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- Jul 10, 2007
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What do you guys think would be a great combat system for MMOs.
Many MMOs in the past and many at the current state of game design use auto-attack combat systems. This means you get your gear, you build your character up, and then after that you can pretty much go to sleep and wake up every time a battle ends so you can hit the little attack button again.
Many gamers are getting fed up with this. So, a lot of game designers are now looking into different combat systems. Newer games use combat systems that include hitting the same combination of buttons again.. and again.. and again.. and again... (forever and ever and ever). Pretty much you don't really do much but hit buttons. Once again this is boring. One game that used this combat system is called Fury (you get to pick 9 moves, build up mana for various moves, and just do pretty much the same moves forever).
Another option is a sort of MMO RTS combat system like wc3 or SC2, but... that'd kind of eliminate single character games and what not... which would make people sad.
Then there's a combat system like most Final Fantasy systems which are turn based. This brings in strategy and what not, the player with the best ping wouldn't win, and well, each fight might take a long time... Later FF combat systems work off of programmed AIs, which means you build your characters and just run about watching them fight (now you don't even have to hit the little button, you can make the game hit it for you). If you don't have the AI, then you're generally using the same types of strategies based on your build and fights. You'll also end up dreading fights. Remember in FF games how when you get high enough and you're running to a boss, fights tend to take so long you never want to do them because of the turn based elements. I mean, they're boring, take no skill, it's just attack this guy, etc. It's really not much better than auto attack. Many games are going to this and I think this idea is an epic fail.
Well, what about games that are focused on button mashing. Woo, now our attack speeds are based on us... but omg, after 5 minutes of that you're not going to be able to press anymore buttons without numbing out your hands.. -.-
How about twitch based combat systems? You know, ones like Oblivion and what not, where you can control where your weapons go and shields go. While many dislike this because of lag and what not, a lot of FPS games use this. Then again, a lot of people say they play FPS games for their twitch combat systems. I ask, why can't these go into RPG games? Is there some rule that this great combat system is only allowed in FPS games? Well, there's a game called Savage 2 which uses a form of this to a pretty decent degree and it's a really awesome game. Too bad it has no marketing so nobody knows about it. It requires high speed connection only, so if you have the min connection, better pings from that point aren't going to make a much of a difference.
So, here's what I say. If you're going to create an MMO as realistically as possible where people can role-play as any type of character they want with extreme immersion and uniqueness to the role their playing (the game would have extreme detail). When you go to such detail, you don't have to make things like combat systems or what not anymore. You can just let a player handle anything and work it in with a physics engine or whatever and that'll do whatever. No more hp, damage will occur through the physics and actual rules of the world they are playing in. They'd be able to build cities and literally do anything they wanted.
What this means? Incredible skill-based combat systems where the character's in-game growth only increases the potential to use that character (the player's skills aren't augmented unless they maybe do a build type with low potential or something), and well... every system would be based on the player's actual skill from politics to w/e.
So why don't MMOs do this? Because, while you may not believe this, many people hate a lot of freedom to make their own choices and do whatever they want to do in a game. Many people like structure. Well, what if they join a military in the game? Or a guild and do assignments for the leader? Isn't that structure? The fact is, many players don't even like making that choice. If they want to join a guild and do assignments and what not for a guild leader, they're going to get a game specifically designed for that purpose. Isn't that pretty retarded? Yes it is... even if people are running their own guilds and can play the game any way they like because of all that freedom (meaning the game is whatever people want it to be), they're still going to dislike it because they just want it to be one thing. If they're playing in a guild, they want everyone else doing the same thing. You might be thinking, that's pretty silly... So already, that limits some of the audience for the game, but I still think a game like this would have a pretty large audience.
So what do you guys think? Would you guys love a system like this where players define their own world, their own cities, their own items, and their own history and whatever, as well as their own classes? Or would you rather have a system where all of the classes are pre-defined, all of the cities are pre-defined, and pretty much the entire game is automated (something more like EQ). Or would you like games in the center from complete and absolute freedom to automated? Or maybe something completely unique altogether.
