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Targeting lol

treyu86treyu86 Member UncommonPosts: 270

I just read the new article regarding combat, and read you do have like auto-targeting, is that so? I thought it was more like darkfall combat style, more fps. Anyways I will try the game, but just got surprised! any info?

Comments

  • MrbloodworthMrbloodworth Member Posts: 5,615
    Originally posted by treyu86


    I just read the new article regarding combat, and read you do have like auto-targeting, is that so?

    Not even the same thing is traditional RPGs. Calm down.

     

    ----------
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    "No, your wrong.." - Random user #123

    "Hello person posting on a site specifically for MMO's in a thread on a sub forum specifically for a particular game talking about meta features and making comparisons to other titles in the genre, and their meta features.

    How are you?" -Me

  • treyu86treyu86 Member UncommonPosts: 270

    Sorry to ask again but then is it auto-target, there is no aim?

  • sandolainensandolainen Member Posts: 62
    Originally posted by treyu86


    Sorry to ask again but then is it auto-target, there is no aim?

     

    http://www.mortalonline.com/forums/3579-alpha-combat-system-short.html

    That's a better explanation. The article is probably based on that post, which is half a year old.

    And it's aim based. The question isn't whether or not they should have it aim based or not, but whether they should keep it totally FPS-like or make the system a hybrid in some way or not. But it's explained better in the link.

    Archery will be totally based on aim, of course.

  • javifugitivojavifugitivo Member Posts: 12

    Mortal Online wont have targeting, only a "Target list" - a tracker to see the vitals of your enemies. Yo have to add targets to this list, manually and they are added when attack you ;)

  • RavenRaven Member UncommonPosts: 2,005

    Its something like the overview in EVE, you will be able to add "watches" to your list, but having them there or not wont matter for attacking just for reference.

    image

  • sickansickan Member Posts: 166

    This is cut from thir ppt, released 8th of may! Would be the best info around, xept for any closed beta leaks =P

     

    • Active blocking is an integral part of the fighting and you won’t survive long without it. Not only do you block with the actual shield or sword itself, you also have to aim your block to take the least amount of damage!



    • The game’s collision detection makes players collide with, rather than pass through each other. This means you can block the path of your opponent, and when fighting in a group actually outmaneuver your enemies by flanking or surrounding them.



    The manual aiming in Mortal Online makes it very important to consider friendly fire when fighting in groups. Archers or mages can’t just pour their projectiles or area of effect spells down among the melee fighters, as they then run the risk of hurting group members. This, together with collision detection makes field tactics and the use of your surroundings extremely advantageous

     

    There ya go, the one who seeks shall find!

  • YamotaYamota Member UncommonPosts: 6,593
    Originally posted by sandolainen

    Originally posted by treyu86


    Sorry to ask again but then is it auto-target, there is no aim?

     

    http://www.mortalonline.com/forums/3579-alpha-combat-system-short.html

    That's a better explanation. The article is probably based on that post, which is half a year old.

    And it's aim based. The question isn't whether or not they should have it aim based or not, but whether they should keep it totally FPS-like or make the system a hybrid in some way or not. But it's explained better in the link.

    Archery will be totally based on aim, of course.

    I read the that article and I must say the combat sounds very intriguing. However, making melee combat work well in 1st person view is very hard so time will tell if it works well on live as it doesn on paper.

  • sandolainensandolainen Member Posts: 62
    Originally posted by Yamota

    Originally posted by sandolainen

    Originally posted by treyu86


    Sorry to ask again but then is it auto-target, there is no aim?

     

    http://www.mortalonline.com/forums/3579-alpha-combat-system-short.html

    That's a better explanation. The article is probably based on that post, which is half a year old.

    And it's aim based. The question isn't whether or not they should have it aim based or not, but whether they should keep it totally FPS-like or make the system a hybrid in some way or not. But it's explained better in the link.

    Archery will be totally based on aim, of course.

    I read the that article and I must say the combat sounds very intriguing. However, making melee combat work well in 1st person view is very hard so time will tell if it works well on live as it doesn on paper.

     

    Why wouldn't it work? It's the same for everyone, so no balance problems and FP views works great in all other games. Why do you think it's a bad idea on paper?

  • NovaKayneNovaKayne Member Posts: 743
    Originally posted by sandolainen

    Originally posted by Yamota

    Originally posted by sandolainen

    Originally posted by treyu86


    Sorry to ask again but then is it auto-target, there is no aim?

     

    http://www.mortalonline.com/forums/3579-alpha-combat-system-short.html

    That's a better explanation. The article is probably based on that post, which is half a year old.

