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Project Wish _ Project Wish Requirements _ Combat requirements

Posted by: silmaril Mar 7 2005, 01:18 PM

Combat is a central aspect of most MMOGs, and even though no decision has been made about PW having combat, it's a fair assumption to make that it will.

The goal of this thread is to figure out the basics of how combat is going to work. Bring out things seen in other games that worked well, and things that didn't, come with new and original ideas on how to make the combat system, and discuss these ideas.

Posted by: Minthos Nov 20 2005, 08:39 PM

You say that like you expect a "normal" mmorpg like wow where level differences are huge, where two level 25 characters are too weak for one level 30 mob, but can kill 10 level 20 mobs with no problem. I don't know if PW will be like that, but I hope it won't.

What prevents a mob from becoming pregnant and giving birth in less than one hour?

That assumes there are indeed newbie areas, and that there are no easy mobs outside those newbie areas. I would rather like a system where the wilderness everywhere is full of mobs of varying difficulty, so wherever you go and whatever "level" you are, you can usually find something you can kill and something that can kill you.

What this would mean for noob area mobs becoming extinct is that some of the easy mobs would always stay in areas that are too dangerous for any adventurer that would want to bother killing them, and so if they become extinct in other areas they can reproduce in that dangerous area and migrate to less dangerous areas.

That assumes players can defeat any and all mobs that spawn at the spawn point. I think, if mobs want to gather in one place long enough to spawn out of it, they would also want to be able to defend themselves against eradication by a high-level character.


I hope what I've written between the lines here is intelligible :)

Posted by: Shaidar Jul 8 2005, 07:47 AM

I think spawn point are a must, at least vs. birth. If the game were made so that mobs had to birth then as you said mobs could be driven to extinction. The first places to go extinct would be the newb areas, this would push the newbs out to fight tougher things and eventually they couldnt handle it and they would quit. The only way that birth could work is if mobs could get pregnant, come to term, and birth a mob in less than 1 game hour it just wouldnt work, its not realistic. Spawning may not be realistic either but you can make it so some mobs spawn out of caves that a player cant enter but mobs can exit, or just have it so mobs spawn off the map and explore thier way on. Problem with set spawn points such as caves etc. though is then you have to account for campers. Over all the random spawn, though unrealistic, is the best way to go for a game setting.

As to your archery idea I think that the first person aim and pull would be a nice additive though I think that if this is the case they would def have to give the option for constant WASD movement because if I dropped into first person to aim and I couldnt use my mouse to move, only to fire, then I would have to have a way to avoid the monsters that may be coming close to me by backing a way while pulling the arrow for release.

As for melee combat I would love to see a way to target different areas. Say I enclose on a monster and the monster blocks its head, instead I click on its stomach and attack it there. I think it was Black & White that did this best. When 2 creatures would encounter eachother you could click where you wanted to hit your opponent. If they were not blocking the right area you would hit successfully. This would add a very unique combat system to an MMO, and if you guys think you could make it work... That would be AWESOME!

Posted by: Zephir62 Jul 7 2005, 05:55 PM

Having big plans could put lots of stress on the programmers and the engine, but having big plans and putting lots of time into it pays off.

You can't have random spawning. We need to make that a thing of the past. Things with intellect should have actual intellect. If two goblins come across eachother, they could either A. Get along really well and maybe pair up on their ambush the human game, B. Hate eachother, and try and fight eachother, or C. Pass eachother by indifferently and walk away. While, with a pack of wolves, they wouldn't be so accepting - It would either be B or C. Options would limit. Next up would be how they are spawned. Each mob would be designated variable male or female. Upon contact of two different genders, they could "mate" (no animations, please) and eventually another of the mob would be born, possibly if you wish make a "smaller, more childish" version of the mob if you felt you had the time to make it. The new-born would instantly be taken into the group, and so would the female/male mated with. Statistics for the mob would be a random between a minimum and a max. When a group of mobs would be formed, the "strongest" of the group would be elected the leader - maybe you could designate them for the player, have their name in red, etc. I could go on, but anyway, you pretty much get the point for this subject. While it sounds very complicated to the average person, this would most likely be suprizingly easy to do as it is mostly variables and short/fast procedures. This would also make for an interesting case as species and certain animals could even be driven to extinction. Have trees be able to cut down and "reproduce" would also allow for entire forests to be cleared and put for building.

