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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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#121 (permalink) | |
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Member
Join Date: Jul 2008
Location: SC, United States Clan: Aegis Imperium Playstyle: PK/PvP
Age: 22
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Here's the tl;dr version: healing in current games is teh sux0rz, b/c it's stupid for people to get full heals right when you're about to kill them. not having healing, on the other hand, would suck because then people would die in like 4 hits and it would be lamez0rz. soo... the way you can eliminate the need for healing in combat without making it stupid (hence, the title of the thread) is to add in ways to prevent your health from going down to substitute for the fact that you can't make your health go up. ideas include (but are not limited to) advanced dodging and blocking, magical protective barrier type spells, illusionary spells to prevent enemies from attacking you.. etc, etc, etc.... mix in some flaming, spelling errors, and a hint of poor grammer and you've got yourself one long ass incoherent thread that perpetually gets worse by the posters who decide not to read it for very legitimate reasons....
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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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#122 (permalink) | |
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Member
Join Date: Jul 2008
Location: SC, United States Clan: Aegis Imperium Playstyle: PK/PvP
Age: 22
Posts: 1,549
Rep Power: 5
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1) no 3 hit kills because there would be ways to mitigate damage or avoid damage completely. blocking, dodging, whatever see my above post. 2) no healthbars, but there would be other visual signals that you were near death. blurring/tunnel vision, slowed movement speed or staggered movement, and i know victor mentioned blood spatter on the screen about 13825 times, maybe more.
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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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#123 (permalink) |
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Senior Member
Join Date: Apr 2008
Posts: 2,452
Rep Power: 6
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look guys, when a discussion reaches that finale turning point of discussing the discussion itself, of "you didn't really read what i said" and so on, it's dead.
it doesn't mean the topic isn't valid, i still agree with the main idea btw, but fellow sandboxers, immersionists, WoW-paradigm breakers and unconventional conventionalists... it's this point where you turn and run away so you can fight another day.the topic will come up again, and you'll be surprised how much of a different turn out it will have. but for tonight, take a big breath, and relax. there's no amount of reasoning or peaceful discussion that can turn this thread around. go home to your kids which you got only on the weekend, go enjoy your time with your not-yet-x-wife or go out pubbing to find your future divorce. but leave this topic alone. |
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#124 (permalink) |
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Newbie
Join Date: Sep 2008
Age: 20
Posts: 3
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i've read most of this thread and agree that taking insta-healz out would be a good route to go. and i think that health bars should be removed as well but maybe they should be replaced with a health indicator much like what you see in swat 4. you wouldnt know how much more damage you could take before you died or lost conscience but it could show you where you were hurt, like your leg has been seriously injured or maybe your arm. there should be other signs too i agree, like tunnel vision or your walk has slowed or if your arm is damaged then your aim would decrease. but you should still have a bodily damage indictor. in real life you are going to know if you have been stabbed in the leg or if your ribs have been broken. other people could always look at you and let you know what parts of your body appear injured, but you should be able to at least know yourself that you are damaged somewhere as well. you could have different color indicators as well, yellow for minor and red for serious and however many inbetweens you would want. it would also give you a chance to tell someone who is gifted with healing, whatever form that may take, that you need medical treatment for the damaged part of your body. they would then have to look at it and decide what to do with it
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#125 (permalink) | |
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Member
Join Date: Jul 2008
Location: SC, United States Clan: Aegis Imperium Playstyle: PK/PvP
Age: 22
Posts: 1,549
Rep Power: 5
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Quote:
when i say healthbar, i don't necessarily want it to be a bar. it could be a figure of your body that indicates which area is damaged using color, just like you said. i'd prefer this over a healthbar, especially since we know there are hit boxes and i'd like hit boxes to be more than to just determine how much damage an attack does.
