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#1 (permalink) |
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Developer
Join Date: Apr 2008
Rep Power: 24
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Alpha Combat System in short
This is a description of how combat works in the Alpha (2008-12-01). Everything is subject to change. First of all, many of the features described here might not sound much compared to a “regular single or multi-player FPS”, but are in fact a minor revolution to include in a MMO, and we are very proud of them! We are of course aware that there are a lot of stuff that could be improved if there were no limits, but please remember that a lot of things are made a certain way because it’s the only way, or because the system is the lesser of two evils Also, most features described here have corresponding in-game skills. These skills may affect everything from chances of success, damage, speed, or whether or not you are able to execute a certain action at all. But as they are too many to include and would further complicate the description, we decided to leave them out. Targeting You never have to target someone to attack them. Targeting is used for keeping track of enemies and/or friends, letting you see their names and status (although very limited). It is also used for certain skills and spells. - Hold target button and hover the target-crosshair over character(s) to see their names. - Release or tap target button to add target to target list (and make that target the “active target”). - Target list shows each targets healthbar but without numbers. - Target list shows each targets flag/color. - Target list may contain several targets. Stamina The Stamina Bar has two values, Current Stamina and Max Stamina. Max Stamina is the long-term value (the "length" of the bar itself). It's representing your general condition and is affected by for instance how long you've been active without resting or food. The Max Stamina is your "stamina cap" that determines how much Current Stamina you can possibly have. It's worth to mention that the cap itself won't actually be affected until you've been going without rest for quite some time. Current Stamina is the short-term value (how "full" the bar is). Current Stamina is used for many actions, like jumping, sprinting and combat actions. It drains very quickly, but also refills in a short time. Your actions also slowly reduce the Max Stamina until you rest. Combat Stance In Combat Stance you are preparing yourself for incoming blows as well as for dashing them out yourself. You will automatically draw your pre-selected weapons (if any, unarmed fighting is also possible). In Combat Stance you move much slower by default, and sprinting costs more stamina. Your defense is higher and you have a small chance to auto-block incoming blows. Depending on what weapon you wield, there may be up to three different stances to switch between: 1. Default. Used for slashing/sweeping/cutting. 2. Thrust. Used to precisely aim thrusts and prods. 3. Ranged. Used for throwing and shooting. Attacking An attack consists of two "phases": charge and release. By holding the left mouse button (LMB) you charge your attack (for a minimum of 1/2 sec but for as long as you want). As long as you charge you are open for attacks, blocking as well as auto-blocking is disabled, although you may move around freely. When you release LMB, the attack comes instantly, followed by a "recovery" that leaves you vulnerable as you cannot strike or block/parry during that time either. Charging currently does not affect amount of damage (it probably will affect it slightly later on) but enables you to fully control the attack, as you’ll strike instantly upon release. 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). Running and attacking will result in a “power strike” that is different depending on the weapon you wield, but it drains a lot of stamina. The first thing you’ll learn in MO’s combat is that timing is crucial, and simply spamming the LMB won’t help you in any way. The slight time it takes to charge an attack (whether you hold or click the LMB) makes the combat feel a bit non-instantaneous at first (compared to average shooters where bullets are fired directly when clicking), but opens up for much more tactical and “realistic” combat, as well as manual blocking. Blocking Active blocking/parrying is a very difficult feature to handle in a MMO due to server response time and network traffic. We’ve had to make several compromises (like attack-speed and the chance to auto-block) but are very proud to have a working manual blocking-system. Blocking is done by holding the right mouse button. It takes approximately 1/4 of a second to enter “blocking-state” (raising your shield or weapon). Likewise, it takes about the same time to exit blocking when you release RMB. It’s pretty fast, but not instant. Holding RMB slowly drains stamina, and so does every blow you manage to block. Blocking will absorb damage (but the shield or weapon used to block will sustain damage). When blocking, there are three different outcomes: 1. If you are struck from “behind”, blocking will not help at all. 2. If you are struck from the “front” or “side”, blocking will absorb only a small amount of damage. 