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Have any ideas for a combat system?

FA_GiovanniFA_Giovanni Chicago, ILMember Posts: 5
 
My under-development MMO needs your combat system ideas. We aren't aiming for that generic 'press 1 and hit the enemy a hundred times!' combat. We want something more unique. So if you have any ideas you would like to share, post here or on our website; http://fantasyageforums.com/index.php?forums/fa-suggestions-feedback.29/. We look at every single idea!

Comments

  • PukeBucketPukeBucket Beaverton, ORMember Posts: 867

    Ever play Chrono Trigger? I'd like to see that.

    I used to play MMOs like you, but then I took an arrow to the knee.

  • FA_GiovanniFA_Giovanni Chicago, ILMember Posts: 5
    Originally posted by PukeBucket
    Ever play Chrono Trigger? I'd like to see that.

    Don't think I have...I'm checking it out though. What's so special?

  • rungardrungard st. john''s, NFMember Posts: 1,035

    i would use a  thrust/chop/slash combat system.

    combos could be mad by combining the weapon type with the attack type.

    a standard mouse can accomplish it if it has a mousewheel. (left mouse/wheel/right mouse)

    3 successful attacks opens up a power move based on the combination of three attacks and the weapon.

    each weapon would have different effects in the slash/chop/thrust department.

    very simple but kinda complext at the same time and no need for screen icons.

     

    For instance , using a 2handed hammer as an example.

    i have many combinations to choose from ill use 1,2,3 as the slash,chop,thrust so i can do alot with three buttons.

    111, 222, 333, 121, 112, 122, .....The list goes on for a bit but you get the idea. There are many permutations and each one triggers your fourth attack, which has a special effect.

    so  3 chops in a row with a 2 hand hammer triggers earthstrike, which is an aoe hammer strike that knocks players back.

    3 thrusts in a row ( and thrusting with a hammer is a defensive move) would trigger block knocker, a stunning effect

    and three slashes in a row would trigger the knockdown effect.

    with a 1 hand weapon and a sheild or two 1 hand weapons it works exactly the same except that 1 hand weapons only have 2 modes (depending on the weapon it would have two of slash/chop/thrust) and you offhand would only have 1 move. the combos would still have the 3 components

    this allows for amazing complexity in a very simple 3 button system.

    if we use a similar system for magic we can achieve a similar effect.

    each button, depending on your weapon(s) is a symbol and three symbols makes a spell. With a staff equipped you get certain spells and with a wand you get another set of spells. Mixing and matching the symbols changes the nature of the spell.

    so lets say your using a staff  and you have three symbols with  lets call them earth, wind and fire.

    i cast  earth earth earth and i get earthquake, i cast earth wind and fire and i get meteorstrike. The button presses take the place of casting times, you have to press three buttons to get an effect, and the effect you get is dependant on the order pressed and weapon equipped.

    even with only 3 buttons, which everyone has on their mouse, you can accomplish an amazing number of spells.

    as far as i know its never been done in a mmo so your unique status is there for sure.

     

     

     

     

     

  • rungardrungard st. john''s, NFMember Posts: 1,035

    i thought about it a bit and i have a refinement of it to make it a little more streamlined.

    Melee weapons

    Each melee weapon can perform  up two three possible attacks. Slash/Chop/Thrust

    your mouse with a 3 button configuration can perform either of these three attacks

    the series of attacks determine the end effect. Depending on your selection for attack 1 and 2 your third attack is modified ( rather than the fourth, third would be more fun i believe)

    Attack 1 + Attack 2 + (Attack 3 +Ability)

    Two Hander Sword: Slash + Slash + (Slash)*, * your third slash is replaced with "omnislash".

    The same principle would be applied to magic. Your mage would equip 3 symbols and the third symbol would be the spell based off of the selection of the three. Magic would be slightly different in that there would be up to 5 or 6 different possible symbols but you can only have three active at a time.

    it would take a little getting used to but i believe that combinations of three give maximum flexibility with the least amount of buttons and would reduce the need for onscreen "buttons"

    I would use a will meter that is basically a combined mana/stamina/health pool so you will actually have to think about what your doing because buttonmashing will deplete your health. A shift button could shift you between melee and magic abilities

     

     

     

     

     

  • Kry0genKry0gen Orlando, FLMember Posts: 11

    Action based combat is pretty amazing. That is the only thing that kept me playing Tera for a while. 

    Depending on were you would stand the enemy would target and do an attack, the player had the choice to dodge out of the attack or take the hit depending on the boss or mob it was fighting. Some of the monsters had a fast hit rate so one had to choose which hits you would take or dodge depending on the circumstance. Now the abilities were in a combo based system so the player could customize their combos to their play style (players had default combos or could glyph or change combos as they chose from the list they were given). This let the player customize the way they played. 

    Tera has been the best combat system i have played in an MMORPG in a while... I hear that Blade and Soul will be pretty good too so lets see how that turns out.

  • ironoreironore Utah, UTMember Posts: 957 Common
    Ever play the old side-scrolling Prince of Persia.  It had an extremely simple combat system but it felt very dynamic and real.  You had to move forward and back to attack, parry and dodge.  There is not enough footwork involved in hand to hand combat in most computer games.  You are constantly moving forward and backward.  There ought to be a way to quickly lock with an opponent and circle them in a 3D combat system of course.