Next up, I'd like to brainstorm on the idea of Archery. You have point and click movement. But say you want real-time archery with wind, obstacles, and the player controlling the aim for himself. Let's make a fake scenario as it would be easiest to explain. Assign the key "C" for combat. To move, you left click on terrain. To pull out your bow, which you have equipped, you press and hold C. The camera zooms in up to your shoulder with the bow ready and the arrow on the string, and no crosshair is shown. Left clicking is reassigned at this point from moving, to pulling back the string. You hold left click, aim while pulling back the arrow, and let go of the left click. This let's the arrow fly to where you shot it at - the more you pull back, the less wind has effect on it's direction, the more damage it does, the further it flies, and the more durability damage it does to your bow. Sounds easy and nice, right? Right.

Sword of Sword combat would be a tough one, if you were to make it completely player based, as Point and Click movement hinders how diverse you can make it. On the other hand, Point and Click is a good thing by reducing strain on the servers, so it's double edged. Hopefully someone else out there could think of something dynamic for melee combat. But I'd like to think that in a realistic game, a brave peasant could kill a cocky knight.





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forgot to log in. Moderators, delete the above post

Posted by: Shaidar Jul 6 2005, 12:04 PM

I dont think Mage should be a starting class at all, I posted another thread that I think magic should be new to the over all world of PW, characters should have to experiment with it. A player that decides to be a warrior may find some spare time and decide to manipulate some of the elements and see what he can come up with (out of thousands of combinations), however if that warrior leaves his heavy armor on to do this than it takes enormous strain to reach mentally through the armor and touch the elements (meaning more time to lay each strand of the spell and more energy too) over time with the more complicated spells a warrior would have no use for magic because if they tried to use it it would wipe out all thier energy and cause them to faint or some such thing. A warrior could use elementry magic but nothing more unless they wanted to give up some of thier uberness by dropping the heavy armor, I dont see any reason why we couldnt have people running around in robes that still know how to use a sword well.

Now more on the thread topic...

The main topic I am going to talk about is weight... I deffinately think what a person has on thier person should effect how well they fight. If I was planning to fight a whole group of mobs I wouldnt have a backpack on to wiegh me down, thats why my mount would be for. If I were gathering I would have a backpack on cause I dont have to be too flexible for that, so I think that a person that wants to be an efficient fighter shouldnt be able to carry anymore than what they can personally hold into a battle.

Posted by: Hankellin May 6 2005, 06:43 PM

I think that if someone wants to be a warrior-mage then it should be possible but VERY difficult(with a possible racial bonus towards this for elves).

Armor limits and spell limits would have to be applied.

Posted by: Jerky May 6 2005, 06:06 PM

While Wish had an open skill system, I do not think they allowed warrior/mages. I am sure that we will not be allowing people to be mages and warriors. The way you described doing this is not the most common. UO did it by linking skills. If one goes up, its linked skill goes down. In this case, any fighting skills (depending on what we implement) would be in a group and any magic would be in the opposing group. We could get a lot more specific, but at this point, since none of our skills have been decided, we don't need to. This system could be set up with a simple 1/1 ratio, or it could be very diverse. The 1to1 system is simple in that, when one goes up 0.1, the other goes down 0.1. straight across the board. This can be expanded on in many ways, for example: We could do this sort of thing in another ratio other than 1/1. We could also not have it go into effect until a character has reached skill level X, so players could experiment for a while until they found something that they liked.

Anyways, this sort of balancing needs testing to find the best configuration. Most other games do a lot of it in BETA, but almost never find that balance. This is where the term 'Nerfing' came to be. Devs know that in order to change the course of their game (for the greater good), they need to try and balance things, even after a game goes live. We are FAR from this, but it is important to think about nonetheless.

As far as as parts of this discussion (thread) go, there are some other things we need to consider:

Combos have been brought up. This is something that needs to be decided on.
Line of sight. I know people have talked about line of sight as far as ranged weapons and hiding from mobs.
Direction facing. This has been brought up. Whether a person/mob is facing the right direction.
Interface. A request for something other than clicking has been made. A request for nice icons (although not totally pertaining to this discussion) has been made. Memorizing spells has been brought up. Runes have been mentioned for this, but there are many options.
Limitations. Time limitations on things like putting on armor, equiping items/weapons, etc. has been brought up.
Damage. Will there be different types? Severe, light, medium, heavy, critical, unconscious, backstab, sneak attack, throat slit, parry, dodge, block, deflect, evade, absorb, channel, redirect, etc.


