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#81 (permalink) |
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Member
Join Date: Apr 2008
Location: Downunder
Rep Power: 4
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First and foremost I love the Mercy system! I seriously do!
But one question remains in my head about combat system: aren't there any combos? Do we have only one attack only?
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#84 (permalink) |
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Member
Join Date: Apr 2008
Location: Isla Piska, Isle Of Necromancy and Demonic rituals.
Rep Power: 2
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Amazing. I was hopeing for exactly this. Maybe more battle spells or repaint them and call them some thing els XD but still Iv had hopes for this kind of pvp for awhile. This will make pvp harder but more fun. The mercy/death thing Love it hopes for that and the hit boxes. The mercy thing would go perfectly with the rope/captive idea some of us have been having.
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Kelthazan:Necrotic Battle-Mage. -I have become Death, Destroyer of worlds. -Show no mercy. Destroy your enemies completly, leave nothing to chance, otherwise they will strike back again and again. -Trolls: Some times, to get through the day with a smile, you got to be an asshole. |
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#86 (permalink) |
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Veteran Member
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sounds very interesting, and while obviously a amazing leap from where most MMOs are currently at, a few little points:
recovery: this is perhaps the biggest concern. with recovery times it sounds like you can't move on from one motion to the next or combine a series of motions one after the other. fighting this way doesn't sound fluid at all... it sounds more like a chess game where instead of taking turns you just need to put your hand in your pocket each time before taking it out and movingthe next piece. stances: why not make this context sensitive based on your moving & direction of attack? having "modes" seems very counter intuitive. duel wielding: again, your decision sound very non-intuitive. perhaps due to the recovery time you needed to compensate for it & allow two quick strikes with both weapons, but why not use the natural LMB= left hand RMB = right hand & pressing both quickly for a quick strike with both weapons? magical block field: if you can detect a "perfect block" in which the blocking item (shield or weapon) actually blocks the attack, why have any other blocking affect? if player A manages to physically bypass player's B block, it should be full damage IMO (unless you meant deflecting or touching on the side of the blocking shield/weapon itself). no manual parrying: was i reading it right or was the only mantion of using a weapon to block was when its governed by the auto-block? (L/R)MB keys: as a lefty i very much hope that LMB & RMB are exchangeable, hopefully with a similar shift in the character - what hand is holding what.
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- because neologism needs a new word take my love, take my land, take me where i can not stand i don't care, i'm still free, you can't take the sky from me |
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#90 (permalink) |
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Member
Join Date: Apr 2008
Location: Spokane, Washington, USA
Rep Power: 3
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Summary of my thoughts:
Fighting sounds like Mount and Blade with hitboxes and without directional attacks. Magic sounds like a clickfest and/or Magical FPS. Mercy system is great if you can take small items off the character while they are down, such as items < .5 stones/pounds/kilos/whatever measure of weight. Like keys or a gem, no armor or bastard swords, though, you have to kill them to take the really good stuff. |
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#91 (permalink) |
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Newbie
Join Date: Dec 2008
Rep Power: 0
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Well the combat system sounds nice. Mercy is great, it will be fun gloating as close to dead people beg for life offering tons of money to spare their lives. ( i imagine this close to EVE pirates that black mail you for ISK to leave your pod alive).
But there are some things i dislike as well. First the targeting system. I just hope that targeted enemy doesnt have any marks or indicators of position above hes avatar. If its just a UI HP indicator that would be ok i guess, but any clue which would help you track your target is bad. Other thing that has me worried is 10 hitboxes. Dont get me wrong, its awesome in theory, but i just cant see that happening in reality. Guild warfare + UT3 engine graphics + 10 hitboxes makes for a lag and fps nightmare. I hope i am wrong, but lets say its one of my biggest worries. |
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#92 (permalink) |
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Newbie
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I like ...
But.. the first thing after reading the mercy and combat "stance" thing that came to mind was Gothinc again heh, loved that part , you knock him down take what you can and run away before he gets back up ,with no sometimes anoying kill coun't. But more I think abaut it the more it bothers me ,the combat stances... why not implement auto activation linkt to youre "rdy" wepon ,like if youre wielding a 2h then simply if you pull oute youre wepon or are targeted by an enemy you jump to combat "stance" instantly. Also ...what if you want to kill a guy and are abaut to win , he just exits the combat stants and gets to move to normal speed and runs away ,if you do the same you cant hit him to kill him anymore... I'm not a magic wielding sort, more like a big 2h wielding brute so I'm not gona coment that :P
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#93 (permalink) |
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Newbie
Join Date: Nov 2008
Location: Poland
Rep Power: 2
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Hitboxes! Finally an MMORPG game that will require skill to fight. Hope that you will add effects that you mentioned for atacking different places. I only miss increased crippling chance on atacking legs/foot (the one that will reduce your movement speed).