This is where you can voice your opinions.
Keep in mind that some of these opinions might be added for support for a data architecture I'm doing : o, so you might actually see some of these ideas in a real game (). But really, this conversation is about seeing what people love about games or what people would wish a game would do. For example, look at Dynasty Warriors Empires. It uses a pretty good combat system, you can conquer the world, but there's no online game that can do that and you can't really save your own character's progression for other games of Empires. Look at Romance of the Three Kingdoms. Wonderful freedom in working with cities and stuff, but you can't build your own. Everything is pre-placed and the combat system is a joke. Look at Perfect World . It has cities and what not that you can conquer, but again it's all pre-placed and the combat system is horrible (full automated).
So what would make your perfect game (more talking about MMOs). Please be creative and please try not to be super specific (like I'd like an MMO just about building houses, ideas like that can be worked into MMOs). What would make your perfect world? What would you love to be in this world?
Example:
I'd like to see what it's like being a bounty hunter
An assassin
A thief
A general of an army building up camps and what not
A super strong soldier in an army
MMORPGs are all about role playing whatever you want to be with lots of other people. The more detailed the world is, the better your experience is because the more skill is required of you and the more you have to actually be playing what you want to be (if you're a soldier, it's not all automated, if you're a thief, you have to actually see a person's possessions on their body and steal them without anyone noticing, if you're an assassin, you have to use the shadows and you have to be skilled at one shot kills, if you're a general, you better know some great tactics and be good with giving out real speeches).
So, final thing:
What would you love to role play in a game if it could be anything
What things would you like to see in an MMORPG if you could have them
What type of combat system would you absolutely love in an MMORPG
Do you love absolute freedom or would you rather force players to play as a certain thing?
What kind of growth system would you love to see for characters (one that increases the actual character's power so as to take away from the player's required skills to use that character, one that is fully dynamic where players can learn any ability up to a certain point so as to build their own classes, one where players pick a class, one where players pick from a few trees to define their class).
Many MMOs in the past and many at the current state of game design use auto-attack combat systems. This means you get your gear, you build your character up, and then after that you can pretty much go to sleep and wake up every time a battle ends so you can hit the little attack button again.
Many gamers are getting fed up with this. So, a lot of game designers are now looking into different combat systems. Newer games use combat systems that include hitting the same combination of buttons again.. and again.. and again.. and again... (forever and ever and ever). Pretty much you don't really do much but hit buttons. Once again this is boring. One game that used this combat system is called Fury (you get to pick 9 moves, build up mana for various moves, and just do pretty much the same moves forever).
Another option is a sort of MMO RTS combat system like wc3 or SC2, but... that'd kind of eliminate single character games and what not... which would make people sad.
Then there's a combat system like most Final Fantasy systems which are turn based. This brings in strategy and what not, the player with the best ping wouldn't win, and well, each fight might take a long time... Later FF combat systems work off of programmed AIs, which means you build your characters and just run about watching them fight (now you don't even have to hit the little button, you can make the game hit it for you). If you don't have the AI, then you're generally using the same types of strategies based on your build and fights. You'll also end up dreading fights. Remember in FF games how when you get high enough and you're running to a boss, fights tend to take so long you never want to do them because of the turn based elements. I mean, they're boring, take no skill, it's just attack this guy, etc. It's really not much better than auto attack. Many games are going to this and I think this idea is an epic fail.
Well, what about games that are focused on button mashing. Woo, now our attack speeds are based on us... but omg, after 5 minutes of that you're not going to be able to press anymore buttons without numbing out your hands.. -.-
How about twitch based combat systems? You know, ones like Oblivion and what not, where you can control where your weapons go and shields go. While many dislike this because of lag and what not, a lot of FPS games use this. Then again, a lot of people say they play FPS games for their twitch combat systems. I ask, why can't these go into RPG games? Is there some rule that this great combat system is only allowed in FPS games? Well, there's a game called Savage 2 which uses a form of this to a pretty decent degree and it's a really awesome game. Too bad it has no marketing so nobody knows about it. It requires high speed connection only, so if you have the min connection, better pings from that point aren't going to make a much of a difference.