A lot of these items can cross over into other discussions, but they all have some merit when it comes to combat. I think the time is near that we break the broad things down into their own threads.

Until then, lets get discussions moving again. I'm going to try to open things up again on all the un-decided requirments threads. Expect more this weekend :). (Now that I finally have some time ;))

Posted by: Corky May 6 2005, 05:56 AM

Concerning the issue of a player being able to change from a warrior to a mage in the middle of combat: It will be impossible to prevent this entirely if the skill system would be based similary to that of Wish, if every player can train every skill then there wll inevitably be characters who are able to switch
from combat to range in battle. The way this problem is most commonly solved is by having classes which restrict you to only being able to learn certain skills, however I think the class system is what often takes away from
MMO's.

What I suggest that instead of being restricted by class each player will be able to pick a certain number of combat skills to specialize in (for example a player could specialize in any two areas say archery and swords). However there could be a disadvantage by choosing two combat skills to master, something along the lines of the player only being able to learn 5 spells or combos for each combat skill mastery, where as players who choose to specialize for example as a mage will be able to learn 20 spells instead for the 5 they would be allowed if they were to choose mage and warrior.

Posted by: pendrako Apr 11 2005, 06:39 AM

Minthos - I like your idea about Light and Severe wounds. Bushido Blade, a playstation fighting game, used a similar system instead of the omnipresent health bars on all other fighting games. The game was based on ancient samurai combat, and it was possible to defeat someone with just one strike, which made learning how to defend properly vital. Early fights tended to be over very quickly, but once fighters learned to defend the head and body fights began lasting longer and longer. The strategy changed to attacking the arms and legs in order to disable them and slow your opponent, opening up a weakness in their defense through which to make a killing strike.

Posted by: Phoenix Apr 7 2005, 02:58 PM

i wonder what it would be like to be able to aim with your bow or weapon like in a FPS instead of the very common click on enemy and wait till it dies.

Posted by: emeraven Apr 6 2005, 08:24 PM

what i realize is the best part of allowing players to freely move from type of character to another (assuming they have opened them) is:

It allows teams to adjust to need. If my 5 friends are all tanks and we have no cleric our fun is hampered. If i can go change out and become the cleric and so on, we can go have fun quickly without hassle of finding a cleric and waiting.

so much now the games we play must not make us wait.

I could see that with many player abilities possible, only some of them at one time, and no penelty for changing would be a tremendous help.

I would actually challenge this, I have run all tank groups in games, It takes an ajustment in tactics but it can be made to work well. It was no less fun for any of us, in fact it was quite a blast.

I do see your point but perhaps the game be friendly to differing tactics in battle and perhaps some guidence to not get stuck in the "group must have healer" mindset.

Posted by: isupreme Apr 5 2005, 07:22 AM

blacksmile maybe you missed my point above when you made this post including,

my opinion is:
To move from one skill tree to another simply go to the bank or other reststop, change out your armor and weapons.
Then move your abilitiy choice from one to the other.

Go out and fight..........

Dont enable this type of choosing in mid battle.

Posted by: Blacksmile Apr 5 2005, 03:02 AM

It allows teams to adjust to need. If my 5 friends are all tanks and we have no cleric our fun is hampered. If i can go change out and become the cleric and so on, we can go have fun quickly without hassle of finding a cleric and waiting.

Hum, this sounds a bit like you want to be able to have a character able to play every role with just a flick of his wrist...
I think switching between two or even three possible "classes" is ok, but more than everything else i do not want allround specialists in the game.
After all I agree that i should be possible to switch your role without waisting money or experience but i think if this needs you to change your equipment the process should take time to not make people to switch from one role to a completely different during combat.

Posted by: isupreme Mar 31 2005, 05:59 PM

another steal, this time from far cry of all things.

In far cry, when you take the time and the click to focus your shot, you do better aiming. ( no cost to stamina etc. just a slight time required to accomplish)

Could we have an aiming effect which is quick and visual? sort of like a feat enhancement?

Posted by: isupreme Mar 31 2005, 05:52 PM

what i realize is the best part of allowing players to freely move from type of character to another (assuming they have opened them) is:

It allows teams to adjust to need. If my 5 friends are all tanks and we have no cleric our fun is hampered. If i can go change out and become the cleric and so on, we can go have fun quickly without hassle of finding a cleric and waiting.

so much now the games we play must not make us wait.

