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#1 (permalink) |
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Junior Member
Join Date: May 2008
Posts: 43
Rep Power: 0
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There are a few games out with different takes on skill based melee combat, such as:
Mount and Blade: Directional attacks and blocks, more realistic damage for each weapon based on speed, angle, range, etc. Successful block does not stun. Assassin's Creed: Correct timing of attacks for effective combos, blocking can be held but you're vunerable to heavy and ranged attacks, and counters need to be timed up. Successful block does not stun. Savage 1: Only one attack and block, but blocks need to be timed right or they will not work and may even leave you more open to attacks. Successful block leaves opponent stunned. Savage 2: Light and Heavy attacks. Light attacks are quick, but can be blocked, leaving you open to counterattack. Heavy attacks are slower, but more damaging and break blocks. Successful block stuns. Oblivion: Quick attacks via clicking, Power attacks via holding down attack button with different directions. Power attacks cover more area, and often move your character. Some have chances for different effects, such as disarm or stun. Blocking cannot be broken save by knockdown, but you still take damage when you block, no matter what. Dark Messiah of Might and Magic: Quick attacks via clicking, Power attacks via holding down attack. Power attacks can break block, and differ depending on direction. Quick attacks good for attacking casters or archers who cannot block, power attacks good for attacking other melee fighters. Blocking can be held, but can be broken by power attacks. Those are just the ones I thought of off the top of my head. If you've got other examples, feel free to post them. Naturally they don't all translate well into an MMO, but it's the basic idea I'm talking about, not how they were implemented in that specific game. My question is, what types of these traits would you like to see implemented into Mortal Online's combat, if any. Personally, I really like the directional attacking and blocking of mount of blade, along with timed blocking system of Savage, which prevents people from just holding down the block button and not being damagable. At the same time, since blocks stun, it's a valid strategy. Thoughts? Last edited by Damukag : 18th May 2008 at 05:59. Reason: New Idea |
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#2 (permalink) |
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Junior Member
Join Date: May 2008
Posts: 26
Rep Power: 0
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I would kind of like to see the game as 1st person and 3rd person and be able to attack as many times and aim whereever u want, like shooting a bow anywhere. Some kind of combat system they used in Hellgate: London.
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#3 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 150
Rep Power: 1
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HG:L is garbage, please never bring it up again. I am still bitter about paying $50 for it.
I think I would be happy with the mix of implementations you suggested, Damukag. And good, thorough list of games there! Any one of those games is still lightyears ahead of the melee combat in every MMO out there. |
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#4 (permalink) |
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Developer
Join Date: Apr 2008
Location: Malmö Sweden
Age: 24
Posts: 530
Rep Power: 9
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We have put A LOT of work into our melee system to make it just right.
I have built 5-6 VERY different systems ( almost all of the above ) and we have taken the best parts from these systems and added our own twist to it. It's harder then you'd think to add the element of IRL-skill to a melee-system. And it's even harder to really capture the feeling of two players that are engaged in a deadly battle were only the most skilled player will walk away. To really make the players feel that they always have to do their best because making a mistake could leave them in a pool of blood. Our current system works amazingly well and it's a lot of fun hacking down JoelMcDouche over and over again (he sucks, and I'm a killing machine with a sword and a shield in my hand).
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Important Programmer dude. Dear MacGuyver, Enclosed is a rubber band, a paper clip, and a drinking straw. Please save my dog. |
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#8 (permalink) | |
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Developer
Join Date: Apr 2008
Location: Malmö Sweden
Age: 24
Posts: 530
Rep Power: 9
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Quote:
And the learning curve for that system is crazy! It takes hours and hours before you fell that you have any control over it.
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Important Programmer dude. Dear MacGuyver, Enclosed is a rubber band, a paper clip, and a drinking straw. Please save my dog. |
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#12 (permalink) | |
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Junior Member
Join Date: Apr 2008
Posts: 246
Rep Power: 1
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Assuming Sebastian's at least half way to being a decent person, he wants to tell us, but can't because most people would crucify him for changing anything after an announcement, and most of us would probably complain/point out problems we see with the unfinished product even if they DIDN'T change things afterwards. Without a demo, screen shot or movie, it's very hard to accurately describe any sort of user interface or system in-game. That and an NDA. Yeah...
or he's just sadistic, either way, no info for us. EDIT: I'm not sure if it's a good or bad thing that I'm tied with him for post count...
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Quote:
Last edited by F0rd : 23rd May 2008 at 03:05. |
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