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| Mortal Online Discussions Discussions about Mortal Online. Official web site: MortalOnline.com |
| View Poll Results: After reading the discussion, would you enjoy combat without ranged heals/healthbars? | |||
| Yes. |
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19 | 42.22% |
| No. |
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17 | 37.78% |
| Undecided. |
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7 | 15.56% |
| Other suggestion. |
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2 | 4.44% |
| Voters: 45. You may not vote on this poll | |||
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#81 (permalink) |
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Raids will be in MO as well, or did you plan to take on legendary beasts by yourself? good luck with that
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Death smiles at us all...all one can do is smile back. I wouldn't do anything for you even if it was you I had to do. |
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#82 (permalink) |
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I understand that point Lachrymose for potions, but if you consider the drinking time as casting time, and if you consider diminishing returns for potions (I would had been more severe and say if you overdose you deal damage to your system :P as if you drank poison). Then it would be highly similar to a spell being cast on you.
If you take prozac and other alternative drugs at your doctor recommended time, I'm sure as hell it would have equal effect. Until you prescribed a different pill. ----- However since I've already proved that medical science does not actually "heal" you, but prevent you from taking any more damage from it's own origin of injury, even to this day we do not heal anyone, but just try to prevent, or help your body defeat viral infections and bacteria infections, but at the same time anti-bodies destroy your body as much as it helps you, but the pros are much more important then the cons in this case since certain infections could mean death, while if you take a drug that can help your body defeat the cause, you could naturally regenerate from it. Which brings us to the question that if healing should be overruled in combat, how are they even logical out of combat? If you completely remove healing from the game, then should all creatures regenerate like humans in real time? If you break a leg, with medical attention, then you'll be fine in 3 months-ish? The duration of recovery will be different for whatever injury you inflicted with and your natural body regeneration.
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Achiever 26.67%, Explorer 60.00%, Killer 66.67%, Socializer 46.67% Last edited by Vanndal : 6th September 2008 at 02:12. |
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#83 (permalink) | |
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same thing with potions though, i don't think you're health should just magically shoot up 30%, rather it should just make your health regen very fast. i don't like the idea that as you are swinging your sword at someone to deliver the final blow, he pops a potion and before you hit him half his health is restored.. --- EDIT: here's my edit in response to your edit.. actually, i'm not sure what to say. i never said i was against healing.. i've been trying to defend healing and say how i think it can work.. in fact... i'm going to post this one more time, just to make this easier although i think this is the 3rd time i've posted it in this thread (and it's in my sig): Healing
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/thread "As the end is drawing near, standing proud, I won't give in to fear As I die a legend will be born... I will stand, I will fight.. you'll never take me alive..." ________________________________________________ Killer 100.00%, Achiever 46.67%, Explorer 46.67%, Socializer 6.67% Last edited by Lachrymose : 6th September 2008 at 02:13. |
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#84 (permalink) | ||||||||||||||||||
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The Return of the King, Chapter VIII, The House of Healing. Quote:
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Notice a problem here? And, wrong assumption yet again from you, that player battle would last longer if heals are in. It entirely depends on how they implement the game-play. For an example, a battle between two players, could theoretically, last a very long time with no heals at all. Since A) They can block blows B) They can dodge blows C) They can parry thus nullifying the damage all together. Quote:
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Player A and B duel, Player C enters the area, he casts heal on Player B. Notice a problem here? Where is the skill? Is Player B more skilled than Player A? Hitboxes are also currently being tested by the devs. How will an insta-heal work if they need to target a specific body part while their patient is in full swing in combat. How do you solve that problem? Quote:
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Clearly you misunderstood alot of it, hence all the questions now... Quote:
Warriors would also look over their equipment; repair it to their best ability so it won’t break in the next encounter. Quote:
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Ressurecting a dead player would require some more time. If you are healed, you would moderately regain your strength. If you are resurrected you would slowly regain your strength. Please, next post, keep it short, and discuss one aspect of it at a time. It gets confusing to reply to a wall of text. Thanks. Last edited by Victor : 6th September 2008 at 02:48. |
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#85 (permalink) |
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Victor how can you say I am not something when you don't know who I am?
Also how is a argument weak when you don't even try to prove it, but simply say, your argument is weak. Also your little example of Person A fights Person B, and Person C comes in and heals Person B is a very weak example. How? Say Person B stuns Person A, and drinks a potion that increases his health recovery speed, while shortly after throws a net at Person A and snares him. Then Person B then continues to attack Person A so that person A can not heal in the same manner. Then Person C instead of being a healer comes in and shoots a arrow at Person B. Person B is severely injured by the arrow, and Person A finishes off Person B even though Person B had tactical advantage over Person A to begin with. See where your argument is flawed? Or do I need to explain, if you do not see where your argument is flawed then instead of saying "If Situation A occurs and Situation B happens shortly after, it is flawed." You didn't even provide an argument to begin with, all you are saying is "you are wrong, because I said so". --- Also define "some time" on healing a player out of combat, obviously you didn't state how long would that time be. Sometime as in 1 second? 3 Years? 10 Years? Half a century? Define the strength you are using in this context as well, since strength could mean a large variety of different meanings.