I could see that with many player abilities possible, only some of them at one time, and no penelty for changing would be a tremendous help.

Posted by: Pashta Mar 22 2005, 09:52 AM

here is a posible idea.

the avatar can only carry one set of armor (the one he or she is wearing) and a limited amount of weapons the can be switched on the fly( like in a fps).

if you want to switch armors on the field you need a mount or pet to cary it for you and not during combat.

depending on the size of the weapons and what the armor alows you you can have different weapons on different places on the body.

for example: a first level could carry one sword and one dager. But as you increase in level, you can have different positions for weapon of different sizes and power. You could have on your back you could have two swords enabling duel welding, One big sword, or one shield that could give a defencive bonus, or a back pack to increase inventory.



Great ideas here! Makes it very realistic. I like!!

Posted by: 0 Mar 15 2005, 05:02 PM

here is a posible idea.

the avatar can only carry one set of armor (the one he or she is wearing) and a limited amount of weapons the can be switched on the fly( like in a fps).

if you want to switch armors on the field you need a mount or pet to cary it for you and not during combat.

depending on the size of the weapons and what the armor alows you you can have different weapons on different places on the body.

for example: a first level could carry one sword and one dager. But as you increase in level, you can have different positions for weapon of different sizes and power. You could have on your back you could have two swords enabling duel welding, One big sword, or one shield that could give a defencive bonus, or a back pack to increase inventory.

now the weapon is not set to a limited range of damage and speed. but instead the are variable depending on the charactors skills. so a better sword would be able to more efficently be able to translate the chars skills to combat stats. Also depending the on the combination of weapons you use can also change combat stats.

the idea is that anyone can create any combat combination they want and for some extra realism.

Posted by: silmaril Mar 14 2005, 11:37 AM

The idea to reduce the ability of equipping/unequipping armor within the time needed to drag the items in the right positions in the inventory in every situation arose in my head as it a) would reduce immersion in my eyes if the full plated warrior transformed into a mage within 3 seconds and b) would give that player an unfair advantage over more specialized characters.
Maybe a good idea would be to make (un)equipping armor time consuming (maybe dependant on how hard it is to get into that specific piece of armor) while in environments where this time could matter. And allow characters to change armor in inns or their home where they are alone in no time as it wouldnt destroy immersion for anyone else there and be no advantage over anyone else.
I agree. If possible there should be a way to change clothes fast in a private place somewhere, but I don't see that as a show-stopper. Putting on and taking off armor should indeed take quite some time and longer for heavier types of armor. A suit of plate is actually quite impossible to get on without someone to help you, but having aid is probably not a good requirement as it would make it unneccessary hard for the solo players.

Posted by: Blacksmile Mar 14 2005, 11:26 AM

Why not? If I carry them around with me (risking losing them ) why should I not be able to choose to equip them wherever I like? Of course if I want to minimise the risk I would do it in an inn or a safe place.

But if I wish to take the risk, for tactical reasons, to be defenceless in the open forest while I change my armour, isn't that my decision?

And I don't like the idea to have to "move your ability choice", I think a good design would make this all seamless... you still make the decision what ability you will use, but by choosing the weapon not clicking a button somewhere.
I fully agree, that however that would look like locking parts of your abilities is no good idea. As long as you meet the requirements for an ability to be used (have the correct weapon for fighting / not be equipped with armor for magic or whatever it would look like...) you should be allowed to use it.

The idea to reduce the ability of equipping/unequipping armor within the time needed to drag the items in the right positions in the inventory in every situation arose in my head as it a) would reduce immersion in my eyes if the full plated warrior transformed into a mage within 3 seconds and b) would give that player an unfair advantage over more specialized characters.
Maybe a good idea would be to make (un)equipping armor time consuming (maybe dependant on how hard it is to get into that specific piece of armor) while in environments where this time could matter. And allow characters to change armor in inns or their home where they are alone in no time as it wouldnt destroy immersion for anyone else there and be no advantage over anyone else.

Posted by: 0 Mar 12 2005, 11:12 PM

Bah, didn't sign in and can't edit...

But moving in and out of interlock is seamless. Its not like the player has to activate which system he or she is in. It happens automatically based on the conditions I mentioned above.

Posted by: 0 Mar 12 2005, 11:10 PM

I havent played MXO - so perhaps Im not undestanding what you're describing properly - but rather than having "modes" which sounds a bit clunky could it be done seamlessly according to the type of weapon you have equipped?