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#96 (permalink) |
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Newbie
Join Date: Apr 2008
Location: US
Age: 31
Rep Power: 0
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Very impressive combat features, thanks for the update Mats.
Among all the listed ones, 10 hitboxes and additional effects for each specific body part sounds just like what I've been looking for in other games. I assume (and please correct me if I'm wrong) that head/neck, upper-torso/chest, arms, hands, legs, and feet all have their specific hitboxes (which adds up to 6 specific areas). I wonder if what other specific areas are you thinking to specify as a seperate hitbox. Perhaps the back of the upper-torso, back of the legs/feet, back of the arms/hands, and back of the head? As far as I know, however, a hitbox can detect which way an attack came from, therefore, it may be unnecessary to assign a hitbox to the last four. In addition to the given examples (like disarming for the hits to the arms/hands, knock-back when hit by the legs/feet), I'd also suggest: - When hit by the legs/feet: Slower movement (e.g slower running and strafing, inability to jump, etc.) - When hit by the arms/hands: A temporary loss of aiming ori inaccuracy for the swings and shoots - When hit by the head/neck area: A temporary loss of intelligence/mana to simulate a daze effect (which would be an obvious strategy to aim for the head when fighting a mage, for instance) - When hit by the back of the upper torso: A temporary loss in maximum stamina and/or health points I am very happy to see some developers taking initiative to focus on the multi-hitbox bodies. However, I must admit that I'm a little concerned about the performance issues given that you're using a relatively demanding 3-D engine, planning to have 10 hitbox per body, and promising none-instanced battlegrounds of 100s of players (which I'm fully supportive - given that I'm an ex-UO vet). I'm just assuming that you've made some trials and hopefully seen that your servers are capable of handling massive numbers of online clients with these features turned on, could you elaborate a little more on this issue please? My last concern is about the first-person vs third person issue. I'm a passionate fan of M&B and what I really like most about its combat is, how a player can watch his character swing and move, change his stance, take a hit or avoid/dodge. First person, unfortunately takes some of these environmental effects that adds to the immersion. I hope many of you understand that this is a subjective issue, and that some of us really enjoy the "locked" third person more than first person view for playing style pruposes. I'm sure there are some valid reasons that led you to decide on a strict first person view, I only hope that it's not the final decision. Could you please give us some insight as to your reasoning on your decision to limit the player view to first person? Again, thanks for the update, and I'm looking forward to your response.
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"Religion is, indeed, the self-consciousness and self-esteem of man who has either not yet won through to himself, or has already lost himself again." ... "It is the opium of the people." - Karl Marx |
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#97 (permalink) | |
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Member
Join Date: Apr 2008
Location: Olivehurst, California
Age: 22
Rep Power: 2
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Quote:
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#98 (permalink) | |
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Newbie
Join Date: Apr 2008
Location: US
Age: 31
Rep Power: 0
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Quote:
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"Religion is, indeed, the self-consciousness and self-esteem of man who has either not yet won through to himself, or has already lost himself again." ... "It is the opium of the people." - Karl Marx |
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#100 (permalink) | |
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Developer
Join Date: Apr 2008
Rep Power: 27
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Quote:
Added to the other areas in your example, this would give you.. 10 hitboxes
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#101 (permalink) |
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Member
Join Date: Apr 2008
Location: Downunder
Rep Power: 4
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Can you tell us please whether there is a combo system at all? If so how would that work?
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http://www.youtube.com/watch?v=_bCEUmYHBrw |
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#102 (permalink) | |
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Newbie
Join Date: Apr 2008
Location: US
Age: 31
Rep Power: 0
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Quote:
I was thinking in the context of the armor worn on the body as well as the damage dealt to these specific areas, hence my thoughts that left/right wouldn't matter, and would be considered as one. Oh well, this will make things even more interesting! Perhaps a player may have to switch a weapon to his other hand if he gets too many hits on his default hand. Honestly, I don't expect to see that much detail, but it's good to know that it practically is possible with the current game dynamics. Back to catching up with the older posts that I've missed.
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"Religion is, indeed, the self-consciousness and self-esteem of man who has either not yet won through to himself, or has already lost himself again." ... "It is the opium of the people." - Karl Marx |
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#103 (permalink) |
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Junior Member
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will you be able to use different hitting directions for the 2 rapid attacks performed by clicking rmb while dual wielding? this would make the second attack harder to block and it's the sort advantage dual wielding should have, for sacrifising the defensive capabilities of a shield. The next piece of information released should definitely be the full list of "battle magic", every1 is dying to see whether healing is on the list or not. a number of players oppose combat healing because usually it's just about staring the health bars or your teammates and pressing hotkeys accordingly. perhaps you should make it so you can't auto-target your heals, but you have to actually aim them, and if you don't you'll end up healing the enemy instead.