3. If you manage to block the blow with the actual shield- or weapon-mesh, you’ve made a Perfect Block. A Perfect Block drains less stamina, reduces the damage done to your shield/weapon, and gives you a chance to follow up the block with a special counter-attack if you time it really well. When holding RMB, an alternate attack can be triggered by LMB. (If you are using a shield for example, this will trigger a shield-bash.) Auto-blocking Most weapons and shields will give you a small chance (modified by a skill, of course) to auto-block incoming blows. An auto-block happens instantaneously, and is there to compensate for not being able to block instantaneously yourself. Dual-wielding One-handed weapons may be combined with a shield or another one-handed weapon (or for instance torches). If a shield is equipped, it will automatically be used for blocking by RMB instead of the weapon (although the weapon might still be used by the auto-blocking system.) When dual-wielding two weapons, tapping a direction and then LMB will “charge” the corresponding weapon. When charged, simply releasing LMB will make a standard attack, but tapping RMB will instead execute two quick strikes in a row. Shooting Shooting is of course aim-based. Unfortunately it’s too early to tell if we will be able to have simulated trajectories and arcs, but if it’s in any way doable we will. Armor and Hitboxes We are excited to announce that we’ve managed to have as much as 10 individual hitboxes(!) per character in the Alpha. This means very accurate hit-detection, and also that the armor of each body part is used when calculating damage. Additional effects for striking different parts may be added later (such as greater chance for knockback when hit on legs or feet, critical hits on head, chance of being disarmed when hit on hands etc.), but so far only damage is in. On a side note, equipping and un-equipping armor pieces take time, and although it isn’t as slow as in real life it’s definitely not recommended to do during combat. Magic The majority of spells that deals with real-time PvP have been classified as “Battle Magic”. By reducing the number of Battle Spells (to about 20), we’ve managed to work out a system where strategy, tactics, actions and reactions define the outcome in a mage-duel. There are very few, if any, “buffs/debuffs”. There are very few types of damage or resistances in PvP (no fire, water, earth, wind, holy, unholy etc.). In short, you have to have good coordination and you must really try to read your opponent to be successful. In many ways, it’s comparable to old UO (The Battle Magic is separated from the other Magic Schools that deals with semi- or non-direct PvP magic, like summons, enchantments, music etc. Also, in PvE creatures will deal different types of damage and there will be different kinds of resistances and spells to affect them. But those systems will not interfere with the PvP.) We are currently evaluating two types of spell casting: 1. The first system is based on targeting, where you switch between the targets in your Target List. Some spells are simply auto-aiming, some requires that you face the opponent, and some requires that you actually aim and “hit” them. 2. The second system is based on aiming-only, like a FPS. The first system means that once you’ve targeted your opponents, you have to use coordination (and sometimes aiming) to be successful, but in a way it’s less “fps-interactive”. The problem with the second system is that aiming-only gets very twitch-based and more like a shooter. Also, the number of Combat Spells will probably have to be even more reduced - compare it to a FPS-game where you have to keep track of 20+ weapons and how to counter them while moving around :P This will definitely be tested and worked on during this phase. Mounted combat We have worked hard with the first-person view on mount, which is what we are using now in the Alpha. This also means there’s a good chance there won’t be a third-person view in MO at all. Mounted combat works in exactly the same way as described above, although the control scheme is a little bit different. You can use different stances, attack, block, shoot, dual-wield and cast spells etc. The higher the velocity of your mount, the more damage is added to your strikes as well as an increased chance to knock opponents over. Hitboxes are separated, meaning you can hit either the mount or the rider. Fatalities, Mercy and Death If the last blow that hits you and makes you reach 0 HP isn’t extremely heavy (which would instead result in a spectacular bloodbath), you will enter a semi-unconscious state where you are only able to speak. Your opponent may hit you once more and then you die - perhaps s/he even decides to end it in a really theatrical way - or s/he may decide to spare or bargain with your life. If you are left alone, you will eventually regain a couple of HP but be much weakened.