So, here's what I say. If you're going to create an MMO as realistically as possible where people can role-play as any type of character they want with extreme immersion and uniqueness to the role their playing (the game would have extreme detail). When you go to such detail, you don't have to make things like combat systems or what not anymore. You can just let a player handle anything and work it in with a physics engine or whatever and that'll do whatever. No more hp, damage will occur through the physics and actual rules of the world they are playing in. They'd be able to build cities and literally do anything they wanted.
What this means? Incredible skill-based combat systems where the character's in-game growth only increases the potential to use that character (the player's skills aren't augmented unless they maybe do a build type with low potential or something), and well... every system would be based on the player's actual skill from politics to w/e.
So why don't MMOs do this? Because, while you may not believe this, many people hate a lot of freedom to make their own choices and do whatever they want to do in a game. Many people like structure. Well, what if they join a military in the game? Or a guild and do assignments for the leader? Isn't that structure? The fact is, many players don't even like making that choice. If they want to join a guild and do assignments and what not for a guild leader, they're going to get a game specifically designed for that purpose. Isn't that pretty retarded? Yes it is... even if people are running their own guilds and can play the game any way they like because of all that freedom (meaning the game is whatever people want it to be), they're still going to dislike it because they just want it to be one thing. If they're playing in a guild, they want everyone else doing the same thing. You might be thinking, that's pretty silly... So already, that limits some of the audience for the game, but I still think a game like this would have a pretty large audience.
So what do you guys think? Would you guys love a system like this where players define their own world, their own cities, their own items, and their own history and whatever, as well as their own classes? Or would you rather have a system where all of the classes are pre-defined, all of the cities are pre-defined, and pretty much the entire game is automated (something more like EQ). Or would you like games in the center from complete and absolute freedom to automated? Or maybe something completely unique altogether.
This is where you can voice your opinions.
Keep in mind that some of these opinions might be added for support for a data architecture I'm doing : o, so you might actually see some of these ideas in a real game (). But really, this conversation is about seeing what people love about games or what people would wish a game would do. For example, look at Dynasty Warriors Empires. It uses a pretty good combat system, you can conquer the world, but there's no online game that can do that and you can't really save your own character's progression for other games of Empires. Look at Romance of the Three Kingdoms. Wonderful freedom in working with cities and stuff, but you can't build your own. Everything is pre-placed and the combat system is a joke. Look at Perfect World . It has cities and what not that you can conquer, but again it's all pre-placed and the combat system is horrible (full automated).
So what would make your perfect game (more talking about MMOs). Please be creative and please try not to be super specific (like I'd like an MMO just about building houses, ideas like that can be worked into MMOs). What would make your perfect world? What would you love to be in this world?
Example:
I'd like to see what it's like being a bounty hunter
An assassin
A thief
A general of an army building up camps and what not
A super strong soldier in an army
MMORPGs are all about role playing whatever you want to be with lots of other people. The more detailed the world is, the better your experience is because the more skill is required of you and the more you have to actually be playing what you want to be (if you're a soldier, it's not all automated, if you're a thief, you have to actually see a person's possessions on their body and steal them without anyone noticing, if you're an assassin, you have to use the shadows and you have to be skilled at one shot kills, if you're a general, you better know some great tactics and be good with giving out real speeches).
So, final thing:
What would you love to role play in a game if it could be anything
What things would you like to see in an MMORPG if you could have them
What type of combat system would you absolutely love in an MMORPG
Do you love absolute freedom or would you rather force players to play as a certain thing?
What kind of growth system would you love to see for characters (one that increases the actual character's power so as to take away from the player's required skills to use that character, one that is fully dynamic where players can learn any ability up to a certain point so as to build their own classes, one where players pick a class, one where players pick from a few trees to define their class).