
Magic and Range users have limited Arrows and Magic uses
What this means is Health Bars and Mana Bars are changed to damage thresholds and available uses.
Not only will you have to be tactical about its uses, if you are ambushed after a heated battle, you have to run and hide.
Because the only way to repair your armor and replenish your Magic is items used out of combat. Not only will it eliminate Zerging, it will also really be about skill. Since all armor have the same Damage Thresholds and the only difference is AOE effects. Like a spiked Armor provides an Aura of hurt to those fighting against them, or Holy Armor providing additional 2 damage threshold for everyone.
I think this would be the next logical step to overhaul the MMO genre. Health for the Armors and Weapons.
Because I can never understand how you can take a sword to your body, yet you only lose 200 hp, and in every fantasy novels and fantasy movies that you see, once you slice through the armors, you are dead. If you have seen the recent Game of Thrones TV show, you will realize, what they shown is the reality of combat. Those that can move away and block attacks are the ones that survive, and armor only protects you until they are broken.
What do you all think??
Life is a Maze, so make sure you bring your GPS incase you get lost in it.
4/19/12 3:50:31 PM#2
The closest I've seen in an actual game is Mabinogi. Essentially skills work in an almost rock paper scissors fashion, and if you make a mistake your character is essentially dead or getting there. Also because of how the skill system works almost every boss battle is soloable with perfect play, and in some cases works better taging each other in and out to not ruin combos(which get pretty indepth for a system with so few states).
Practice doesn't make perfect, practice makes permanent.
"There are still vast swaths of our planet's surface in which it's surprisingly easy to lose things. Even a ship the size of a large building." Richard Fisher
4/30/12 5:03:40 PM#3
It is an interesting concept but I don't believe it is the next "logical" step. In your concept you still have a health/armour value though, which is still in principle a health bar, you are just changing health for armour. Take a look at a game called "Age of Chivalry", a medieval combat game. If you get a unblocked, piercing attack to the torso, even armour can't help and you will be dead, same with a good slashing attack to the neck, you will loose your head, however light damage to your legs/arms may effect your movement or attacking and heavy damage will limit you so greatly that you will likely die if not bleed out (Age of Chivalry does not have all those features yet, but could add and have talked about them). I believe this system may be more "realistic" but remember games are games and ones focusing heavily on realism, e.g. simulation games are very niche for a reason they are not to everyone’s taste, if everyone wanted a realistic game while are people all playing Counter Strike and Call of Duty and not ARMA2?
I'm a player not a gamer.
10/27/12 11:26:16 AM#4
Originally posted by Lucioon
TBH, I think you just replaced health bars with MULTIPLE HEALTH BARS and just renaming htem to dmg thresholds
10/31/12 11:07:43 AM#5
Originally posted by mikecackle
Yeah, that's exactly what I thought while reading. Basically, health bars are just a combination of the "damage thresholds" you receive from armor.
10/31/12 11:13:54 AM#6
I wouldnt say GW2 has eliminated the need for tanks and healers. imo they have reinforced the need for them. silliest mechanics I have ever seen .. outside of stuff like wizards101 and most of swtor. some of your mechanics sound interesting though, but the only problem with tanks and healers is the silly people who feel they should only need to look out for themselves in a mutliplayer environment.
LFD tools are great for cramming people into content, but quality > quantity.