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#104 (permalink) | |
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Member
Join Date: Jun 2008
Location: Finland
Rep Power: 6
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Quote:
Each hand would then have two functions for quick click and hold click. This way 2-weapon fighting could be configured to block on hold and strike on click, meaning you could strike with both weapons simultaneously or in different sync, or even use both weapons to block a very devastating attack. Anyway, I hope different configs could be tested out during beta, just so we can have the best possible controls.
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"There's more to the picture, than meets the eye"
Topics of Interest: MO info summary, Great Cat God Felissos, Aegis Imperium, Immersive Damage & Health, Damage and Audio, Artifical Restrictions, Roleplay and You |
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#106 (permalink) |
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Member
Join Date: Apr 2008
Age: 30
Rep Power: 0
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Sounds pretty good, not sure I like the targeting system though. I want to see it in action to give my final opinion, but sounds good so far. I hope arc is in on archery, makes it so much better.
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#108 (permalink) |
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Member
Join Date: Sep 2008
Location: Sweden, Sundsvall
Age: 21
Rep Power: 0
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Most of this sounds great. The magic not having to be aimed had me confused, but if the spell is made for that use then it should be pretty balanced.
What worries me though is the number of hitboxes. I thought hitboxes strained the server a lot and should be kept to a minimum? I guess you know what you're doing though |
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#109 (permalink) |
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Junior Member
Join Date: Oct 2008
Rep Power: 0
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These systems sound very nice. I can't wait to see some in game video of pvp fights.
Mounted pvp also sounds great. Many MMO's speak of mounted pvp, but few ever deliver it in the finished product and if they do deliver it, the combat is always more than disappointing.
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#110 (permalink) | |
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Junior Member
Join Date: Apr 2008
Location: Romania
Age: 20
Rep Power: 2
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Quote:
Merry X-Mas !
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Gameplay video of MO (HD version) http://www.youtube.com/watch?v=CY1D79oUUp8 NEW Mortal Online Open beta Trailer: http://www.youtube.com/watch?v=x7w454itiP8 |
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#112 (permalink) |
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Junior Member
Join Date: Dec 2008
Rep Power: 2
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I dont like having to tap a direction in order to swing in that direction. Instead I like M&B style of attacking in which case you hold the LMB and move your cursor slightly to the left if you want to swing from left to right, or move it slightly to the right if you want to swing from right to left.
Same goes for up and down, except aiming down makes you thrust. I just find it extremely hard to maintain myself when I have to run in a direction while looking in the tapping in the opposite direction to prepare my attack. It is very similiar to PVK II. And honestly I could barley stand playing PVKII with it's attack system, thank god AoCh came out recently. |
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#114 (permalink) |
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Senior Member
Join Date: Jun 2008
Location: Sweden
Rep Power: 9
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Wow!
All this sounds really interesting. Nice to se that different weapons work a little different ... like different weapons in Counterstrike ... then there is alot to learn. Just having different delays, attackspeed etc makes a difference. Nice to see SV goes pure FPV! Merry Christmas! |
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#115 (permalink) |
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Newbie
Join Date: Dec 2008
Rep Power: 0
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Sorry, new to the following but had a quick question, is all combat done in a fps view? or is that just an option? I would kind of not like if that is the only fighting view allowed...
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#118 (permalink) |
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Junior Member
Join Date: Oct 2008
Location: West Midlands, UK.
Age: 32
Rep Power: 2
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AWESUM! ...2x awesum as its my birthday today
Overall sounds really great. I'm suprised not to see that swinging a weapon costs stamina -relative to its size perhaps. After each weapon swing there is a 'recovery time'(in my mind an over-swing if missing or recoil if hitting target) which is a good idea but I agree with Traceur, that I hope combat still 'flows' organically and is not robotic. 10 hit-boxes, AMAZING! Fatalities, Mercy and Death - made my day. Good luck and fingers crossed for some realistic archery! And I'm hopeful for realistic majik and not the usual flash-whizz particle effects.. |
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#120 (permalink) | |
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Junior Member
Join Date: Nov 2008
Location: Jacksonville, Florida - U.S.
Age: 23
Rep Power: 3
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Sounds good so far. I like the idea about the whole taking someone to 0 HP but not killing them to decide if you want to spare them or make it look really awesome when you kill them.
Though, in a way, it sounds much like AoC's fatality system. Hope it's not.
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| Posted By | For | Type | Date | |
| Alpha Combat System in short - Page 3 - Mortal Online Forums | This thread | Refback | 11th March 2010 01:38 | |
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