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Ok, this thread belongs in the developers corner, but I put it out here where it would be in the spotlight.
In WoW I once pointed out that a mob decapitated a group member for 800HP.. after being "decapitated" the player still had three quarters of their health and continued to fight unhindered... this got me thinking........
Wouldnt it be rather simple and nice if in MMO's instead of stabbing one another for two or three minutes without being hurt or killed untill a bar runs out...
Instead (the mechanics would be exactly the same) every hit is blocked or deflected until your "endurance" (instead of HP) bar runs out.. then the final blow of the victor penetrates the defenses and strikes the loser down?
When a swordfight happens in the movies its parry,parry, parry, parry for three minutes and then one person gets tired or makes a mistake and the winner gets in a fatal blow.
It seems to me this would make a lot more sense and has no drawback, so why hasn't it been done?
Grymm
MMO addict in recovery!
EQ,SWG preCU,L2,EQ2,GW,CoH/CoV,V:SOH,
Aion,AoC,TR,WAR,EVE,BP,RIFT,WoW and others... no more!
Comments
Too many developers and not enough creators. And too many sheep as players that will pay to play for anything thrown at them.
SuperFreeza
SWG had the exact same mechanics (as far as I can tell with your limited description), so it has been done. The player would become "incapacitated" once one of his/her HAM bars was depleted, and then the player (or mob) could deliver the deathblow (the real punch). I hope that's fitting for this thread!
The block/dodge endurance bar does make more sense, but sometimes someone is just faster than another person and can hit them first, so that could be a problem, other than that good idea.
Don't you worry little buddy. You're dealing with a man of honor. However, honor requires a higher percentage of profit
It depends. Are they a chicken?
Obviously you're not a golfer.
aye, I played SWG and remember the deathblows well.. but you still had health and got shot many times before dying.. you didnt dodge every shot till the last one got you....
Grymm
MMO addict in recovery!
EQ,SWG preCU,L2,EQ2,GW,CoH/CoV,V:SOH,
Aion,AoC,TR,WAR,EVE,BP,RIFT,WoW and others... no more!
There is no difference in this system and the HP systems... Either way the numbers are running down each time you are attacked and when you reach 0 you die. So you can call it whatever you want, but the effect is the same.
- - "What if the hokey pokey really is what it's all about?" - -
Like I said, dont even change the mechanics, just the animations and the combat spam....
(Health bar = endurance bar)
You swing at the dwarf soldier
Dwarf soldier parries and loses 50 endurance
Dwarf soldier swings his hammer at you
You dodge and lose 40 endurance
You Sinister Strike Dwarf soldier
Dwarf Soldier Dodges and loses 150 endurance
etc etc.. until one or the other loses all endurance and then....
You Eviscerate Dwarf Soldier
Dwarf soldiers endurance is depleted and your attack penetrates
Dwarf soldier dies.
This would be under the traditional auto attack system.... the dodges and blocks are totally automatic... they are the same thing as getting hit now, except that it doesnt SAY you got hit, and the animation doesnt show you getting hit.
If you wanted to go a step further... change the mechanics and make combat more "twitch" you could actually have block buttons and if you dont react quick enough you die instantly... an the mobs could also have a chance to fail to block... but thats getting off my intended path.. im trying to keep it simple and clearly workable.
Grymm
MMO addict in recovery!
EQ,SWG preCU,L2,EQ2,GW,CoH/CoV,V:SOH,
Aion,AoC,TR,WAR,EVE,BP,RIFT,WoW and others... no more!
I'm sorry if this has fooled you for too long,
but WoW isn't real,
it's a fantasy game.
As for the argument - all attacknames are based on what the attacker attempted to do.
Which doesn't mean they actually follow through with it...
Played so far: 9Dragons, AO, AC, AC2, CoX, DAoC, DF, DnL, DR, DDO, Ent, EvE, EQ, EQ2, FoMK, FFO, Fury, GW, HG:L, HZ, L1, L2, M59, MU, NC1, NC2, PS, PT, R:O, RF:O, RYL, Ryzom, SL, SB, SW:G, TR, TCoS, MX:O, UO, VG, WAR, WoW...
It all sucked.
I've been pondering for a while whether or not it would be fun to play a game where lethal attacks were truly lethal. If you backstabbed someone, they died. If you shot someone in the chest, they dropped and died. If you cast a fireball at someone they burst in flames and died, painfully.
Watching a 5-story tall monster take a swipe at you and it not knocking you back, or flattening you into the ground, is a major bust of immersion. Watching someone with a shotgun fire off three salvos at a rabbit and it not die is a major bust of immersion. Fireballs should incinerate someone, not just give them a sunburn.
But would a game like this be fun? The sense of danger would be acute, but so would the frustration of moving out into a world where you have 1, maybe 2 attempts to win at combat. The cost of immersion in a believable combat system is its accessibility to the average player. I don't think you should need to be amped on amphetamines in order to have the reflex time it might take to enjoy a romp through a dungeon or battlefield. By the same token, swinging a sword 20+ times at an orc is, well, just silly.