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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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#126 (permalink) |
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Newbie
Join Date: Sep 2008
Age: 20
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yeah, i agree with you lachrymose. maybe if you had a system setup much like a blend of elder scrolls 4 oblivion attacking, which from what i have read on this sight sounds liek what they are planning on having, with the bodily damage indicator from swat 4. aiming for the head is going to be the quicker way to kill something, unless it is well protected or have a very thick skull, but aiming for the other parts will have other side effects that could prove strategical, like cutting their legs to slow them or cutting their arms to make their accuracy decrease, kinda like what i said before. you will never see numbers or anything like that to indicate how much damage you are doing. you can just see blood stains and such and notice them slowing and such. kinda like what some of the earlier suggestions stated. the bodily indicator can show you where they are hitting you at and you can adjust your defense to take this into account or maybe sacrifice that part of your body in order to keep other things protected. the bodily damge indicator i think should really be incorporated into the game to make it more immersive. sorry if this reply seems a little less than what the thread is about. he he
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#127 (permalink) | |
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Member
Join Date: May 2008
Location: Cape Town
Age: 28
Posts: 428
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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 |
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#128 (permalink) | |||||
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Member
Join Date: Apr 2008
Location: Lund, Sweden
Posts: 223
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Thank you for your reply though. Quote:
Simply because, you would never know if the next successful attack would bring you/your opponent down on your/his knees, defeated, and you would do you best to avoid getting hit in the first place, either by blocking, dodging, using the right defence spells or parrying your opponents incoming blows. Quote:
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I said: "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." Quote:
Last edited by Victor : 8th September 2008 at 01:50. |
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#129 (permalink) |
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Member
Join Date: May 2008
Posts: 161
Rep Power: 1
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@Victor since you're so pent up in believing removing healing from combat will indeed do what you think it would do but would not open your mind to see how it could be bad, then let us all look into multitude of possibilities of how removing healing from combat would break the game.
Because of your failure to try to answer my questions on how the bad things in your system could be fixed. Also at the statement about "some time" it is highly important that you answer that statement instead of going off on some tangent of removing healing from combat and refusing to answer that question. ----- Situation 1: 1. For sake of simplicity, 2 Groups are doing battle with each other. 2. Both have a position of defense and offense. 3. Offensive Position is a good distant away from the Defensive Position that would require say... a good 10 second run. On the Defensive Position, archers and mages are stationed for long ranged assault along with medics that can only heal out of combat. If you argue that there is a maximum range distance to weapons, then let me ask you have you seen in real life a arrow magically disappear in midflight or suddenly going into free fall while in an arc? If the duration to heal a person out of combat to full health requires 10 seconds to do so. Then here is the situation of how combat will turn into for Mortal Online. Yes, Range will stay range and not try to get close, melee will refuse to move up, because that's the general mentality of combat when zergs are fighting zergs. When an enemy approaches the group, the range will start firing off on the advancing force, while the melee will get ready to zerg and kill the advancing force. If both forces are equal in number and skill, typically the advancing force has a disadvantage since the defending force starts their attack earlier then the advancing force. However, lets put out of combat healing into play. People will be more afraid of dying in such a large force strife, and WILL retreat the moment they are below half health. Why? Because there is a harsh penalty for dying in Mortal Online, do I need to say more as to why anyone would run away from combat when they know they will die if they know that it's now or never. Thus the advancing force will wane, while the retreating forces are going back to their defensive position that presumably moved up a little to reinforce their advancing force, and seek aid from the out of combat healers. The defending force simply has to take a few steps back since they are already standing in their defensive position, to get aid from their out of combat healers. Also keep in mind, we