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Achiever 26.67%, Explorer 60.00%, Killer 66.67%, Socializer 46.67% Last edited by Vanndal : 6th September 2008 at 02:30. |
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#86 (permalink) | |
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And please quit editing your posts... argh. |
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#87 (permalink) | |||
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#88 (permalink) |
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Victor what is the purpose of this thread now? After nagging the devs on the irc they told you that they have looked at your suggestion but turned you down. Sure speculate all you want I'm just saying
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Death smiles at us all...all one can do is smile back. I wouldn't do anything for you even if it was you I had to do. |
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#89 (permalink) | |
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The thread's purpose was to discuss this type of game-play, and also see what ideas the community could come up with to add to it. And also to get a feel, of how many gamers out there that want to break away from the generic MMO game-play and have something completely fresh and exciting. Thank you for participating. Last edited by Victor : 6th September 2008 at 02:47. |
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#90 (permalink) | |
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Death smiles at us all...all one can do is smile back. I wouldn't do anything for you even if it was you I had to do. |
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#91 (permalink) |
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@victor&vanndal: take it to the irc you two! this thread is dead to me now.
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/thread "As the end is drawing near, standing proud, I won't give in to fear As I die a legend will be born... I will stand, I will fight.. you'll never take me alive..." ________________________________________________ Killer 100.00%, Achiever 46.67%, Explorer 46.67%, Socializer 6.67% |
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#93 (permalink) |
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first of all: this is a skill based gameplay, which means healing has nothing to do with creating "class inter-dependency" - if there is instant-healing then people will use it on themselves. this means that health is not only a result of health-related attributes, but also a result of the healing-spells related attribute and healing skill multiplied by it's fraction of the mana determining attributes:
health = (health determining attributes) + (healing skills and skill-affecting attributes determining the return of health points for each mana points consumed) * (mana determining attributes). basically, all this means is that we have a really long health bar - much bigger then we initially see - with minor interactivity (click healing on self) and an illusion of a realistic amount of health (which is unrealistically recoverable). the more health you have, the less affectiveness healing needs to be, and if you give players the full amount of health which the combat system requires, then the affectiveness of healing spells needed reaches zero, meaning there's no need for healing anyway, regardless of the combat system. going back to basics: what determines the amount of health needed by the combat system?simple: the affectiveness of defensive actions relatively to offensive actions. the more affective defensive actions are in relation to possible offenses, the less health you need in combat. it also involves much more potential interactivity then "click self healing" (move avatar to dodge, click to block, etc') , and can involve a higher degree of group tactics then group healing (move to defend friend). this means: combat longevity = [(affectivness of defensive actions) / (affectivenss of offensive actions)] * [(health determining attributes) + (healing skills and skill-affecting attributes determining the return of health points for each mana points consumed) * (mana determining attributes)] what the OP is asking for, is for MO to achieve it's combat longevity aim through increasing the first attribute (defensive actions), enabling it to have a realistic 3rd attribute (health) without all the attributes after it. it makes mathematical sense and gameplay sense. |
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#94 (permalink) |
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@Victor, no offense but obviously I'm not stuck, since I'm obviously asking for you to elaborate instead of bashing me. Which is what you're doing, but hey, it's your style of gameplay. I was just trying to open your mind on how it would not decrease any defensive efficiency, all it does it increase longevity.
First of all, heals do prolong fights, since it keeps people alive. Second, defensive abilities prolong fight too, since it keeps people alive. Third, a health pool also prolong fights, since it keeps you alive. One of the major things that makes fight end faster is attacks that deal great amounts of damage. @Traceur, god damn, sorry to swear for the kids but that equation of combat longevity is amazing and thoroughly explained. +rep to Traceur. Trust me this isn't just some random rep bonus, but it can definitely help out a lot of game developers to use that formula. (Not saying it's final, since all formulas can be further upgraded).
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Achiever 26.67%, Explorer 60.00%, Killer 66.67%, Socializer 46.67% Last edited by Vanndal : 6th September 2008 at 07:46. |
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#95 (permalink) | |||
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We have had healthbars and in-combat heals for the last 10 years in MMOs. One of the reasons I haven't wasted time more than trying the beta of each MMO that has been released until this very day. Healthbar and heals, are immersion-killers, since it keeps the player's eyes whether they like it or not, watching the healthbar go up and down. It's the primary thing they keep track on in fights, their healthbar and their opponent's healthbar. The alternative, is much more appealing, to me at least, where the primary thing is keeping your eyes on the opponent, reading his actions, reacting accordingly to avoid his attacks. Quote:
The amount of damage is not what is really important, neither is health. If you look upon the game solely as skill based, where the players take an active role in their own survival, meaning having counter abilities/spells, then you put the time span of fights in the hands of the players' skills, not dependant on some META-game, since the most important thing is to avoid the attacks in the first place. Say two equally advanced players as in character skills and equipment wise, can endure 3-4 hits from each other, then they are defeated. The outcome of the battle relies on their abilities to read and react to the opponent's actions. Naturally, a fight between these two equals, can last a very long time, until one of them have read their opponent wrong, and allowed 3-4 hits been struck on them. As for bashing you, I am sorry if I did. Being a stereotypical MMOer is nothing bad, some are, and some are not and can think outside the MMO box. But discussing new features is one of the hardest things to do with MMOers, since their gaming experience is solely dependant on their past MMO experience, and what they have grown accustom to and grown to like. Sadly, they think some aspects should always be as normality in these games, how healing functions in combat is one of these. In the first post in this thread, I asked you to keep in mind that MO is a different game, where the rules of AoC's, WoW's and other MMO games might no apply. Quote:
And I am sorry I couldn't explain it simpler. Last edited by Victor : 6th September 2008 at 11:48. |
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#96 (permalink) |
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one problem i see with the OP is with PvE. by making combat a lot more tactical, you need the AI the world supports to be able to do the same - while some creatures (such as dragons) could make sense with high health, what about NPC guards? what about the orcs hordes we heard about from the recent game convention? would the AI be able to handle the extra decision making?
