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Old 20th December 2008, 03:16   #81 (permalink)
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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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Old 20th December 2008, 03:41   #82 (permalink)
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Game sounds awesome. One thing though; why not have DW where each weapon is linked to the corresponding mouse button. It would be more difficult, but DW is more difficult. Other than that combat sounds AWESOME.
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Old 20th December 2008, 05:29   #83 (permalink)
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with the delay does the perfect parry feel natural? do you have to start the parry as soon as the swing comes towards your or when its about to hit?

thanks for the update! merry christmas!
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Old 20th December 2008, 06:03   #84 (permalink)
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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.+1000kutos
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Old 20th December 2008, 06:13   #85 (permalink)
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Thanks for the update, like it alot! I really like the way combat slows dow a bit in combat stance, making it a bit more tactical. Keep up the good work!
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Old 20th December 2008, 07:15   #86 (permalink)
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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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Old 20th December 2008, 07:19   #87 (permalink)
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Quote:
Originally Posted by Traceur View Post
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?
works just like manual blocking. but if you dont get the perfect parry/block you have a chance to get one any way ( depending on your build)
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Old 20th December 2008, 07:22   #88 (permalink)
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i cant edit my post but i forgot to mention this instead of just saying it was in.

3. If you manage to block the blow with the actual shield- or weapon-mesh, you’ve made a Perfect Block
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Old 20th December 2008, 08:51   #89 (permalink)
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thanks a lot for this combat info, i'd like magic system ( respect for compare it with OLD UO )
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Old 20th December 2008, 09:08   #90 (permalink)
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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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Old 20th December 2008, 09:51   #91 (permalink)
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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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Old 20th December 2008, 09:51   #92 (permalink)
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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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Old 20th December 2008, 10:13   #93 (permalink)
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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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Old 20th December 2008, 10:52   #94 (permalink)
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this stuff is amazing, I love the combat! I always wanted something like this!

but I hope they have more spells than 20 xD seems small amount
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Old 20th December 2008, 12:09   #95 (permalink)
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First post by me...

Just one word for this update: AWESOME!
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Old 20th December 2008, 13:38   #96 (permalink)
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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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Old 20th December 2008, 13:58   #97 (permalink)
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Quote:
Originally Posted by Galaturc View Post

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.
http://www.mortalonline.com/forums/2...html#post57488
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Old 20th December 2008, 14:09   #98 (permalink)
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I was actually reading that post when I saw your comment, unfortunately, there is no option to edit a submitted post in these forums (or perhaps I'm not aware of it). Anyway, that answers my last concern, the link is most appreciated.
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Old 20th December 2008, 14:23   #99 (permalink)
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Awesome! is sounds great! I'm really glad you guys got the separate hitboxes working. Also the mercy systems sounds really cool.
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Old 20th December 2008, 14:27   #100 (permalink)
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Quote:
Originally Posted by Galaturc View Post
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.
Erm, sorry I have to point it out to you, but "arms", "hands", "legs" and "feet" wouldn't make good hitboxes - whereas "left arm", "right arm" etc would.

Added to the other areas in your example, this would give you.. 10 hitboxes
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Old 20th December 2008, 14:41   #101 (permalink)
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Quote:
Originally Posted by Mats Persson View Post
Erm, sorry I have to point it out to you, but "arms", "hands", "legs" and "feet" wouldn't make good hitboxes - whereas "left arm", "right arm" etc would.

Added to the other areas in your example, this would give you.. 10 hitboxes
Can you tell us please whether there is a combo system at all? If so how would that work?
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Old 20th December 2008, 14:51   #102 (permalink)
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Quote:
Originally Posted by Mats Persson View Post
Erm, sorry I have to point it out to you, but "arms", "hands", "legs" and "feet" wouldn't make good hitboxes - whereas "left arm", "right arm" etc would.

Added to the other areas in your example, this would give you.. 10 hitboxes
That absolutely makes more sense, and I'm glad to hear that.

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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Old 20th December 2008, 15:01   #103 (permalink)
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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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Old 20th December 2008, 15:56   #104 (permalink)
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Quote:
Originally Posted by Traceur View Post
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?
ng 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.
The intuitivity of the controls are my main concern as well. Though I've no doubt that they work very fine at the moment as well, but I was thinking that you should be able to set the controls to work on hand-basis, meaning right click = right hand and left click = left hand.

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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Old 20th December 2008, 16:35   #105 (permalink)
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Sounds like you guys got everything figured out or in-testing. Also awsome screenshots, the game looks great.
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Old 20th December 2008, 17:05   #106 (permalink)
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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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Old 20th December 2008, 18:45   #107 (permalink)
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Sounds outstanding. Apart from the fps element, I love the hit boxes with corresponding armor calculations (plus wear & tear). It really sounds like combat alone will be a ton of fun for a long time.
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Old 20th December 2008, 19:36   #108 (permalink)
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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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Old 20th December 2008, 20:06   #109 (permalink)
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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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Old 20th December 2008, 20:31   #110 (permalink)
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Quote:
Originally Posted by Mats Persson View Post
Erm, sorry I have to point it out to you, but "arms", "hands", "legs" and "feet" wouldn't make good hitboxes - whereas "left arm", "right arm" etc would.

Added to the other areas in your example, this would give you.. 10 hitboxes
Mats, seriously now... it's the holidays ... leave the forum and go home )

Merry X-Mas !
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Old 20th December 2008, 20:37   #111 (permalink)
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Can you tell us please whether there is a combo system at all? If so how would that work?
i would like to know that aswell
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Old 20th December 2008, 20:49   #112 (permalink)
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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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Old 20th December 2008, 21:14   #113 (permalink)
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This also means there’s a good chance there won’t be a third-person view in MO at all.
Yes! Yes! Yes! Best news so far! I so hope this will be the case!
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Old 20th December 2008, 21:46   #114 (permalink)
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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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Old 20th December 2008, 22:01   #115 (permalink)
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Default Sorry, new to the following but had a quick question

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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Old 20th December 2008, 22:22   #116 (permalink)
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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...
bye bye! It´s the only choice. There are plenty of games on the market which you can choose from allready that have this unrealistic 3pv.
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Old 20th December 2008, 22:23   #117 (permalink)
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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...
1pv is great when you get used to it and implemented well. You have to see your hands and weapon (when u should as in RL).
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Old 20th December 2008, 22:57   #118 (permalink)
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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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Old 20th December 2008, 22:58   #119 (permalink)
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nice, i already cane see witch race im going to choose . Khurite Horse Archer. the Khurite are similair as the mongols, The Horse is been used mutch by nomads back then and the Bow was one of the favorites of the nomads.
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Old 20th December 2008, 23:15   #120 (permalink)
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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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<@Henrik2> one funny thing was on the closed beta, I went in to play some with the testers, and they asked me if I have seen the places of X, I said no take me, and after awhile I was lost the testers had to show me the right track again, it was pretty fun
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