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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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#6 (permalink) |
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Newbie
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Sounds like an idea i had for some time now, so i am looking forward to be trying this combat system.
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UO / Bowen / 1997 to 1999. EQ / Runar / 1999 to 2004. AC / Bowen / 1999. EQ2 / Runar / 2004. WoW / Inuyasha / 2004 to 2005. VG / Obscuritas / 2007 to 2008. AoC / Obscuritas / 2008. Been in all of the betas for these games and played bunch of other mmorpg's that i didnt spend much time in. |
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#8 (permalink) | |
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Member
Join Date: Jun 2008
Location: In a basement near you (at least in germany)
Rep Power: 6
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And I hope you guys have a wide variety of spells in the non battle magic category. Are there a few specialized battle magic spells? Like when I'm a necromancer I get a specific spell in battle magic or are they all the same for everyone?
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Assume the end is always the goal. The path to this goal is the way you go. Now think about it, life is the way you go and death is were it ends. So what's wrong with this little devotion to the dead, when it's all humans goal to reach? If the rest of humanity forces you to lie that doesn't make you less of a sinner. Nomen est omen and omen est nomen - For I stay to my principles |
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#9 (permalink) | |
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Member
Join Date: Sep 2008
Location: FL, USA
Age: 30
Rep Power: 7
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The only area I have an issue with at all (and it's not a huge deal) is the magic system. I like the number 1 system better than 2 for the reasons he stated. What I don't really like is the seperation of PvP and PvE magic. I would rather not have
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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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#11 (permalink) |
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Newbie
Join Date: Dec 2008
Rep Power: 2
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Sounds like a nice approach to combat, I am concerned somewhat of the Magic system part tho. Will have to wait for more info or see in action to know how and if its going to work or be fun for a Mage in MO. I hope it works well because that is almost all I play.
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#12 (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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The Mercy system sounds fantastic, i wonder if we could develop it so you can choose to have your last few attacks weak on purpose as to not get a murder count. The trade off would be that your opponent could use full strength attacks while you just try to knock him unconcious.
I was kind of hoping for directional attacks, which I didn't see any mention of. Which makes me wonder what the generic attack direction is when you hold LMB. I know directional attacking might be real hard in an MMO, but I'm kind of hoping you forgot to add that you can charge attacks in some different directions Archimagus, I'm not sure you will have to spend points in PvE magic versus spending them in PvP magic, though we don't know yet. I took the magic system just as some spells are used for PvP and others for PvE. Which I like because it allows for a complex system of PvE spells to be developed while keeping PvP combat "relatively" simple so that it just doesn't become luck based (oo, glad I casted flamebolt 10 instead of ice lance 9). Kudos!! I'm sure there will be some more great discussions on this.
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#13 (permalink) |
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Member
Join Date: Jul 2008
Rep Power: 2
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Very welcomed info, especially like how Blocking and shield bash is going to work I hoped for something like that tbh, also the fatalities, death sounds pretty neet
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Killer: 73% Achiever: 67% Socializer: 33% Explorer: 27% |
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#15 (permalink) |
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Member
Join Date: Jun 2008
Location: Finland
Rep Power: 6
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Superb!