    IronOre - Forging the Future

  • ledgerhsledgerhs HelsinkiMember Posts: 7

    If the players can determine each other's strategy by looking at them "when the gates open", go with some sort of RNG design that challenges the players adaptive skills, otherwise you find that when the players find the optimal strategy against each other, the game becomes stale very quickly.

    If on the other hand you have some sort of chess-type game where both sides can't see the opponents strategy straight away and the adaptive side is emerged relative to your opponents movements, then you can go without RNG. But then you need to do something asymmetrical to get the metagame rolling.

  • SpeelySpeely Seattle, WAMember Posts: 861

    How bout a system that rewards creativity? What if each successive use of the same attack rendered that attack less effective. The magnitiude of this effectiveness "debuff"  would be determined by your target's combat savvy vs your own (using whatever elements you see fit to determine "savvy." Level, weaponskill, Intelligence, etc.) It wouldn't have to be only a loss of effectiveness. Instead certain types of repeated skill use could result in counterattacks becoming available to the defender.

    Conversely, attempting differing combinations of abilities could result in new methods of utilizing skills over time, making the static progresson of "new level, new abilities" no longer the sole arbiter of new skills. What if you attached a RNG to every attack that made, on average, one in a thousand attacks trigger a 2-4 second window where the sequence of attacks was recorded then compared against a matrix of rare abilities. Whichever was the closest match would be awarded to the player on the spot. Bammo. Surprise, hero. You now have a chance to disarm enemies with a successful parry!

    Random thoughts. I dunno.

  • sunandshadowsunandshadow Pittsburgh, PAMember Posts: 1,397 Uncommon
    Link in the OP seems to be broken.  Me personally I like tactical combat on a square grid, somewhere between Dofus and Disgaea.  Though, realtime action where you have to strategically manage both your avatar and a combat pet can be fun.  Or, realtime action where you shapeshift during combat (as opposed to WoW where druids are actively penalized for shifting during combat, laaame).
    I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story.  So PM me if you are starting one.
  • SephirosoSephiroso Marietta, GAMember Posts: 1,323 Uncommon

    @OP it all depends what type of players you're shipping your game to. If you want the players that make up most of the market, anything that is easy to jump into, easy to master, easy to...be easy. easy...did i mention easy?

     

    If you want the raiders. Nothing wrong with good ole trinity, just don't be stupid and skimp on Boss AI. Think back to WoW BC. The heroics actually forced you to use CC abilities else you'd die. Do not pick a difficulty for the game, and then end up dumbing it down a month later and continuously make it easier. Just don't.

     

    If you're going for the sandboxers, Something unique and not the trinity is what you want then. Kinda like Mabinogi's combat style would be up your alley.

    image
    Be the Ultimate Ninja! Play Billy Vs. SNAKEMAN today!

  • azzamasinazzamasin Butler, OHMember Posts: 3,090 Uncommon
    Originally posted by rungard
    i would use a  thrust/chop/slash combat system. combos could be mad by combining the weapon type with the attack type. a standard mouse can accomplish it if it has a mousewheel. (left mouse/wheel/right mouse) 3 successful attacks opens up a power move based on the combination of three attacks and the weapon. each weapon would have different effects in the slash/chop/thrust department. very simple but kinda complext at the same time and no need for screen icons.   For instance , using a 2handed hammer as an example. i have many combinations to choose from ill use 1,2,3 as the slash,chop,thrust so i can do alot with three buttons. 111, 222, 333, 121, 112, 122, .....The list goes on for a bit but you get the idea. There are many permutations and each one triggers your fourth attack, which has a special effect. so  3 chops in a row with a 2 hand hammer triggers earthstrike, which is an aoe hammer strike that knocks players back. 3 thrusts in a row ( and thrusting with a hammer is a defensive move) would trigger block knocker, a stunning effect and three slashes in a row would trigger the knockdown effect. with a 1 hand weapon and a sheild or two 1 hand weapons it works exactly the same except that 1 hand weapons only have 2 modes (depending on the weapon it would have two of slash/chop/thrust) and you offhand would only have 1 move. the combos would still have the 3 components this allows for amazing complexity in a very simple 3 button system. if we use a similar system for magic we can achieve a similar effect. each button, depending on your weapon(s) is a symbol and three symbols makes a spell. With a staff equipped you get certain spells and with a wand you get another set of spells. Mixing and matching the symbols changes the nature of the spell. so lets say your using a staff  and you have three symbols with  lets call them earth, wind and fire. i cast  earth earth earth and i get earthquake, i cast earth wind and fire and i get meteorstrike. The button presses take the place of casting times, you have to press three buttons to get an effect, and the effect you get is dependant on the order pressed and weapon equipped. even with only 3 buttons, which everyone has on their mouse, you can accomplish an amazing number of spells. as far as i know its never been done in a mmo so your unique status is there for sure.          

    Similar to AoC I guess.  Not something I would play because I don't want my mouse cluttered with basic attacks.  I enjoy having skills to use for my attacks.

     

    My perfect MMO Combat is identical to Neverwinter's speed & Action but use 8 skill bars with a weapon swap similar to GW2.

    Sandbox means open world, non-linear gaming PERIOD!

    Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!

    Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!

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