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#1 (permalink) |
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Newbie
Join Date: Aug 2008
Posts: 12
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It would be very well in this style of game ...
Imagine being in a group or party, the assasin would have a skill in which point an ally with enough strength as the barbarian for example,in the barbarian interface would appear an icon for about 10 seconds or so, if you decide to accept the skill you want to do with the assasin (the skill would be a jump-critical in this example), would have only to look to the assasin and crouch, then , the assasin run towards to barbarian and this would put his foot in the hands of him, and boosted , the assasin do a high jump and finish behind enemy with a probability of 90% critical for the first attack he do. In magic words , if a magician do a fire spell and then another mage do one air spell , create a 3rd spell and it make a detonation or explosion (similar to FFXI) ... Another example would be that a mage could push a ally with air spell and he give more speed and do more damage in a punch. This is an example, would have more ways to make cooperative attacks benefits. What think? How true that would be OK? |
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#2 (permalink) |
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Junior Member
Join Date: Apr 2008
Location: Reno, Nevada
Age: 25
Posts: 238
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While I like the idea, this could add a whole aspect to the game that would make it much more complicated and could really hurt combat in general (at least I think).
An idea to make it more simple would be maybe let there be cooperative attacks, but you can only do cooperative attacks that you've trained on with a particular person. So using your example, say we are good friends and you are the assassin and myself the barbarian. Say we decide that we have spent so much time fighting together we might want to work on a cooperative attack move. We would have to practice the that move many times over to get good at it, and when we screw it up there are consequences (like you landing on your head or me tripping). Edit: (BTW I am totally against any type of random critical damage dealing) So I would definitely be behind the idea if there were limitations, and not just: Player Class A + Player Class B = Special Attack Maneuver 1
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Last edited by SkirmCard : 21st August 2008 at 23:19. |
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#3 (permalink) |
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Member
Join Date: Jul 2008
Location: SC, United States Clan: Aegis Imperium Playstyle: PK/PvP
Age: 22
Posts: 1,758
Rep Power: 5
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interesting ideas, but i think implementing this would be incredibly arduous with little payoff. there will be plenty of opportunities for cooperative attack strategies.
for example, two players are scouting the forest, the first remains a decent distance in front of the other. if he's to come across an enemy, he could position himself so that the enemy will have to face away from the direction the 2nd player is coming from, allowing him to sneak up on the enemy with an attack from behind (and attacks from behind may deal extra damage). also, since there will be a large variety of skills/spells, there will be some that will naturally just work well together. i don't see a need to create special "coop" skills when there are already so many to work with. i'm sure you'll find many ways to utilize your skills in sync with your allies' skills.
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#4 (permalink) |
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Newbie
Join Date: Aug 2008
Posts: 12
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Skirm I like your idea, but it would be better if you can do "simple coop attacks" with everyone you want , and do "advanced coop attacks" with you'r friend or friends with you has trained.
I know Lachrumose i know... but what we do always can't see it... I don't know if you understand, you do it , but in numbers and percentages, but not in actions. |
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#5 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 114
Rep Power: 0
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Im sorry Lexander very well thought out but like everyone else said this is already possible just not the way your describing it. I mean this game is first person view so it shouldnt be too hard to come up with group combos.
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#6 (permalink) |
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Newbie
Join Date: Apr 2008
Posts: 46
Rep Power: 1
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well i think he is talking about special team moves like so many other games have been doing not just combos, you hit the target first then i hit it after you.
i feel having special team moves like lord of the rings, would cheapen the game. i think the devs are going for a hardcore feel to the game not an arcade/x-men action type game. i think that getting bonuses for follow-up attacks (like a party member getting a hit after a stun move from party member A) would be nice but nothing over the top like: a fighter picking up a thief and spining him around while the mage shoots fire at them making an area effect of slashing/fire damage would be crazy. also i sure hope they put in flanking and rear attack bonuses and not just for rogue classes. |
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#7 (permalink) | |
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Member
Join Date: Jul 2008
Location: SC, United States Clan: Aegis Imperium Playstyle: PK/PvP
Age: 22
Posts: 1,758
Rep Power: 5
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Quote:
if they do put it in, i can't imagine they would limit it to rogues. but i'm not so sure it makes sense that rear attacks should do more damage. since you can block frontal attacks, the advantage to attacking from the rear is that they are relatively undefended from behind.