are not all trying to RP while playing this game, because when this game goes live, players of all age group will step forward, and a lot of power gamers will come to join the game just to increase their ego. Though we hate them, they are the ones that will abuse bugs and the system to maximize their efficiency both in combat and out of combat so that they will get an edge over all other players. They are the ones who will lay out the game's combat strategies even when the developers thought differently when they created the game. The more veteran players, and possible ex-military leaders (I mean in real life), will realize that you need to use rotation methods in combat to utilize your system completely. Simply put, Advancing forces will now have 3 teams, Team 1 goes in as the vanguard, Once the forces starts waning, Team 2 goes in, and onces those wanes, Team 1 should be getting healed back at defensive position, and Team 3 goes in. Once Team 3 wanes, Team 1 will re-enter the fray, and if they manage to beat the defender (which is highly unlikely if numbers and skills were equal). What I just said, is also a "on paper" beauty. Why? How organize can players in a game? How many players will need to be on a single server for this strategy to work? Hell how many players will need to be participating in that battle to make it work? If you can answer those questions, correctly and not dreamily then you'll know that strategy will not work in game. ----- Situation 2: Now for the type of combat you had envisioned for this game with your examples given Victor. 1. Your forces and enemy forces have 2 position you want to capture. The positions will be dubbed, Position I and Position II for this case. 2. You divided your Forces into Group A and Group B, while they divided their forces to Group 1 and Group 2. 3. Both teams have equal on both sides have equal numbers and skill. Important Note: Yes, players have differen skill levels. However if you want to bring that equation to these situations, it could easily be reversed with, their teams are all pros and your team is all noobs, and then the situation fails to begin with, since you are guaranteed to lose. Many different outcomes may occur from this equation. However I'll use a specific one that particularly shows how "just out of combat healing, and no in combat healing" would be bad. Then explain how different outcomes of the same situation may result. Group A and Group 1 attacks Position I, while Group B and Group 2 Attacks Position II. Between Position I and Position II there is a good 55 seconds run. The battle goes on and Group A defeats Group 1 in combat, while Group B and Group 2 are still in combat. Once Group A fully heals out of combat, (say 2 minutes), they quickly come to the aid of Group B, however during that 55 second, Group 2 and Group B have severely damaged both sides and both sides are about to collapse. Just then Group A charges in with soldiers who are fully healed, and "some died, but ressurrected" and reinforces Group B and slaughters Group 2. Group 2 is now mad that there is only such a thing as out of combat healing, and wishes to completely do away with healing, since it causes these types of battle to occur. They argue that healing in general is non-realistic and they should completely do away with it. They believe that it should follow realistic rules of healing, where everyone needs to recuperate after combat, for a long duration, (since time may be sped up in game as oppose to real life) 35 minutes. Which means down time after combat will effectively be increased to half an hour depending on how catastrophic the battle was. Minimum down time is 3 minutes on average for after combat. If Group A and Group 1 fought to a stand still while Group B and Group 2 did so too, then the situation could be avoided, but there are no wars where there are no winners even if the victory could be bitter. If Group A arrives while Group 2 were healing their wounded, Group A wins. If Group A arrives to fight against a fully healed Group 2, then it's just another battle with a tedious down time after the battle. If there is a respawn zone close enough to combat, then the game will just turn into a zerg fest, and both in combat and out of combat healing would be irrelevant, with the exception of losing all your gears after combat. Players will constantly run to the battlefield and loot the first person that seem to have the gears they need and run back into the fray. Most MMORPG, especially in WoW, Warhammer, Age of Conan, Ragnarok Online, Lineage, Lineage 2, Everquest, Everquest 2, etc. do have a amazing display of healers running around trying to revive and heal everyone back to health after combat. If you want to expand the duration of down time after combat, then by all means go ahead. I'm sure more players want to constantly be in action then waiting to be healed, or applying a bandage that magically heals your wounds. ----- If out of combat healing is too short, people will complain, and if it is too long people will also complain. So what is a good "some time"? Answer this question and don't avoid it. However if healing is possible to be done out of combat but not in combat, do you not see the inconsistency of this in terms of gameplay, lore, history, or realism? More situations to come. As for in combat healing posibilities, we all know them since we see them in almost every mmorpg in existent.