This is the beauty of the interlock system. In MxO you aren't really "equipped" with a weapon until combat. There is two distinct ways of doing combat. Ranged, and close ranged(interlock). If you initialize combat with a program, ranged ability, or gun you'll be in ranged combat. You'll be free to move around like in most games. However, if you...
1. Engage an opponent in melee combat
2. Engaged by an opponent in melee combat(even if you were using a ranged weapon)
3. Switch to a range weapon after engaging an opponent in melee combat
You'll be in interlock which is the close ranged fighting system. You can still use your gun, ranged abilities, programs, etc... its just now you are stuck in this rockem-sockem system and are within melee range of your opponent.

Posted by: sblmnl Mar 11 2005, 07:18 PM

To move from one skill tree to another simply go to the bank or other reststop, change out your armor and weapons.
Then move your abilitiy choice from one to the other.

Go out and fight..........

Dont enable this type of choosing in mid battle. Why not? If I carry them around with me (risking losing them ) why should I not be able to choose to equip them wherever I like? Of course if I want to minimise the risk I would do it in an inn or a safe place.

But if I wish to take the risk, for tactical reasons, to be defenceless in the open forest while I change my armour, isn't that my decision?

And I don't like the idea to have to "move your ability choice", I think a good design would make this all seamless... you still make the decision what ability you will use, but by choosing the weapon not clicking a button somewhere.

Posted by: sblmnl Mar 11 2005, 07:12 PM

Can we have differing modes of combat?
Times when you choose to be engaged in battle in a particular way which then higlights the event.
ie: the camera views may change, the music, your abilities all differ with differnt modes.

I think this is a very good idea. Making different parts of the game, even different parts of combat itself, different, can make for a very interesting game. Care must however be taken to make too drastic changes so players will see the initial learning curve of the game mechanics as too steep.

More detailed ideas on how this could be done would be very welcome I think :)

I havent played MXO - so perhaps Im not undestanding what you're describing properly - but rather than having "modes" which sounds a bit clunky could it be done seamlessly according to the type of weapon you have equipped?

Example: bows in Wish couldn't shoot accurately closer than their range (or at all actually) so in PW if you are within bowshot range for your particular weapon you'd be in the free-fire mode; then if you run closer than your range, when you pull your dagger from your belt you'd be in close range mode - the point is it should happen behind the scenes, all you should need to *do* is move and equip your weapon. This would dovetail pretty well with the tactical archery/spatial ideas earlier in this thread I think - contingent on the movement system being very very smooth and intuitive.

I really like the idea of "learning" combat combos and advanced combos too. Makes sense from a rp pov as well, you spend all that time practicing with your sword/staff/whatever, you should be able to do more than just thwack something with it. Where appropriate to the race/weapon type, I'd like to see some elegant chinese-style moves - even down to the animation for sheathing/unsheathing weapons.

Posted by: isupreme Mar 11 2005, 07:08 PM

To move from one skill tree to another simply go to the bank or other reststop, change out your armor and weapons.
Then move your abilitiy choice from one to the other.

Go out and fight..........

Dont enable this type of choosing in mid battle.

Posted by: sblmnl Mar 11 2005, 06:34 PM

I agree with no "penalty" for changing in the sense that lets say I'm a mage who also has some skill in swords, if I take the trouble to carry a sword around with me I should be able to equip and use it (to the extent that my skill will allow) without any fuss. But unless I also change my armour I can expect to take a lot of damage at close quarters with the target...

I do agree though that if s/he wants to spend significant time training up swords the mage should have to sacrifice some expertise in some other skill/attribute - the skill decay idea mentioned in other threads would maybe suffice - but that's a different discussion.

In terms of combat, rather than getting into timer penalties or needing to go to an inn to change armour etc etc we can get around this particular issue easily (and realistically I think) by just making it *weigh* something.. therefore costing the mage reagent space if s/he decides to carry it around with him/her. Also, having to stop in the heat of battle, undress, and strap on your armour piece by piece, even if each piece is hotkey-able, would be risky enough that you'd think twice about doing it I reckon. And there could also be the possibility that when you die you might lose some of your xpensive armour ( and whatever else is lying around in your pack) - there didnt really seem to be enough risk attached to dying in PW, it was more of an inconvenience but again, thats another discussion.

