Well Vink won't like my idea.
But I was in the hot sun for the past hour or so, and I had an idea for the combat system. Right now, like Fate said, the combat system is rather boring, repetitive, and easily botable. So I was thinking about how to remedy those things. I thought about other combat systems in other games I have played, and why they were good or bad. So what better type of game to look for inspiration, than a game where all you do is fight.
FPS: In these games, all a player ever does really, is run around and fight bad guys. There are a TON of these types of games, so obviously, the combat system is good. In this system you must run around, be paying attention, and most often use some sort of strategy tactics.
Key features:
[*]Action
[*]Strategy
When I look at most top down, 2D, RPGs, I see a game with a generally poor combat system. The AI is always very simple, and it's terribly repetitive. You can generally fight just by holding down a couple buttons.
But in the
single most popular finished 2D Open Source game, I see the game has solved this boring combat system. What did they do? They gave the game strategy.
So my vision for the combat system in TMW is as follows:
Rather than have the baddies, simply walk about, or chase you down. How about they have a more complex AI. Where for instance, certain monsters won't simply go purposefully near a human player. Like one type of monster will carry very rare items, that are hard to obtain otherwise, but, they always are cautious of player, and they usually run away. While other monsters are dumb, and they will walk right up to players because they are curious, they don't attack, but they want to see what is going on. Others will be aggressive, like we have now. And yet others will be neutral, also like we have now.
Added on to this, the monsters won't simply stay next to the player when the monster is about to die. It will flee away from the player, and will go towards others of it's kind. Perhaps these monsters could even have the ability to heal each other, so when they are in a group, they get healed and there health comes back (unless they are fighting a player, they can't heal each other if they are fighting).
Also, give the characters a much more random health, where sometimes they will be a 1 hit kill, but other times they are a 3 hit kill.
Another thing, I hope that the current system of restricting fighting certain monsters by the players dexterity, will go. This seems quite poor. I would prefer a system where the monsters defense/attack, and the players defense/attack is what determines if you can fight a higher level monster. Where the damage a player does, and how much the monster hits the player, is what determines whether a player will fight it or not. Dexterity should still be used, just not quite as heavily.
What this will accomplish:
[*]No more botting, because the monster will run away from the player.
[*]More exciting combat system, encouraging players to want to actually fight more.
[*]Team work, because alone it will be more difficult to kill a monster before it gets back to a group and heals.
[*]Strategy.
Another MMORPG I played a while back, (it was 3D, but the concept works here too), is having random worldwide events. Like, some examples: one day the player will gain extra exp; one day the player won't have a death penalty (going to the death place); one day every monster will always drop some item; one day monsters will have no drops; one day the player won't regenerate health without health items; etc etc etc. These events could happen very seldom, but often enough so that the game has something different happen at least once a week.
More random things, mean less repetition, and more of a reason to play to see what will happen.
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And Vink, fear not because I remember reading that this old eathena server will be up for playing until no players are left to play on it. =)