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Renko
09-19-2008, 03:00 PM
After playing quite a few MMORPG games, I've noticed that the most important part of a game for me is the combat system. Wow and Requiem : Bloodymare had the best combat systems I've come across so far, and that's just because they're fast phased, and your moving ability while in combat isn't limited at all. Everyone loves instant cast skills/spells. However having a couple of casting time skills/Spells is also nice, both for the casting animation and so the cooldowns get to cool off.

Another cool thing would be to have certain skills that go hand in hand. Example: a dot that amplifies another skills dmg as long as its active.
Ok, now for a real example.

Imagine we have one spell and one skill. The spell which is ranged, and deals 100 dmg, 3 sec cast. The skill which would be an instant charge, and deals 30 dmg. The charge skill would mostly be used to get close to the enemy. But let's say the spell adds a debuff that makes the charge knock down the enemy for 3 seconds, if used right after the spell.

Understand? Spell = dmg, charge = dmg but both combined = dmg aswell as knockdown. They work as a combo.

Ofc these combos would have to make sense to be any fun :)

And as I said in the beginning it is very important for a game to have fast phased combat and to be free to move while in combat. Nobody likes to stand still and press skill buttons, it gets boring real fast.

Just thought I'd add some ideas if they haven't been mentioned already.

Good luck with this game :) The Ceo Damon was it? He seems like he has the willpower to turn this into a great game, atleast if he gets the assistance he needs.

amz181
09-19-2008, 05:39 PM
kaos war promised to have a much more involving combat system, which im happy about. clicking an enemy is pure boredom for me.

a chewy rock
09-19-2008, 10:56 PM
In my opinion, WoW's combat system is not that "fun." You stand there and click your spells/skills when they become available; the basic physical attacks are all done automatically. Sure you can jump around and all but it doesn't affect anything. I like to be in control of it all. Kaos War is supposed to be more involving like amz said above. That's the kind of combat I want.

weewee23
12-15-2008, 09:44 PM
Well requiem bloodymare (I assume bloodmare they meant not a bloody horse) had a + which was it actually had physics and you could chop off pieces of monsters in every which way.

MESS14H
12-16-2008, 09:10 AM
hmm gonna be tricky as kw is gonna be a skill based game a players personal skill is always gonna be marginalized by the skill mechanic otherwise why have skill values at all
you can possibly have skill modifiers for increased/decreased difficulty depending on were you want to aim you blows
i.e you want to throw magical flaming fireball at your foe, you can choose to fire it and it hits and dose x amount of dmg, or you can modify the aim and aim for the left arm but increases the skill req to hit. The concentrated dmg to the left arm would increase dmg 2 fold
when hp in the arm location reaches 0 the arm is lost which could present a problem when having to use 2 handed weapons
other side effects would most likely be rapid blood loss, trauma ect.

fauzool
12-31-2008, 07:11 PM
Khaos War will be a nice get away from spamming buttons. Like other mmos ;p

reddo
01-01-2009, 11:56 AM
Reticule combat. Not just point and click, but also taking in distance, momentum, the type of target, and terrain advantages/disadvantages.

Also, screw the casual gamer. "Casual" combat only requires motor skills in someone's right hand. There was this one game way back when, where I never actually used the keyboard. Just the left clicker on the mouse..

Nurvus
03-17-2009, 09:22 PM
I don't like instant spells that much.
To me, instant spells should mainly be supportive, and the main spells should really be cast.

Example, an Assassin would study the opponent while Stealthed, and casting "Premeditation" (6 sec cast) while Stealthed would grant a 6 second boost to Dodge chance as soon as you engage the target, since you have studied the opponent's movement, equipment and weapons and have a very good idea of what he can do against you, allowing you to anticipate most movements in the early battle.

A mage measuring his cast time to use spells that slow, knockback or otherwise hinder the enemy in order to prepare a powerful damaging spell is - to me - way better than kiting and instant nuking.

If you are running unrestrained and using instantaneous attacks/spells, what will decide the battle will never be your merit, but either gear or enemy skill superiority/inferiority.

Guild Wars - I seem to insist in how cool many features of this game are - has almost no instant abilities.

The only instant abilities are stances and shouts, that do not involve animations and can be use without affecting your movement nor spellcasting - can even be used at the same time as other abilities.

The rest of the abilities are based on weapon swing, or have a 1/4, 1/2, 3/4, 1, 2, 3 or more second cast.