To me the really attractive aspect of PW as that it was all about enabling individuals to make their own risk/reward choices, not "you cant do this here" and lots of rules/restrictions. Let's not lose sight of it, even in relatively minor decisions like that... and keeping it simple is usually the best solution ;-)

Posted by: Blacksmile Mar 10 2005, 08:05 PM

Can only agree partly here, while i think it should be able to train in both areas and changing between the style of fighting for instance we should not let a character reach mastery in to many fields.
Also i think while it should not need massive amounts of money or time to switch from mage to tank it should not be possible to do so just with drawing the appropriate items in place, maybe even during combat. It should be taken into account, that getting in/out an armor is a time consuming process. Not that i want characters changing armor to stand around for five minutes idle because they change armor but changing from mage to tank should not be doable whilst in a battle and possibly take some time or "a place to rest" like an inn or something.

Posted by: isupreme Mar 10 2005, 07:39 PM

skill tree with ability to move skill abilities from one area to another so a character can be a tank or mage depending on the day, if the player has taken the time to enable both. No penelty for changing and keep it simple as changing clothes and inventory.

Posted by: Melanthe Mar 10 2005, 07:18 PM

Regarding archery, I would like to see a separate thread to address the combat issues.

I'd like to see archery more "realistic" in terms of being able to shoot from hidden locations and possibly from trees, along with several other aspects which would make it possible to hunt alone instead of having to always have a tank around to occupy the mob. Since I know this will be controversial I'd suggest a separate thread.

Posted by: Jerky Mar 10 2005, 05:52 PM

I agree with all the items mentioned, but think there can even be more to it. With a different combat system that accounts for penalties and hit placement, we need something more to set us apart. That something could be combos. I don't know if this is something that would be good or not, I am just racking my brain for something fun to add to the game.

Combos could be something that is learned through character level, but it would be up to player skill to remember it and to do it right. This is like the game Blade of Darkness (Sword of Vengence) (which is one of my favorites as far as combat goes. I think this adds more than just 'clicking buttons' that the average MMORPG has to offer. Combos can be combos of combos, at high levels, which could lead to a thrid super combo. This could be open only to the very high skill levels.

Chime in, now is the time to help refine ideas like this. :)

Posted by: silmaril Mar 10 2005, 07:48 AM

While this sounds beautiful, remember that PW will feature a PnC movement system. Stepping away from obstacles or side-stepping might not be *that* trivial. This will possible only induce frustration.
But it doesn't have to be solved by stepping away like in WASD games to get a clear shot. If a character occupies the slot between you and a mob, you will have a chance of hitting that character with ranged weapons. We could have an optional auto-move function that would move you to a position with less chance of inflicting damage on allies.


1
2 M 3
4

..X..


If X is the ranged character and M is the mob, attacks from any of the dotted positions or the X position itself would have a high chance of hitting character 4, a smaller chance of hitting characters 2 and 3 and almost no chance of hitting character 1.

If no characters were in position 3, the auto-move function could move our archer to the closest position which would be on the "right side" of the mob to get a clear shot and thus removing the chance of hitting any allies.

The bottom line would be to introduce a strategy element: Think about how you go into battle and which kind of attacks your group got. I think this could make combat more interesting and one step on the way to remove it from being just a click-party.

Posted by: Lucky_Luciano Mar 10 2005, 07:31 AM

Agree. And give people a reason why there is a boss-character around (for example: cause they are guarding a treasure-chest, gathering resources for their evil plans, keeping hostages, etc...)


Again, I wouldn't have this as a strict requirement. First there must be spawn points, there will be too much killing for a realistic approach (mobs are born), so they must spawn, hence needing a spawn point. I would say that "unless under special circumstances like live content dictating it or special mob species, mobs should not have static spawn points".
Again, agree.


Agreed. Archery should be affected by wind, visibility and obstacles. If fighting a mob with allied melee characters between the archer and the mob, the arrow should have a chance of hitting those in between. This will add more strategy to the combat element of the game.
While this sounds beautiful, remember that PW will feature a PnC movement system. Stepping away from obstacles or side-stepping might not be *that* trivial. This will possible only induce frustration.


Varied combat effects are good as long as they are indeed that. They must have different effects on your character, be healed in different ways and be inflicted in different ways.
! :) I made a text about this some time ago, I'll post it here later on.

Posted by: silmaril Mar 10 2005, 01:26 AM

Don't know if it has, but even if it has been, feel free to bring it up again here. It is the threads in the requirements forum that will form the basis of the game we will make.