Targeting: Sounds good. A bit weird at first, but I soon grasped the concept. However, do you have visual clues of health (blood splashes on body e.g.), or are you only relying on the health bar? Stamina: Pure awesomeness Combat Stance: This one sounds a bit weird... Do you have to somehow manually switch between the stances, or are they automatically chosen when you equip a weapon? You can switch between thrust/swing on a sword for example? Attacking: Sounds functional. Blocking & Auto-Blocking: Very good. I like the auto-blocking part, since it takes character skill into play and it can compensate for lag etc. Dual Wielding: It would sound more intuitive and left-hander friendly if you just used left click for left swing and right click for right swing... But otherwise real awesome you guys included it! Armor and Hitboxes: This part is pure awesomeness! Magic: You guys will definitely have to elaborate on that... Mounted combat: Astonishing... Fatalities, Mercy and Death: Well... you got it all in this one. I'm beyond words, so i'll just say: Awesome!!
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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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#16 (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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One other thing that is missing that I think is key to the combat system and has been hotly debated on the forums.
The healing system: Spells, Skills, Both, or none?
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#18 (permalink) |
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Newbie
Join Date: Dec 2008
Rep Power: 2
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I agree with the first spell cast system with a mixed targeting mode. That is very similar to DnD. Magic Missle would chase it's target to a point; where fireball was something you would have to target. Makes things interesting =)
And besides - Its Magic! |
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#21 (permalink) | ||
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Animator/Technical Artist
Join Date: Apr 2008
Age: 22
Rep Power: 19
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Most of us has already left for Christmas celebrations. We'll be back and hopefully you'll have your questions answered by then, or in another release. Merry Christmas everyone.
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Dual Wielding: Our current system is designed with as few button variations as possible, for example right mouse will be block and stay that way even if you dual wield. Things may change though.
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Don't PM me with technical problems - I'm not a support manager I hate couch developers.... *Francis imitation* Last edited by Denny Lindberg : 19th December 2008 at 20:55. |
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#24 (permalink) | |
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Member
Join Date: Aug 2008
Location: Germany
Rep Power: 4
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Seems good, just a little bit worried how the melee battle will feel with those delays...
Here a present for you Denny, merry christmas and thx for the update! ![]()
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#25 (permalink) |
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Newbie
Join Date: Jul 2008
Location: Pittsburgh
Rep Power: 2
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My general opinion on each of the topics. Feel free to elaborate as you wish.
Targetting - Seems to be a very decent system. I suppose it doesn't have too much use as you do not have to target someone to hit them. Still, it is a good way of knowing someone's name, and also for targetting in magic system 1. Plus, this allows people to have infamy for being skilled in the game. Overall I like it. Stamina - I definitely like this system. I think it is important to have limitations on certain moves like sprint. Plus, stamina forces players to consider actions before they make them. Combat Stance - My only worry about this is that the game will feel "clunky" when you enter combat stance. This was my impression of The Chronicles of Spellborn when I entered combat mode. Everything felt slowed and dumbed down. I hope that this is not the case in Mortal. I also don't want it to be too big of a pain to change stances. After all, my fingers can only reach so far on the keyboard without causing problems. Attacking,Blocking, and Dual Wielding - I like this system. I expect that the delay is due to lag factor. Hopefully the combat doesn't feel too slow. I also think that duel wielding should be done as Catmorbid describes. Why not just make the RMB attack the right weapon since it does the same for blocking with a shield? Hitboxes - Color me impressed. Magic - This is obviously going to be the biggest concern of the community. I have no problem with the spell list only being around 20 spells long. After all, in most games you find that there are really only about 20 useful spells spread across the classes. I am not sure how I feel about the two systems described though. My heart wants system two for the skill aspect, but at the same time I want the number of spells to stay around 20. I also think that PVE and PVP spells should stay in close proximity as usage is concerned. I want most of the spells to be "battle" useful. Especially since I now know that I will be able to play a Bard! You mentioned Music and I would hope that some of the music used would be helpful. It would also be neat if the music played different songs, but I don't expect that feature as it is fluff. Make sure the game has jingling keys first. Heal spells are something that definitely needs to be addressed. If you use magic system 1 then heals will be rather easy to use. If system 2 is used then being a healer will be extremely difficult and tactical. I for one play a Bard/Healer type so hopefully it will involve a lot of skill. I don't want to just stare at my allies to do my job. Mounted Combat - FPV FTW. Fatalities - I presume this means you will be able to talk to everyone. I LOVE THIS. I expect the many players to beg for their lives before facing death. Luckily for them, Duncan Idalgo is a nice chap. |
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#27 (permalink) | |
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Member
Join Date: Sep 2008
Location: FL, USA
Age: 30
Rep Power: 7
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Also, to the worry about delays, they sound very similar to the delays in Mount & Blade and the combat in there feels very good.
