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#42 (permalink) |
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Junior Member
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a magic system similar to UO... get outta here!!!
thats great news by itself... everything else is just icing on the cake! thanks for the update.. lemme know if you need a die-hard tester
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Get blown n play a lil uo... |
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#46 (permalink) | |
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Member
Join Date: Apr 2008
Location: Reno, Nevada USA Guild: Aegis Imperium
Age: 26
Rep Power: 3
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Quote:
"The two phases are also used when simply clicking the LMB, although they are handled as one seamless move: The attack will be charged and then immediately released when the charge is completed (minimum 1/2 sec)." I'm assuming you are talking about the 1/2 time between clicking and letting go to swing. If you're talking about the speed of the blade traveling through the air, that will be dependent on the skill of the character.
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#47 (permalink) | |
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Member
Join Date: Sep 2008
Location: FL, USA
Age: 30
Rep Power: 8
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Quote:
and you say a lot of the features? but you only give one example. What else could be macroed? They all look pretty good to me.
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There are 10 kinds of people in this world. Those that understand binary and those that don't. |
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#51 (permalink) | |
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Developer
Join Date: Apr 2008
Rep Power: 27
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Quote:
When it comes to "swing speed", please read it again, and let me explain in another way: If you simply click the LMB, you will automatically have the quickest "swing speed" possible, as it will charge first and then release immediately when the charge is ready. If you want to do it manually and wait for a specific time to strike, you hold the LMB instead. A macro wouldn't "help" you in either case.
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"Is it the sparkling, canned dialog supplied by the NPC when you click on the little talk icon that makes it so interesting?" -Archaaz |
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#53 (permalink) | |
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Developer
Join Date: Apr 2008
Rep Power: 27
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Quote:
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"Is it the sparkling, canned dialog supplied by the NPC when you click on the little talk icon that makes it so interesting?" -Archaaz |
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#54 (permalink) |
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Member
Join Date: Oct 2008
Location: Sacramento, Ca
Rep Power: 5
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Thanks for this update, it all looks so good. The combat sounds incredible, and I am sure we will gain more understanding of it as time goes on.
I really like the idea of incapping an oponent...Rather than killing him. brings another level to PK'ing... Have a great Xmas guys! |
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#55 (permalink) |
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Newbie
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Thanks for the Christmas gift!
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"It's just a ride and we can change it any time we want. It's only a choice. No effort, no work, no job, no savings and money, a choice, right now, between fear and love. The eyes of fear want you to put bigger locks on your door, buy guns, close yourself off. The eyes of love instead see all of us as one." Bill Hicks |
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#57 (permalink) |
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Newbie
Join Date: Dec 2008
Rep Power: 0
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I have been a long time reader here on the forums for awhile and have been truly excited about MO. Now reading the combat system it sounds great! a question that I seem to be wondering is will the combat system promote directional attacks such as (uppercut,downward,left,right would be the basics I would assume would be in, but what about diagonal swings of the such as upper-diagonal swing or a downward-diagonal swing) and will these require you to hit W+D in order to get a right diagonal.
I apologize my description may be confusing, maybe someone could help and elborate what Im trying to describe would be much appreciated ^_^ |
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#59 (permalink) |
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Junior Member
Join Date: Dec 2008
Rep Power: 2
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Will the weapons weight eventually be considered as having a longer charge timer? What I mean is - Throwing a heavy metal sword over your shoulder takes long then a much lighter dagger. The charger could also be effected by strength.
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#60 (permalink) |
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Member
Join Date: Oct 2008
Location: California
Rep Power: 7
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This made my christmas. All kinds of awesome. 10 hitboxes! Food and rest affect Stamina! Time necessary to change armor! Blood splattering spectacular finish or semi-concious bargaining! Can players be looted while in this state or do you need to finish them for that? And the screens! Those clouds, the level of detail and texture!
Merry F*****n Xmas Guys, great job! |
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#62 (permalink) | |
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Member
Join Date: Nov 2008
Location: Where you least expect it
Age: 18
Rep Power: 2
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Quote:
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#65 (permalink) |
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Developer
Join Date: Apr 2008
Rep Power: 27
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The charge timer will be slightly affected by weapon weight, but it's already a bit slow. The main "penalty" will instead be the "recovery" time (heavy follow-through and recovery).
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"Is it the sparkling, canned dialog supplied by the NPC when you click on the little talk icon that makes it so interesting?" -Archaaz |
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#66 (permalink) | |
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Developer
Join Date: Apr 2008
Rep Power: 27
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Quote:
__________________
"Is it the sparkling, canned dialog supplied by the NPC when you click on the little talk icon that makes it so interesting?" -Archaaz |
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#67 (permalink) |
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Member
Join Date: Sep 2008
Location: California
Rep Power: 8
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Thank you guys very much for this update! It is totally awesome and I really love the system as described above.
Have a merry Christmas and enjoy your time off, because you guys have definitely earned it! |
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#71 (permalink) |
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Member
Join Date: Sep 2008
Location: Sydney, Australia
Age: 22
Rep Power: 7
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Awesome! Screw all the other gifts for Christmas this year, these news are the best.
Thank you for the update Mats, excellent to hear that mounted combat may be in first person view. No to third person? That's a thumbs up in my book.
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Aegis Imperium
Socializer: 80% | Explorer: 73% | Achiever: 40% | Killer: 7% Official FAQ | Information Summary | Roleplay and You MO Counter Conspiracies | Consolidated Game Discussion |
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#76 (permalink) |
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Junior Member
Join Date: Oct 2008
Location: Manchester, Tennessee
Age: 33
Rep Power: 2
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[quote=Necromantic;72513]So you can beat the "shit" out of annoying people without killing them and so not getting a murder count? That's pretty nice.
quote] I too like the mercy system.... you could ravage some turd that is annoying you and just leave him to recover and not kill him. But that leaves the question of "if you leave someome to recover, and someone else comes and deals the finishing blow, does the second person get the murder count or you? or both?" I do like the fact that you have a way to fight people and win but not get a murder count!
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My wife is going to HATE me when this game comes out. In Block A (ID 51809) (Explorer 67% / Socializer 67% / Killer 40% / Achiever 27%) |
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#77 (permalink) |
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Developer
Join Date: Apr 2008
Rep Power: 27
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You get to place a murder count on everybody on your "internal" assault list when you die. But people don't stay on that list forever, so it all depends on how much time elapses between the first and second assault.
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"Is it the sparkling, canned dialog supplied by the NPC when you click on the little talk icon that makes it so interesting?" -Archaaz |
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#80 (permalink) |
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Junior Member
Join Date: Nov 2008
Rep Power: 2
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Wow this all sounds absolutely fantastic! I can't wait to see and hear more about it all.
I'm crossing my fingers that unarmed combat will be fully fleshed out as opposed to a a last resort, but for now I'm stoked it was even mentioned, and will keep my fingers crossed. If I may give my suggestion as far as the magic system goes - why not a mixture of the two described? You could make a lock-on system just like firing a missile in a flight sim, you have to keep the reticule on the target long enough to make a lock, then the spell takes care of the rest, or you could just "dumb" fire and try to lead the target like a traditional missile without a lock. |
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| Alpha Combat System in short - Page 3 - Mortal Online Forums | This thread | Refback | 11th March 2010 01:38 | |
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