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Achiever 26.67%, Explorer 60.00%, Killer 66.67%, Socializer 46.67% Last edited by Vanndal : 7th September 2008 at 23:22. |
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#130 (permalink) | ||||||||||||
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Join Date: Apr 2008
Location: Lund, Sweden
Posts: 223
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Group 1 attacks Group 2. Group 1 advance having their melee units block incoming frontal projectiles with their shields, mages would cast defensive magic on themselves, slowly advance, rangers would dodge incoming projectiles, or maybe even they would use shields to block incoming frontal projectiles. They would advance and attack with ranged when chances are given, warriors throwing throwing spears, rangers firing their bows, mages casting their ranged spells in cover of the players’ with shields. Successful blocks, means = zero damage. Naturally, it would be easy to advance against frontal projectiles, hence why the shield was commonly used in ancient warfare. Once in-range, charge, close-combat and mayhem... Current MMO game-play: Warriors run forward acting like dartboards unable to block incoming frontal projectiles, healers in back cast heals, heals, and heals. Quote:
Current MMO game-play: Group A defeats group 1 in combat, instantly healed and fresh, runs straight over and pawns group 2. Quote:
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Sounds like fun down time to me, walking around the battle-field, while it looks like a battle-field. Quote:
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These games you mentioned above, you can die and be resurrected with your gear. Just because you have grown accustom to that pointless PvP in these games, doesn’t make it right or more fun. Naturally someone, that has been defeated, has been defeated, why should he be able to fight the same opponents right away with little or no down time at all? As I said, earlier, it’s hard to convince someone that thinks game-play such as you advocate for, is and should be the normality in these games. What you basically state, they did it like this in these other MMO games, and this is how it should be in this game. Quote:
And yet again, with Strength, I mean, a player would recover his HP and stats, his debuffs would wear off, and he would become his pristine self again. Quote:
Standing up = still fighting On the ground = That’s severe! He needs help! Quote:
I am positively sure; that the suggested game-play will in the end convince you. EDIT: Please keep the scenarios short, so they are easy to reply too. Skip the fluff, be precise. Last edited by Victor : 8th September 2008 at 02:09. Reason: Spelling |
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#131 (permalink) |
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Member
Join Date: Jul 2008
Location: SC, United States Clan: Aegis Imperium Playstyle: PK/PvP
Age: 22
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Rep Power: 5
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sweet baby jesus..... can we plz just let this thread die peacefully? i don't even know how you two have any spit left after all of that drivel..
ps: there's absolutely NO way i'm reading any of that monstrosity that you call a post
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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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#132 (permalink) | |
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Member
Join Date: Apr 2008
Location: Lund, Sweden
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Yeah, I feel like a broken record, repeating the suggested game-play over and over again, in hopes they can share the same vision I have concerning it. |
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#133 (permalink) |
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Member
Join Date: May 2008
Posts: 161
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@Lachrymose
On the contrary, I'm not arguing over this for the fact that a debate is best when a debate is in motion @Victor I'm not advocating anything, in vice versa you are not advocating your own idea very well, I'm simply asking questions about your system and providing situations where your idea can be bad, and by far am I not providing extreme circumstances at any case, since developers will have to deal with these issues sooner or later. Therefore instead of just throwing out an idea with limited insight, how about we delve deeper into it, and hammer out all the cracks as best as we can so that when and if the devs decide to use this system they would have as much of it down as possible. I believe that is what we are here for aren't we? To get our ideas presented to the developers as best as we can so that they would understand our idea and how well thought out the ideas are, and at the same time possibly implemented into the game unless multiple ideas are conflicting against each other immensely.
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Achiever 26.67%, Explorer 60.00%, Killer 66.67%, Socializer 46.67% Last edited by Vanndal : 8th September 2008 at 02:36. |
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#134 (permalink) | ||
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Member
Join Date: Apr 2008
Location: Lund, Sweden
Posts: 223
Rep Power: 1
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My point was, why should such a scenario be avoided in the first place? Quote:
However, it depends entirely how they make it work in the game. If they do as some suggested, that you have to examine a severe wound, apply the right remedy, there could be required some time to just examine the wound, then some time to apply the remedy. Once the remedy is applied, it would require some time before the wound is healed, a regeneration mechanic on the wounded player so to speak. Last edited by Victor : 8th September 2008 at 02:48. Reason: Spelling, Sorry, tired here, soon 4 am.. |
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#135 (permalink) | |
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Member
Join Date: Apr 2008
Location: Lund, Sweden
Posts: 223
Rep Power: 1
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Join Date: May 2008
Posts: 161
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