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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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#28 (permalink) | |
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Animator/Technical Artist
Join Date: Apr 2008
Age: 22
Rep Power: 19
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I don't think it would be right to say it's like M&B as there's a lot of things that differs. You just have to read what we've said as is and not jump to conclusions. You'll have to see more in the future to get a full understanding of how it works. I personally do not think it feels close enough to compare it to M&B. This is to say so you guys don't get the wrong impression.
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Don't PM me with technical problems - I'm not a support manager I hate couch developers.... *Francis imitation* Last edited by Denny Lindberg : 19th December 2008 at 21:12. |
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#31 (permalink) | |
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Member
Join Date: Nov 2008
Location: Netherlands
Rep Power: 3
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Well, when people said mount and blade should have a multiplayer or be an mmo, the devs said that , that is not possible with the current technology. And i mean with this: 100 players on a field with not allot of lag/acceptable frame rates ( 30 with 100 players by example and of course depends on what pc you have ) Are they wrong ? |
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#32 (permalink) | |
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Junior Member
Join Date: Sep 2008
Location: Skvde, Sweden \o/
Rep Power: 2
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That's what comes to my mind when I read this. Mortal Kombat ftw
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#34 (permalink) |
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Senior Member
Join Date: Apr 2008
Location: Toronto, Ontario
Rep Power: 22
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I am pleased to say that I am excited about everything you mentioned.
Though the magic system I have a few worries on; which I will keep to myself until we had a more in-depth look at it, as here the targeting mechanics and such were the main topic. Looking good
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#36 (permalink) |
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Junior Member
Join Date: Dec 2008
Rep Power: 2
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First off - Thank you very much for the update. Second off - From what I've read, you guys truly accomodated and exceeded my expectations. The description of combat mechanics to the impressive graphic design, the MO team seems to be on the right track. I can now honestly say - this game is going to make it big. I've been telling people about this game at work, at my university, and my relatives...now from the addition of this update I have the means of showing how amazing the game is turning out to be.
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#37 (permalink) |
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Member
Join Date: Sep 2008
Rep Power: 2
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Sounds like a healthy combination of intuitive control, realism and thoughtfulness.
I'm just wondering if you will be able to keep up your 10 hitboxes later on. Doens't make much sense if there's too much lag, but of course you already know that and I trust you guys to make the right choices. Well done. |
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#38 (permalink) |
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Member
Join Date: Apr 2008
Rep Power: 2
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#39 (permalink) |
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Member
Join Date: Apr 2008
Rep Power: 0
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Very cool update. I do hope that in combat, if I target the head that the hit could be critical, a hit to the arm could disram the person, etc. Along with this it could make sense to visually see the target *take the damage and resulting action* after being struck...so if I successfully disarm them, I should see their hand open up and the weapon dropped.
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Windows 7 (64bit) 2 GeForce GTX 260s in SLI mode (195.62 driver) Creative X-Fi Titanium Fatality Pro Intel Core 2 CPU 6600 @ 2.40GHz 150GB (Raid 0 Stripping) 4GB |
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#40 (permalink) |
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Member
Join Date: Sep 2008
Location: Stavanger, Norway
Age: 19
Rep Power: 5
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What a Christmas present! I really like the dual-wielding and stamina parts the most, as those were my main concerns. I hope things like magic will be done right, PvP and PvE shouldnt be very separated..
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