Mark Jacobs ended this weeks update with information about some aspects to the combat system. I am curious as to whether the community would want a game that incorporated skill positionals like in DAOC.
Originally posted by naezgul I will personally guarantee they will be in the game.......complete with chain styles
Will there be pie? What flavors can you guarantee?
I definitely prefer how chain styles and positional styles existed in DAoC to how they were tried in WAR or any other game for that matter (not really positional and not so much chain). It seems that the only positions used these days are behind target or in front of target and the only chain idea used is opener/anytime style/finisher. Add in the timing and placement necessary for PA and the rest of your chain as an assassin or how you engaged your target as any other melee class in RvR. And if one of your chain styles missed then your chain was broken and you had to adjust and quickly. While there was a definite learning curve it made for a much more pleasant experience in combat and much less predictable and just more fun in general.
Originally posted by naezgul I will personally guarantee they will be in the game.......complete with chain styles
Will there be pie? What flavors can you guarantee?
I definitely prefer how chain styles and positional styles existed in DAoC to how they were tried in WAR or any other game for that matter (not really positional and not so much chain). It seems that the only positions used these days are behind target or in front of target and the only chain idea used is opener/anytime style/finisher. Add in the timing and placement necessary for PA and the rest of your chain as an assassin or how you engaged your target as any other melee class in RvR. And if one of your chain styles missed then your chain was broken and you had to adjust and quickly. While there was a definite learning curve it made for a much more pleasant experience in combat and much less predictable and just more fun in general.
Strawberry/rhubarb will be the only flavor.....although you will have a choice of fresh whipped cream or not
I would like to see more positionals and how they work. I'm sure they will be in the game but I would rather they all don't come from stun styles mainly. It would be nice to see a slash type chain frontal style but aditionally see the same slash front style have a set up attack where you attack a little slower and do less damage if you hit but increase the other players chance to block/parry which could give you a side step chain style off of it. If we could incorporate (set-up styles) on most normal openers that would be great and if we land the opener we could have a choice to continue with normal style chains or even different ones than the other 2 options above. Also the chains side styles/back styles could be started from the side or back. Once you start them from the side or back and even if the player turns to you you will still side step around them and complete the style or a variation of the style for visual smoothnes and combat flow. Not saying that there should not be stuns (shields/hammers) but stuns should be lower in duration 1-2 (4seconds max) and there should more of a chaos effect on the player than stun. example.- you do a side swing with hammer and knock opponent back a couple of feet, they block with there body and slide back on ground as if on ice, full quick recovery but they are actually stunned for 1-2 seconds which gives the other player a chance to use another style. I would also like to see no stacking on stuns and more immunities-if you are stunned for 2 seconds you are immune for the next 2 seconds. I think positional styles need a little flare to them and more of a combat feal depending on your choices and not just stun move positional or pop from stealth.
Originally posted by naezgul I will personally guarantee they will be in the game.......complete with chain styles
Will there be pie? What flavors can you guarantee?
I definitely prefer how chain styles and positional styles existed in DAoC to how they were tried in WAR or any other game for that matter (not really positional and not so much chain). It seems that the only positions used these days are behind target or in front of target and the only chain idea used is opener/anytime style/finisher. Add in the timing and placement necessary for PA and the rest of your chain as an assassin or how you engaged your target as any other melee class in RvR. And if one of your chain styles missed then your chain was broken and you had to adjust and quickly. While there was a definite learning curve it made for a much more pleasant experience in combat and much less predictable and just more fun in general.
Strawberry/rhubarb will be the only flavor.....although you will have a choice of fresh whipped cream or not
Strawberry rhubarb and all its deliciousness with whipped cream of course would make me quite happy. Much the same can be said of positional and chain styles, save for the deliciousness.