I do believe that it could be done well and be exciting. I also believe that it would probably be done poorly and be a total disaster.
I agree... BUT!!!!!!
the combat spam often clearly states that the attack succeeded.. like the message my friend got...
you have been decapitated!!!! LOL
This is just a small change I think would be nice... like I said in effect it is the same way it works now.. and is the way HP was originally intended to work... its not just health its your stamina and ability to dodge all wrapped up in one.... lets just make the MMO combat spam and animations reflect this a little better thats all.
In the upcoming AoC MMO you are clearly slicing and dicing the enemy all the way through the battle with blood splashing everywhere.. wouldnt it actually be cooler if you struck steel on steel throughout the fight, then at the end your victory blow results in one single splash of blood?
Grymm
MMO addict in recovery!
EQ,SWG preCU,L2,EQ2,GW,CoH/CoV,V:SOH,
Aion,AoC,TR,WAR,EVE,BP,RIFT,WoW and others... no more!
well to date the dodge and block rate to date still dont work right even after 2 years its one thing they really never fixed and if you bring it up on there web page for disscusion it gets removed almost instantly...dont believe me try it...
you forgot Eviscerate and a load of other "bloody" sounding skills. They are just skill names. They could just as easily have called it "high slash" or "power attack". I think a little artistic license should be given devs who try to make skills sound "cooler".
OMG ITS A ZOMBIE, RUN!!! You don't have the modern instruments of zombie killing like a Chainsaw or a Shotgun. Its not like you can use a torch to fight with either.
That system would be cooler when mob/player could get wounded. When someone happens to strike your leg in the battle you start limping.When someone hits your arm or shoulder,your attack power decreases. and if you lose to much blood or take hit into head/neck or chest you die.
Interesting things and discoveries are thought up by people why try to think outside the box.
Invariably everyone laughs at the outcast for being different whereas the mob cowers at the mere thought of standing out, voicing their own ideas. The more people laugh, the more afraid they are.
In the end those interesting ideas or inventions make it to the real deal and dazzle everyone with their magic and seeming simplicity.
After which the cattle embrace it as the new standard and the story repeats itself.
We need those fresh ideas and we need em implemented in MMO's, it's a cool idea giving gameplay a bit of a different twist, which ultimately is good. There's enough clones already.
They could of called it "Decapitate Unless The Target Has More HPs Than The Attack Does Damage For", or "Neck Cut" or something instead of "Decapitate", I guess.
If you scrutinise combat names like this, you enter the murky realm of numbers not being indicative of realistic bodily damage and all kinds of stuff.
Many MMOs are 'guilty' of this, and only the most pedantic really care.
Still waiting for your Holy Grail MMORPG? Interesting...
Actually what you mean is that everyone is copying (and from your wording SHOULD be copying). If every MMO is a copy then why leave the one you're bored with to go to the next one, it'll be boring as well. Change is good, fresh ideas are what makes an epic MMO.
Actually what you mean is that everyone is copying (and from your wording SHOULD be copying). If every MMO is a copy then why leave the one you're bored with to go to the next one, it'll be boring as well. Change is good, fresh ideas are what makes an epic MMO.
Oh yeah, don't get me wrong. I still think that MMOs are in their infancy. This roll-a-dice crap, will still have a place for a long time to come, but more realistic and advanced systems (when done in a way that works and is fun) will one day take over.
Still waiting for your Holy Grail MMORPG? Interesting...
Regardless of what people want to call attacks or what bars you want to use in the UI, I think this thread brings up a good issue.
Right now most MMOGs' combat revolves around damage absorbsion and healing while dishing out damage, but shouldn't combat be focused on damage avoidance, parrying, blocking, dodging, while at the same time attacking, that way an attack carries more weight, and abilities like decapitation and eviserate actually mean something.
It is common sensical and would actually make a game more fun in my opinion, like Swiftblade pointed out, you don't have to change the game mechanics, just rebalance them.
Don't you worry little buddy. You're dealing with a man of honor. However, honor requires a higher percentage of profit
As long as lag exists, it's impossible to simply have 1 mob physically interact in real time with multiple players around the world.
Since mob and player actions are delayed across all the various internet connections, nobody is seeing the mob at the exact same moment as everybody else looking at the mob. There is always a delay which varies between connections, whether it be a fraction of a second, or 5 seconds of terrible lag.
You might be seeing the mob on the server as it was 2 seconds ago, while the guy next to you is seeing it as it was 5 seconds ago, and the other guy next to you is seeing the mob as it was .05 seconds ago.
The problem with this is that the guy who is seeing the mob .05 seconds ago might do something that forces the mob to turn and face him. The guy seeing the mob 5 seconds ago would still think the mob was facing somewhere else and try to hit it. However, the mob is actually facing a different direction entirely, but to this guy it's still 5 seconds in the past.
Until internet connection lag is more under control, battle involving multiple people from around the world can't involve mechanics that require everyone to be seeing the mob at the exact same moment in time.
What has this to do with this discussion?