Originally posted by Hype
One wa to make the slider necessary is to have different armor degrees. Many mobs need a charged attack, but not fully charged, to maximize dps, while other mobs can be more quickly picked off by rapid fire.
Agreed. I think realistically you could do a trio of options: Speed-Accuracy-Power. Instead of a straight Speed-Accuracy slider you have more of a triangle, something like |>, with Accuracy at the top, Speed at the bottom, and Power on the right side there. So you can do a full pull for a power shot either quickly and lose accuracy, or take your time. A less powerful shot could be done more quickly and more accurately. It all depends on the type of target you're going for. Maybe it would be best represented like |=, since you should be able to have a shot with full power+full accuracy, or full power+full speed. Whatever, that's not entirely important at the moment.
Originally posted by santimiar
Could also have it so that character skill + strength + equipment (IE Bows) help determines the range the arrows will go. The bow will have a base range. If your character skill is beginner, your range will be debuffed until skills gets higher. If you are a master, you get a buff on range.
Strength will also help as it will determine how much you can draw on the bow (power = range) and also how long you can hold it in a drawn state while you aim.
I also like this. Or instead of having strength affect the bow beyond its normal stats, a stronger character can simply use a bow with a higher draw strength. I also like the idea of limiting the time you can hold the bow in a draw state when aiming. That offers higher strength characters a choice. They can either go for the biggest, baddest bow, or they can pick a slightly lighter one which allows them to hold and aim longer.
Originally posted by mmoguy43
Here are some things I think makes ranged combat better from the FPS side
-Hit location affects damage
-Ranged weapon ballistics
-Things with less health to kill
-Things that move around unpredictably
I don't know. I don't know what is technically possible. Also not sure how you keep both types of gamers happy. I'd think the hardcore of both sides would be completely turned off if any middle ground is met.
I like all four of those points you bring up, except for maybe the first one. I think that RPG combat can benefit from implementing those things in some way. The only issue with the first is that it definitely gives a hugeadvantage to twitch players. They'll be the ones popping off the headshots. I personally think that for RPG combat the best way to simulate that sort of thing is through weapon powers. Give archers a skill called "Head Shot" that gives a big bonus to damage, but it greatly increases the aim time and has a pretty big miss chance depending on skill. Those "called shots" would be represented by taking the extra time to get a solid aim.
The others are great though. I especially thing that combat in MMORPGs could be served by reducing the HP a little bit. You don't see five minute back and forths with NPCs in single-player RPGs these days. It's a few seconds of some down and dirty combat, and then someone dies. Maybe you slow it down a little bit from that, but definitely speed things up a lot from the stand around and whiddle away at each other's 10k hitpoints. I think that the majority of combat should be avoiding damage, not just soaking it up. The fighter bearing down on you blocks an arrow or two with his shield, but if you get a good shot in, he's in trouble.
I think the main thing to remember concerning your last point is the main genre this is for. This is about making RPG combat a bit more interesting. You're never going to appeal to the hardcore FPS player. What you're trying to do instead is engage the RPG players a bit more, and maybe attract some of the less hardcore FPS players. As long as you keep the RPG player as the priority I think you're on the right track.
Just let an archer hold the shot until they want to release then click again to fire and bam, head shot lands?
I think I enjoyed Dark Age of Camelot's Archery system a bit. The pre-makeover one, not the new spells instead of abilities one. The shot had to be prepped(draw time before shot is ready), hold until ready(15 seconds and then you are too tired and have to repick your shot?), fire, Just being able to know when the first shot is going to hit and where the target will be is fantastic. Short duration queues with movement interrupting the bow shots.
Here are some things I think makes ranged combat better from the FPS side
-Hit location affects damage
-Ranged weapon ballistics
-Things with less health to kill
-Things that move around unpredictably
Dumb down the FPS part and make it easier for less dextrious RPG gamers?
Add in what I listed to an already heavy RPG to suit the FPS gamers?
Or have a mix of both FPS and RPG but add in aim assisting (at a cost of lower damage/accuracy)? The hardcore FPS junkies would likely still reign suprieme head-to-head though.