Originally posted by zekuel I would like to see more positionals and how they work. I'm sure they will be in the game but I would rather they all don't come from stun styles mainly. It would be nice to see a slash type chain frontal style but aditionally see the same slash front style have a set up attack where you attack a little slower and do less damage if you hit but increase the other players chance to block/parry which could give you a side step chain style off of it. If we could incorporate (set-up styles) on most normal openers that would be great and if we land the opener we could have a choice to continue with normal style chains or even different ones than the other 2 options above. Also the chains side styles/back styles could be started from the side or back. Once you start them from the side or back and even if the player turns to you you will still side step around them and complete the style or a variation of the style for visual smoothnes and combat flow. Not saying that there should not be stuns (shields/hammers) but stuns should be lower in duration 1-2 (4seconds max) and there should more of a chaos effect on the player than stun. example.- you do a side swing with hammer and knock opponent back a couple of feet, they block with there body and slide back on ground as if on ice, full quick recovery but they are actually stunned for 1-2 seconds which gives the other player a chance to use another style. I would also like to see no stacking on stuns and more immunities-if you are stunned for 2 seconds you are immune for the next 2 seconds. I think positional styles need a little flare to them and more of a combat feal depending on your choices and not just stun move positional or pop for stealth.
Originally posted by naezgul I will personally guarantee they will be in the game.......complete with chain styles
So in other words slow boring tactical combat.
I'll pass. Was really hoping that some form of action combat would make it into this game but alas this game is trying to relive ideas that have long since been abandoned due to age and better technological innovations. Combat in DAoC was not its strong suit and those positional styles were slow and boring.
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
Originally posted by naezgul I will personally guarantee they will be in the game.......complete with chain styles
So in other words slow boring tactical combat.
I'll pass. Was really hoping that some form of action combat would make it into this game but alas this game is trying to relive ideas that have long since been abandoned due to age and better technological innovations. Combat in DAoC was not its strong suit and those positional styles were slow and boring.
Slow & tactical yyes boring no
i don't care for jumping and dancing (except over someones dead body) about spamming 360 or 180 melee attacks
Originally posted by naezgul I will personally guarantee they will be in the game.......complete with chain styles
So in other words slow boring tactical combat.
I'll pass. Was really hoping that some form of action combat would make it into this game but alas this game is trying to relive ideas that have long since been abandoned due to age and better technological innovations. Combat in DAoC was not its strong suit and those positional styles were slow and boring.
Tactical combat? Gee, who would want that? pffft...Oh wait, *raises hand*
I'll take thought and tactics over sitting here and spamming the same attack while I scratch myself, so much action happening. Or maybe I will use one of my 2 other attacks that do basically the same thing but have a 10 - 30 second cooldown.
MarkJacobsCEO City State EntertainmentMemberRarePosts: 649
Comments
Will there be pie? What flavors can you guarantee?
I definitely prefer how chain styles and positional styles existed in DAoC to how they were tried in WAR or any other game for that matter (not really positional and not so much chain). It seems that the only positions used these days are behind target or in front of target and the only chain idea used is opener/anytime style/finisher. Add in the timing and placement necessary for PA and the rest of your chain as an assassin or how you engaged your target as any other melee class in RvR. And if one of your chain styles missed then your chain was broken and you had to adjust and quickly. While there was a definite learning curve it made for a much more pleasant experience in combat and much less predictable and just more fun in general.
DAOC Live (inactive): R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R6 Healer
Strawberry/rhubarb will be the only flavor.....although you will have a choice of fresh whipped cream or not
Strawberry rhubarb and all its deliciousness with whipped cream of course would make me quite happy. Much the same can be said of positional and chain styles, save for the deliciousness.
Try DAoC trial, most of what you ask for is there
I would think they're on the board to go in, especially by the talk of using physics to some degree. Spacing, positioning will matter.
I've never seen a game implement them as well as DAoC, so there's that, too.
So in other words slow boring tactical combat.
I'll pass. Was really hoping that some form of action combat would make it into this game but alas this game is trying to relive ideas that have long since been abandoned due to age and better technological innovations. Combat in DAoC was not its strong suit and those positional styles were slow and boring.
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
Slow & tactical yyes boring no
i don't care for jumping and dancing (except over someones dead body) about spamming 360 or 180 melee attacks
Tactical combat? Gee, who would want that? pffft...Oh wait, *raises hand*
I'll take thought and tactics over sitting here and spamming the same attack while I scratch myself, so much action happening. Or maybe I will use one of my 2 other attacks that do basically the same thing but have a 10 - 30 second cooldown.
Yes! And pie too. I need 6 so far.
Mark Jacobs
CEO, City State Entertainment
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My day is now complete.
I only promised pie if their was no positionals or chain attacks
I live to serve.
Pie, nothing more.
Night!
Mark Jacobs
CEO, City State Entertainment
I hope you recorded Vikings to watch while you get ready for slumber,
maybe some inspiration can be drawn...