What do you find to be a better battle system?
1> Battle Mode: where say you and your party come into a random encounter and wll take it in turns to defeat the enemy.(Probably a bad idea for mmorpg games)
2> Battling like runescape and neverwinter nights where you click who you wish to attack and watch your character and the enemy battle it out and all you can really do is select to use spells and items.
3> Active Battling say the game comes with a USB controller and the arrows are used to walk/run around and the other buttons are used to perform attack/jump/defend/roll etc and the keyboard can be used for other things like chatting/changing battle stance and the mouse can be used to select inventory and other things in the player menu.
If I attempt a mmorpg game again I'd try out the active battling I think it would make the game more enjoyable. The downside would really be that if many players are fighting in one area the lag would be major. But it's worth a shot.
mmorpg games
Peronsally, I think the NWN (I hate Runescape) way of doing things is the best idea fo MMORPG. Howevfer, if you are to have that fighting style, it needs to have thousands of different skills, feats, abilities, stances and everything else to make it interesting. Just clicking once is boring, but clicking, then moving into right-legged stance so you can do the double under thrust, then back up into aggressive stance and own all, then pull back to parry before aiming a shot at the kidneys. Et cetera, you can see how it would work. I think that way would be the most fun.
[email=django@turmoil-online.com]Django Merope-Synge[/email] :: Project Manager/Lead Designer: Turmoil (www.turmoil-online.com)
Quote:
Original post by methulah
Peronsally, I think the NWN (I hate Runescape) way of doing things is the best idea fo MMORPG. Howevfer, if you are to have that fighting style, it needs to have thousands of different skills, feats, abilities, stances and everything else to make it interesting. Just clicking once is boring
I don't agree. Do you not realize that the advanced combat engine ("that fighting style") is simply adding onto the single click system? IE, if players are happy with real-time clicking one button for hours upon hours to kill hundreds of monsters with zero brain work, giving them several buttons and a few stances will make their freak'n day.
Adding more complexity does not result in needing even more complexity. IMHO, no game has an excuse to give the player just one combat option. Even when they have generic weapons, there should always be choices. Two choices are better than one.
On the other hand, it's pointless to add tons of stances and abilities. You need to stop and consider what the player will want these abilities for. An anti-air attack? A guard breaker? Counter a left swing? Now consider how many "purpose" abilities you have. Thousands? Unlikely. Does it help to give the player several abilities for one purpose? Nope - not unless they are for different weapon types. It just makes the system confusing having several moves that accomplish the same thing.
Thousands is a lot of data. Do you realize how long it would take you to create animations for ( walk + run + stance + 20 other anims ) * thousands? You need to get your head out of space.
Thousands? an exaggeration perhaps. All I am saying (and remember this purely hypothetical) is that once you are in combat, having more options (e.g: called shot, power attack, total defence etc.) make for a more interesting experience that a simple click and wait.
Now if you would answer the question instead of playing with symantics on everything I say, this thread could be contructive and contribute to the question at hand!
Now if you would answer the question instead of playing with symantics on everything I say, this thread could be contructive and contribute to the question at hand!
[email=django@turmoil-online.com]Django Merope-Synge[/email] :: Project Manager/Lead Designer: Turmoil (www.turmoil-online.com)
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