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/thread ________________________________________________ Killer 100.00%, Achiever 46.67%, Explorer 46.67%, Socializer 6.67% |
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#8 (permalink) |
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Junior Member
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I think it would be too complex because developpers wouldnt only have to balance class, but also they would need to balance duo. Knowing that balancing classes is always a hard and continuous job in any mmo, adding duo balancing ... well :P
As for special team moves... as other said, it comes back to lotro For attack like that, I wouldnt see anything else then a mage making somekind of evocation using the spirits of all his team or something like that, LOL the synergy of each class type teaming together with buffs, healing attacks and etc is the greatest cooperative way to go through a mmo |
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#9 (permalink) |
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Member
Join Date: Jun 2008
Location: Finland
Posts: 547
Rep Power: 2
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How about:
Barbarian: *waves his big sword at enemy* "Me big barbarian, me kill u!" Enemy: *charges at barbarian* Assassin: *stabs enemy in the back with some paralyzing poison daggers* Barbarian: *decapitates the paralyzed enemy* The two then split the loot and go on. ?
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Judgement and Perserverance "There's more to the picture, than meets the eye" ESAK: Achiever 33.33%, Explorer 86.67%, Killer 26.67%, Socializer 60.00% Questions about MO? Try this info summary! Follower of the Great Cat God Felissos |
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#10 (permalink) |
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Member
Join Date: Jul 2008
Location: Kansas
Age: 24
Posts: 445
Rep Power: 1
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Sounds like a cool idea. I'm just uncertain of how it'd work for this game's setting. As for right now it seems like it would be best fit to a coop game where the focus could be on those type of actions.
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#11 (permalink) |
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Junior Member
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I read this idea, and while it sounds nice on paper, it's essentially a cut-scene of an attack, which, really, cheapens the experience of a FPV hack-n-caster like MO.
Just think if Halo 3 had a cutscene every time you got an assassination, not only do you lose control of your character for the time being (as well as your opponent, and no one likes not having control of their character), leaving you open, but really serves no purpose except to be flashy. |
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#12 (permalink) | |
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Junior Member
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Quote:
Agreed. Having character combinations would mean putting a lot of time into how each combination works with each "class" (even though classes arent fully defined) and then balancing all the different combination out. As others have said. With effective environments, the combination of players' combat skills can be noted through strategy and planning.
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Honor before victory |
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#13 (permalink) |
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Newbie
Join Date: Jul 2008
Location: Oklahoma City
Age: 28
Posts: 48
Rep Power: 1
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Well, they could always just design one or two combos just to see how it works...like one for melee, one for magic. They would all work similar, but it might be a good way of testing it out.
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Is yours an honest lament?...Most are not, you know. Most self-imposed burdens are founded on misperceptions. We - at least we of sincere character - always judge ourselves by stricter standards than we expect others to abide by. It is a curse, I suppose, or a blessing, depending on how one views it...Take it as a blessing, my friend, an inner calling that forces you to strive to unattainable heights. |
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#14 (permalink) |
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Junior Member
Join Date: Apr 2008
Location: Reno, Nevada
Age: 25
Posts: 238
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After thinking about it for awhile I have to say that I'm with Lachrymose and company now.
First being that since it is a sandbox archetype, if there are going to be some kind of cooperative attacks, they definitely should not be hardcoded in. Lach gave a great example. Second, I would have to agree that it would cheapen the feel of the game, with sort of cutscene/fatality where you lose all control of the character, that's not very sandboxy at all.
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#17 (permalink) | |
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Junior Member
Join Date: Aug 2008
Posts: 56
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Quote:
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