Since playing the matrix online i have become aware of the beauty of having differing types of gameplay. It is very nice to have free fire mode where you can attack from a distance, and then be able to go in close for a different type of battle. Interlock combat they call it in MxO. Its advantages are its timing becomes precise (you can tell who does what and counters with what) and the graphics are given a special twist so they look really good.
Besides that there are differing modes of travel. Besides the usual faster buff there is also hyperjump, which changes the 3d feel of the universe immensely. What i am driving at in so many words,

Can we have differing modes of combat?
Times when you choose to be engaged in battle in a particular way which then higlights the event.
ie: the camera views may change, the music, your abilities all differ with differnt modes.

I think this is a very good idea. Making different parts of the game, even different parts of combat itself, different, can make for a very interesting game. Care must however be taken to make too drastic changes so players will see the initial learning curve of the game mechanics as too steep.

More detailed ideas on how this could be done would be very welcome I think :)

Posted by: isupreme Mar 9 2005, 08:26 PM

I dont know that i have seen this point discussed so i drop it here now.

Since playing the matrix online i have become aware of the beauty of having differing types of gameplay. It is very nice to have free fire mode where you can attack from a distance, and then be able to go in close for a different type of battle. Interlock combat they call it in MxO. Its advantages are its timing becomes precise (you can tell who does what and counters with what) and the graphics are given a special twist so they look really good.
Besides that there are differing modes of travel. Besides the usual faster buff there is also hyperjump, which changes the 3d feel of the universe immensely. What i am driving at in so many words,

Can we have differing modes of combat?
Times when you choose to be engaged in battle in a particular way which then higlights the event.
ie: the camera views may change, the music, your abilities all differ with differnt modes.

Posted by: Fuinelen Mar 9 2005, 11:46 AM

agreed. though some ressources should only be available through hunting (leather, bones, etc). If a pure crafter needs one of those, he can still buy it.


yep .. Bosses should be firmly relegated to LC. As sil pointed out, some types of mobs should have ranks though (orc soldier<orc lieutenant<orc chief in an orc spawn for example)



There should be spawn areas, as there were in the original Wish, but slightly bigger in size. This way, player would know that "this is dragon country" without knowing where exactly to expect them.

bbye,
Fuinelen

Posted by: silmaril Mar 9 2005, 10:03 AM

I'll start this thread off by looking at the points people have brought up in the main requirements thread then. Again these are just my personal opinions.


I think this is an important issue, but one that must be made implicit, and not explicit. By that I mean that a player should not be able to press a "I don't wanna fight" button and by that being able to move freely between mobs. There should however be areas of the world that are sparsely populated by mobs and/or is populated by non-agressive mobs.

A player deciding never to fight, should however either have to depend on players willing to fight to gain access to certain resources, merchants, NPCs, etc or accept that those are unavailable to him. Players taking on the risks of the world must have some reward other than just becoming better to fight.

I think this is a good requirement for how boss spawns are seen in some MMOGs where, after killing a bunch of mobs, a more powerful version of the same species spawn. Some mob groups should include a leader character though.

Again, I wouldn't have this as a strict requirement. First there must be spawn points, there will be too much killing for a realistic approach (mobs are born), so they must spawn, hence needing a spawn point. I would say that "unless under special circumstances like live content dictating it or special mob species, mobs should not have static spawn points".

Agreed. Archery should be affected by wind, visibility and obstacles. If fighting a mob with allied melee characters between the archer and the mob, the arrow should have a chance of hitting those in between. This will add more strategy to the combat element of the game.

Varied combat effects are good as long as they are indeed that. They must have different effects on your character, be healed in different ways and be inflicted in different ways.

Agreed. Having combat positions affect the moves you can make and the result of the actions you take will make it more interesting.

Aye.

By intuitive I assume it's a good GUI we're talking about, which is a good thing. The important thing is to remove the need for automated action by making it that much more interesting and rewarding to be an active participant in combat.


(I have skipped all the PvP topics for now. Not sure if they belong)

Posted by: Maxwell Feb 13 2006, 07:59 PM

For combat I think people should be a loud to use a weapon freely as he chooses.

For example: Being able to throw your sword at an enemy.

Posted by: Jerky Apr 2 2007, 10:12 PM

Moved posts to a better thread and locking this for now.

Check here for moved posts:
http://www.projectwish.com/index.php?showtopic=6339