I don't know. I don't know what is technically possible. Also not sure how you keep both types of gamers happy. I'd think the hardcore of both sides would be completely turned off if any middle ground is met.
Originally posted by Caldenfor
Just let an archer hold the shot until they want to release then click again to fire and bam, head shot lands?
I think I enjoyed Dark Age of Camelot's Archery system a bit. The pre-makeover one, not the new spells instead of abilities one. The shot had to be prepped(draw time before shot is ready), hold until ready(15 seconds and then you are too tired and have to repick your shot?), fire, Just being able to know when the first shot is going to hit and where the target will be is fantastic. Short duration queues with movement interrupting the bow shots.
I like the idea of limiting the amount of time that you can hold a shot. I don't think it's a good idea to let someone prep a power shot and just run around until he sees someone and then "BAM". As we talked about above, I think it's a good idea to bring the draw strength of a bow into the equation. Someone can even try a bow that is a bit above their strength, but they'll be limited to a less than full draw (less damage), and they can't hold it very long (less accuracy).
Another way to limit this is to require shots to actually have a target to click on/hold to prep the shot.
I do think that in general movement should at the very least decrease your accuracy a bit, if not interrupt the shot completely. I'd say leave this to the realm of skill. A very skilled archer and move without having it affect his shot that much. Maybe even have a skill like "On the Run" or something, similar to a Mounted Archery-type skill.
Could also have it so that character skill + strength + equipment (IE Bows) help determines the range the arrows will go. The bow will have a base range. If your character skill is beginner, your range will be debuffed until skills gets higher. If you are a master, you get a buff on range.
Strength will also help as it will determine how much you can draw on the bow (power = range) and also how long you can hold it in a drawn state while you aim.
Originally posted by DarkVagabond
I think whats really important, regardless of how you fire, is that it looks like you are putting some strength into that shot, and that it looks like the monster doesn't like what hit him.
Definitely agree here. One of the things MMORPG combat seems to be missing is that visceral feel to combat. A strong bowshot knocks you right off your horse. A hammer smashing against your shield stuns you for a second or knocks you off balance. The stand in place and exchange blows with nothing happening until one of us dies type of combat is just not that engaging. I want every attack to have an effect on the battle besides the fact that it makes your HP goes down. If someone gets a good opening blow on you and knocks you off your feet, that should be a big deal. You're pretty much done for even though he probably didn't even do much "damage" to you, unless you can someone get him to the ground, or evade his attacks long enough to get back up.
Could also have it so that character skill + strength + equipment (IE Bows) help determines the range the arrows will go. The bow will have a base range. If your character skill is beginner, your range will be debuffed until skills gets higher. If you are a master, you get a buff on range.
Strength will also help as it will determine how much you can draw on the bow (power = range) and also how long you can hold it in a drawn state while you aim.Could also have it so that character skill + strength + equipment (IE Bows) help determines the range the arrows will go. The bow will have a base range. If your character skill is beginner, your range will be debuffed until skills gets higher. If you are a master, you get a buff on range.
Strength will also help as it will determine how much you can draw on the bow (power = range) and also how long you can hold it in a drawn state while you ai
Really great stuff here guys. I'm really liking the thoughts. I want to take a second an expand a bit on an idea I mentioned above with the "called shots".
So let's say you're attacking someone running towards you. You click and hold, which starts your draw/aim process. Depending on your skill and how you've set your Accuracy/Speed priority, this takes a while. Once you've got a normal "lock", you select a "Called Shot", either to the head or hand or leg or whatever. Depending on the shot, this adds an additional amount of time as you zero-in on the specific body part. Even then, depending on the shot you're going for and your skill, these Called Shots still have an accuracy cap.
For example, Shot to the Head has at max only a 70% hit chance. To make it so it's not a total waste, most of the miss chance will just be converted into a regular hit. So let's say you have, at full accuracy, a 70% chance to make the shot to the head, a 25% chance it is just a regular hit, and a 5% chance to miss completely.
The miss chance goes up if you don't wait for a full "lock". So if he's getting too close and you don't have enough time, you can release the shot early. But then again, maybe range affects accuracy and so you can afford to release earlier on targets who are running towards you. Just some thoughts.