Combat manauvers

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What do you think about combat manauvers

Good! I like that
1
11%
Good! But I recommend some changes
2
22%
Never mind! I didn't play with fighters
0
No votes
Bad! This idea sucks!
2
22%
Bad! Will only give more work to the artists
4
44%
 
Total votes: 9
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Kyokai
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Post by Kyokai » 01 Mar 2005, 06:22

I know some RPGs like WoW and FFXI use realtime keyboard movement, but still have the hack and slash feel when you start to fight, but that's not what I want for TMW...
I'm upset because the MapleStory beta test is closed now, because that we a really good example of what a realtime MMORPG worked like (even though it was a side scrolling MMORPG, the idea is similar with realtime combat).

We really have to do it the SoM way or it just won't be right... that's our niche in the MMORPG genre, isn't it?
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So what does the systems coordinator actually do? My job is to take your ideas for TMW and build them into working aspects of gameplay that can be implemented by the artists and programmers. If there's anything you think we can do better or differently, let me know.
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Bjørn
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Post by Bjørn » 01 Mar 2005, 13:58

You have all the aiming and dodging for melee fighting, but how would realtime work with magic? Isn't in that case player keyboard skill suddenly rather irrelevant?
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Rotonen
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Post by Rotonen » 01 Mar 2005, 15:03

Bjørn wrote:You have all the aiming and dodging for melee fighting, but how would realtime work with magic? Isn't in that case player keyboard skill suddenly rather irrelevant?
Not necessarely if we're going to take the combo key approach.. But the problem there would be that how can we be sure that people aren't modifying their clients to make it easier? :roll:
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Kyokai
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Post by Kyokai » 01 Mar 2005, 15:18

Rotonen wrote:
Bjørn wrote:You have all the aiming and dodging for melee fighting, but how would realtime work with magic? Isn't in that case player keyboard skill suddenly rather irrelevant?
Not necessarely if we're going to take the combo key approach.. But the problem there would be that how can we be sure that people aren't modifying their clients to make it easier? :roll:
I'm not sure what the combo key approach is, but as far as I understood it, magic would require a startup and slowdown time, so you would have to be strategic with casting so that you don't get hit and drop your spell each time you try. I imagine that spells will be strong, but only specialists in magic will be able to use them exclusively without pulling out their weapons too.
The Mana World System Coordinator.
View the Systems
So what does the systems coordinator actually do? My job is to take your ideas for TMW and build them into working aspects of gameplay that can be implemented by the artists and programmers. If there's anything you think we can do better or differently, let me know.
WakkaCraft
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Post by WakkaCraft » 06 Mar 2005, 03:53

Rotonen wrote:The system should be diverse, but easy to learn. Addictive in other words. One should always be able to find new ways to do reasonable damage.. So there has to be the stamina bar and the mana bar. But how would these two relate into each other? It could be built in a way that most of the skills use both, but in a different ratio. And there could also be attributes affecting that ratio. That would ensure individality and would make very different combinations equally strong. (I don't really like the powerplaying in the modern MMORPGs these days, because there only seems to be "the best combination of stats and skills" for everything, it kinda eats away the immersion of roleplaying if you must fit in the mold of "you won't be strong if you won't be like this and that").
Ah, the question of power gaming. Finding the combination of things you can do when building your character allowing them to 'be all they can be'. Should we allow it? I don't think we should try to remove this completely, but make other options viable as well. Something like there's a combination you can use that will make your character slightly stronger if you try for a perfect combination, but not so much that other builds pale in comparison to the point where they aren't useful.

Although, this question fits closely into the question of specialization, which in the interest of team play, we should implement. A character that has strong physical capabilities with weaker magic works well with a character with weaker physical capabilites but is strong with magic. This encourages team play, instead of letting people just making characters that are masters at everything. If you've played morrowind you know what I mean.
Under this, there are descisions that can be made during character creation and development that are quite simply poor choices. Unfortunately, questions of this nature have us asking how stat increases will occur.
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Rotonen
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Post by Rotonen » 06 Mar 2005, 12:03

WakkaCraft wrote:
Rotonen wrote:The system should be diverse, but easy to learn. Addictive in other words. One should always be able to find new ways to do reasonable damage.. So there has to be the stamina bar and the mana bar. But how would these two relate into each other? It could be built in a way that most of the skills use both, but in a different ratio. And there could also be attributes affecting that ratio. That would ensure individality and would make very different combinations equally strong. (I don't really like the powerplaying in the modern MMORPGs these days, because there only seems to be "the best combination of stats and skills" for everything, it kinda eats away the immersion of roleplaying if you must fit in the mold of "you won't be strong if you won't be like this and that").
Ah, the question of power gaming. Finding the combination of things you can do when building your character allowing them to 'be all they can be'. Should we allow it? I don't think we should try to remove this completely, but make other options viable as well. Something like there's a combination you can use that will make your character slightly stronger if you try for a perfect combination, but not so much that other builds pale in comparison to the point where they aren't useful.

Although, this question fits closely into the question of specialization, which in the interest of team play, we should implement. A character that has strong physical capabilities with weaker magic works well with a character with weaker physical capabilites but is strong with magic. This encourages team play, instead of letting people just making characters that are masters at everything. If you've played morrowind you know what I mean.
Under this, there are descisions that can be made during character creation and development that are quite simply poor choices. Unfortunately, questions of this nature have us asking how stat increases will occur.
Well since the growth of the needed effort is exponential and relative to the total of learned stuff (instead of the traditional per skill learning growth curve), it won't be that much of an issue, because yeah, you CAN make an all around character that can practically destroy the world and has no weak points, but it will just take about 10 years.. :) (Clarification: the more you learn, the harder it becomes to learn ANYTHING)
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Post by imorgado » 07 Mar 2005, 04:47

Rotone, we have done our skill learn formula thinking in that.

"the more you learn, the harder it becomes to learn ANYTHING"
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