- just a little bit of devil advocating to refine the idea. |
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#97 (permalink) | |
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http://en.wikipedia.org/wiki/Severan...de_of_Darkness Advanced AI System: Different defensive tactics for enemies depending on their intelligence level (stupid and aggressive ork, organized and efficient Dark Knights). There is a trial version out for that game, and you can also buy/stream it for a few bucks. Nonetheless, try that game, you vs 3-4 orcs. Note: Can't believe it's been 7 years since they released this gem of a game. |
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#98 (permalink) | ||
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But my post was more about you assuming that the "boss" will have 100,000 hit points or something similarly wowish. You are making an assumption the combat would operate in exactly the same way. Obviously if you change something as fundamental as healing it does not happen in isolation to everything else. So your post is somewhat disingenuous in order to discredit their idea.
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"Man will never be free until the last king is strangled with the entrails of the last priest." Denis Diderot - French philosopher and editor of L'Encyclopédie Last edited by Rhygar : 6th September 2008 at 11:37. |
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#99 (permalink) |
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Traceur,
Digged up an old youtube of Severence, since you didn't have time to try it out. http://www.youtube.com/watch?v=M--_gxoyo-4 Note here, the graphics are outdated (2001), but imagine something similar in FPV. Also instead of healing potions, healthbars as this game has, imagine the health being reduced, but after each encounter you could apply some basic bandages to your cuts and bruises. Also note, when the AI attacks and you dodge out, it could strike another AI, very nice. |
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#100 (permalink) |
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it solved it? good. something so basic to work in 2001 should be wrokable on an MMO pipeline today i think.
i think you could argue for no instant-healing by defining the potential level of fun by player involvement: we've determined that the 3 major factors of fight longevity: - health: the amount of health - not interactive at all. - healing: the affectiveness of healing spells per mana point & avalible mana. - defense: the relativity between defensive actions and offensive actions. now let's rate them by "fun", the level of player involvement: 3) health: no required action by the player. 2) healing: single-action, health/mana resource management. 1) defense: multiply action choices each involving a player skill, stamina/mana resource management, armor requiring trading and money accumilating skills, we can't remove health completely, or one-hit deaths would make ambush and stealth attacks into the only viable tactics, melee combat won't have any chance against range, and their won't be much prolonged combat at all. but what do instant-heals offer in the way of interactivity that defensive actions don't? nothing. they require less actions and choices from the player (single action), and assuming there's some sort of stamina and mana personal resources in the game, then then defensive actions already include resource management in them. there's no one chord of our brain stimulated by instant-healing which won't be stimulated otherwise. what about group support? situational awareness, porpuseful locations and blocking each other means the game supports platoons, legions, guarila warfare, etc... their already is group support in the game. you could even have some sort of instant-stamina-healing (bards playing music etc) without a health bar at all. and the healers role? if anything it could only benefit. without having to be instant in the middle of combat, the game can support mini-games such as analyzing the injury, managing the victims blood with bandages and timing and what should go first, taking out possible infections with ointments, rituals of recovering or re-attaching lost limbs (if such is in the game), herbal treatments for faster recovery, etc... all in all making healing more involving and interesting. this doesn't mean you can't do this in combat, but you'd be vulnerable while doing so and it will take time, so take cover. medics? medics would be the ones who pull the wounded out of the battlefield. as far as support roles go, i think this would be a very fun game in itself. i would very much enjoy it myself if they make it like this. you'd need to manage tactical cover and ask your fellow players to cover for you a path to the medicine tent or patient wagon. in fact, this enables anyone to be a medic by holding on to their wounded friends and helping them out. some mounts might be trained to carry disabled characters and find the medicine tent on their own. with all of those topics above.. what exactly do we loose from not having instant-healing? one thing only: the feeling that you "almost got him" just before a player heals himself. guess what:if the game supports healing, that feeling is an illusion which only newbies will have for their first 40 minutes in the game before they discover the healing skills people use in combat. and that alone, simply isn't worth it. |