Ingenu--
quote:
Now that you said all that was wrong, what about designing something that would be good ?
I''ve ideas, and basic system designs on paper. But that''s another thread... Besides, I started this thread not to complain about the rules and the systems of mathimatically/systematically figuring out combat, but rather to tell future developers to make combat atleast LOOK good. A lot of the systems in use today are good representations/simulations of combat, but they still look like Rock-''em-Sock-''em Robots.
I''ll work on a brief design document for a combat system that *I* think accurately represents real combat. I don''t want to get too detailed, however, because any time I do I get too bogged down with the numbers and give up. :-)
Right, and I completely agree with making basic dodge instincts more efficient through training.. When I''m fencing, I can dodge by taking a very small leap backwards so the tip of my opponents blade misses by just a couple inches. Whereas the untrained individual would jump back as far as possible. The reason? It puts me in a much better (closer) position to make a counter. My point is *NO* living creature when threatened will stand there and just allow their attacker to hit them without trying to dodge.
Yeah, the entire FF series was the same way as you described Grandia as working. It just has to do with the genre. They follow more of an Anime style, rather than an RPG style. Misses and dodges actually rarely happen, and in the beginning the numbers are low, but the appeal is in later is these hugely powerful creatures and these insanely powerful attacks. That''s why we see numbers in the tens-of-thousands appearing above the opponent''s head, and he still doesn''t go down.
irbrian--
I hate to rip into your design, but while this is a tried-and-true formula for RPGs, it''s completely misrepresentative of ther way actual combat works. Now, what you''re talking about is puting well-choreographed animations to the proven formula "under the hood", and that''s essentially what I was asking for from the beginning of the thread.
Here''s the thing-- while training newbies, once we have them comfortable with weapons, armor, getting hit, and striking properly, the next step is the most difficult. We have to get this "attack mode" vs "defend mode" idea OUT OF THEIR HEADS! They should be in COMBAT MODE all the time, meaning at any time they''re ready to defend, attack, or both. In sword-and-shield combat, you defend with the shield (left hand), and attack with the sword (right hand), SIMULTANEOUSLY. The two arms work INDEPENDANTLY too.
The next problem I have is this concept that a character''s speed determines how often they can attack. While that may be true, it''s horribly exaggerated, and leads to the absolutely deplorable situation where a (less experienced) character stands "stuck to the ground" for 5-10 seconds before making an attack. But... Like I''ve said, this is a formula that (while not realistic) is easily understood, easily programmed, is a decent simulation, and makes sense to most gamer types.
Anonymous-- "Drink healing potion, idiot!"
heheh yeah, the problem with a queuing system... However... picture me kicking your ass up and down the block. (I''m a big guy too) There''s a band-aid and a Vicodin in your pocket. Do you really think you''re going to be able to get them out of your pocket, remove the band-aid from the paper and peel off the things from the sticky part, and then be able to open the child-proof cap (that I can''t even do in my kitchen) while I''m slashing at your arms with my sword and kicking you in the face? It''s a drastic example, but yeah, getting your ass kicked makes it difficult to do certain activities.
Ingenu (again)-- There''s no such thing as realtime combat... atleast there never has been in a computer RPG. If you want realtime combat in an RPG, the computer simulation has to move and treat the characters as if they were Street Fighter or other action/adventure characters, know their movement speeds, and figure out the details for every kick, stab, slash, etc., counting on body positions to see if the target is in a good position to defend.
-Desco-