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View Full Version : Interaction with the environment and skill sets


Valkazon
11-19-2007, 08:47 AM
One thing I'd love to see in the game would be really good interaction with the environment; by that I mean things like utilising objects around you in the heat of combat or whatever - "You've just been disarmed. Panic sets in as your enemy lunges towards you with his sword. You quickly tumble to the side, grab a chair and use it to keep him at bay; but not for long as his sword smashes it apart. Your only hope is to make it out of the door, so you tip the table over sending it's contents flying, distracting him just long enough for you to reach the door safely without him swinging his sword at your back"

OK so it's a bit cinematic and unfeasable for lots of reasons, but what if?? Could make the difference between a regular fight and one you're never going to forget.

Objects would do their normal respawn thing after a set period of time.


With the distraction part as mentioned above - this brings me nicely onto offence / defence skill sets.

When in combat if you take a hit can your next strike (or more depending on the amount of damage sustained perhaps) have it's effectivness reduced accordingly. To me this would add a little extra realism to a melee but also make things a bit different from your usual toe to toe hack n slash.
If you received some damage you then have two choices open to you - you can still attack back but with penalties as just mentioned, or you can briefly go into a more defensive stance to regain your senses (and shrug off the attack modifier). As long as you don't use offensive abilities and spend your next 'attack' purely defending you are then free to attack unmodified again on subsequent turns - until you get suitably hit again.

Downside of that could potentially be that fights could take a long time to finish - but is that a bad thing?

To that end you could also have skills that help you in these sort of circumstances as well like dirty tricks ie throwing dirt into the enemy's face, tumbling/dodge. I know some games have these already but usually limited to certain classes - why can't everybody have some sort of chance of 'really' dodging a blow (maybe activated by a certain keystroke) rather than just knowing a blow missed you because of the stats on your armour, dex adjustment etc etc. Actually get the toons diving for cover or what have you.

amz181
11-19-2007, 11:55 AM
hmm, i reckon it would be a bit hectic with noobs, and also add to lag, so im not really in fabour of it, but i can see where your coming from, i dont like how in games its not skill that comes into play but its how much you play and thus your level. If damon and the team did something on that it would start looking like a pretty fine game

Kayden
12-10-2007, 06:26 AM
It would be pretty cool to see your character react to what you think would be the logical thing. Though the only way I can see that happening is if it was purely single player. There is alot of information that goes into a character already in the general game. Adding something like a "dodge and run" tech would add more information. Situational damage and reaction would add to more information being stored into one character. Another thing is of course it could get choatic with the new players who have never played a MMO before in there life, so the structure of learning would be very difficult for someone who would love to play a MMO.

Thing is that concept is very hard indeed, though having your basic toe-to-toe combat isn't the worst route to go. I mean just think it could be turned based like the old days. :P

When you look at a game you want action and danger. So maybe instead of having the general hack and slash, maybe go with a combo attack. Even if it be combinding all your skill attacks into the mix or if it be one set attack that over time turns into a style of fighting. Maybe by changing how they strike ore where the strike comes from *The warrior charges the goblin drawing his sword back, with a swift thrust his skill alows him to strike the creatures side doing only a tad bit of damage, when he realizes he has only made the goblin mad he continues his assult with a elbow to his temple.* though a concept doesn't have to be that indepth as far as literally lunging and then having your character look at the goblin get mad and then elbowing him in the face. But you could have attacks that have that combo chain in it. Or even better a new way of doing things. Where your ability takes you into a cutscene that would look alot like that. A situational attack in the sence. Again this would create alot of information for the characters but it would be pretty niffty to activate an attack and watch your character fly into the goblin, if he succeeds he will hit the target doing the full damage of the attack, if he misses the goblin will have the chance to return damage, such as a counter attack, and if it is a partial hit then the combo would continue till the character either hits or misses. Thus adding to the turn base delema of todays gaming.

Lord_Akira
01-05-2008, 02:07 PM
Its nice but all those features will want a computer like in a submarine

20Ghz Dual xD
8Gb Ram
2Gb Video

what i mean the specs for the game will be sky high and nobody will be able to play it because not everyone has kick ass computers