    And it's aim based. The question isn't whether or not they should have it aim based or not, but whether they should keep it totally FPS-like or make the system a hybrid in some way or not. But it's explained better in the link.

    Archery will be totally based on aim, of course.

    I read the that article and I must say the combat sounds very intriguing. However, making melee combat work well in 1st person view is very hard so time will tell if it works well on live as it doesn on paper.

     

    Why wouldn't it work? It's the same for everyone, so no balance problems and FP views works great in all other games. Why do you think it's a bad idea on paper?



     

    My guess is telling the range of your opponent.  I assume that varous melee weapons have different ranges.  It takes some getting used too in FP when you are trying to determine if your swing will hit or not due to how close you THINK you are to the target.

     

    Not impossible, just different and difficult to asses without some practice.  Those who are used to spoonfed ( greyed out buttons when out of range ) or click and attacks may take longer to adjust.

     

    Another potential problem with it is lagg.  Thinking you are close enough and your target rubberbands or teleports some distance away could cause issues and make it not work.   So, these are things that sound good on paper but, not necessarily work in implementation.

    Say hello, To the things you've left behind. They are more a part of your life now that you can't touch them.

  • sandolainensandolainen Member Posts: 62
    Originally posted by NovaKayne




     
    My guess is telling the range of your opponent.  I assume that varous melee weapons have different ranges.  It takes some getting used too in FP when you are trying to determine if your swing will hit or not due to how close you THINK you are to the target.
     
    Not impossible, just different and difficult to asses without some practice.  Those who are used to spoonfed ( greyed out buttons when out of range ) or click and attacks may take longer to adjust.
     
    Another potential problem with it is lagg.  Thinking you are close enough and your target rubberbands or teleports some distance away could cause issues and make it not work.   So, these are things that sound good on paper but, not necessarily work in implementation.

     

    Telling the range is 1) something that won't be a problem once you're used to it 2) After all just a matter of skill. Lagg would be just as much of a problem if they'd go with TPV. The combat system is where it's at, not the angle you look at it from. By the way, beta reports say that lag isn't a problem when playing over long distances, such as NA players on EU servers.

  • thinktank001thinktank001 Member UncommonPosts: 2,144
    Originally posted by sandolainen


    Telling the range is 1) something that won't be a problem once you're used to it 2) After all just a matter of skill. Lagg would be just as much of a problem if they'd go with TPV. The combat system is where it's at, not the angle you look at it from. By the way, beta reports say that lag isn't a problem when playing over long distances, such as NA players on EU servers.



     

     

    Depth perception is an inherit weakness to FPV.   There are a few things that can be done to help ( really good textures and rapidly oscillating the camera ), but it doesn't fix the problem.   TPV makes it much easier since you are looking from a 3rd point and can easily judge the distance between your character and the enemy.   

    It doesn't mean that FPV is bad in this respect as you pointed out people can cope with it with practice.  You should be taking the beta report with a grain of salt, since it is currently a closed beta, and the server isn't stressed.    

  • sandolainensandolainen Member Posts: 62
    Originally posted by thinktank001


    Depth perception is an inherit weakness to FPV.   There are a few things that can be done to help ( really good textures and rapidly oscillating the camera ), but it doesn't fix the problem.   TPV makes it much easier since you are looking from a 3rd point and can easily judge the distance between your character and the enemy.   
    It doesn't mean that FPV is bad in this respect as you pointed out people can cope with it with practice.  You should be taking the beta report with a grain of salt, since it is currently a closed beta, and the server isn't stressed.    

     

    Are you really sure of that? You only have one point of view in TPV too, so I just figure you'd have the same problem there... But well, most things move on top-bottom or sideways in TPV instead of front-back like in FPV, so I guess that helps a lot. Then again, I've never had any real problem with judging distance in melee in FPS games.

    And yeah, I know about the beat report and stressing the server. I just wanted to point out that even if you have a high latency it works as long as the server is coping.

  • FariicFariic Member Posts: 1,546

    From the way they explained it,

    The delay in melee is designed in part to address latency.  The devs understood that it's an MMO, and as such the number of people playing on the server is going to have an impact.  A full twitch system is going to come up against obsticles because of this; so they're trying to build the combat with it in mind.

    While it is manual aim you can't really compare it to DFO.

    On paper it has more strategy and tactic involved and a less twitch.  DFO is actually very twitchy in melee.

    The article on this site is really just an abreviated form of the overview on the official MO site.

    If you're really interested in what they have in mind for combat I would recommend reading the one on the official site.  It's much better.

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