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Prefered combat style.

2

Comments

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by DEAD.line
     

    Yeah, but making it work in an mmo could be the reason why. Action combat is possible, but still not easy. Factoring weight to the calculations could be problematic, as i said. Anyway, i just feel it'd be nice too have if possible, but would prefer if they focused on making a proper action combat first.

     

    Do it in instances. That should be no more difficult than a Diablo 3 online session.

     

  • DeivosDeivos Member EpicPosts: 3,692

    Action-lite at this point is what I'd consider the best blend.

     

    Soft target rather than tab or straight up physics emulation. Attacks would basically rely on a central raycast line that then has a cone around it, similar to how one calculates the attacks in shooters like Call of Duty.

    It's essentially the kiddy-grade of action combat as it allows the aiming to be done in a more relaxed fashion and without having to predict opponent movement. Rather things account for the instance the action is executed.

     

    However, I'd also have a mechanical window where defensive actions and counters can preempt combat actions. Yes, that could turn a fight into a block/counter fest, but I'd rather see that than people constantly being subjected to a late block due t the server pinging too slowly and prioritizing their actions late.

     

    More support for large scale interactivity. Rather than simply having abilities that serve a direct combat, I'd love to see the notion of massive conflict having more support, so abilities that are designed to be used in tandem with other characters and/or to direct NPC armies would be nice.

     

    And the other element? An autopilot.

     

    That sounds rather the exact opposite of the general desire for an action oriented experience, but the idea rather is that you can create a kind of companion out of your own character rather then them simply being the means with which you interact with the game world.

     

    The player basically logs into the game in what would be a 'sprite mode' where you're essentially the Navi to the character. You have an indirect means of control by assigning orders for the character more akin to playing an RTS, alongside a separate set of abilities focused around world interaction rather than direct.

     

    Instead of always playing characters directly, it'd be nice to see them have a persistent state in games accompanied by a functioning and interactive personality akin to a SIms character. The enables the player to take a hands off approach to going through their game when they're busy or not up to the task of grinding things out  by queueing up tasks for their avatar to do and then checking up on their progress. The character could become a merc for hire hire for other active/online players while you're afk, offline, or in sprite mode, or do some other multitiude of tasks with player driven analogues.

     

    At any point in time, the player can essentially do a posession of the avatar, at which point the gameplay turns into the more familiar direct control/interaction.

     

    So three things basically.

     

    Sprite mode with AI driven characters.

    Action-Lite style combat.

    Abilities and functions that play directly off large scale cooperative combat and armies.

    "The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay

    "The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin

  • YoungCaesarYoungCaesar Member UncommonPosts: 326
    medieval FPS style like Chivalry or Mortal Online (only 2 games with this type of combat in first person)  where you have to aim your swings and you can also block them... there is no bunny hopping at all...
  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by Deivos

     

    Instead of always playing characters directly, it'd be nice to see them have a persistent state in games accompanied by a functioning and interactive personality akin to a SIms character. The enables the player to take a hands off approach to going through their game when they're busy or not up to the task of grinding things out  by queueing up tasks for their avatar to do and then checking up on their progress. The character could become a merc for hire hire for other active/online players while you're afk, offline, or in sprite mode, or do some other multitiude of tasks with player driven analogues.

    wait .. you want your toon plays itself? May be you want that .. but count me out. I don't play games ... to not play it. I prefer to log out when i am done.

     

  • DeivosDeivos Member EpicPosts: 3,692
    Originally posted by YoungCaesar
    medieval FPS style like Chivalry or Mortal Online (only 2 games with this type of combat in first person)  where you have to aim your swings and you can also block them... there is no bunny hopping at all...

    Both of those followed in the wake of Mount & Blade.

    You might wanna try that game as it's got the most free-form directional attacks and blocking.

     

    As for Nariu, the point isn't to not play the game, hence why I included the concept of 'posession' where it allows you to directly play the game as normal. What my system does instead is create persistence as well as open venues for alternative gameplay styles that don't necessarily even require you to be sitting at a computer to still be interacting with the game.

     

    In a sense it's a means to integrate a much more global experience.

     

    And the other factor is what you yourself said for me. Maybe you don't want to play a game that allows you to move seamlessly between a far-sighted gameplan approach all the way into the usual direct play, but others might find the idea that they can move back and forth between intensive action combat into a more laid back and hands off approach when their character sets about daily craft and other activities, or accruing extra money for you by being an NPC merc while you're afk.

     

    Personal taste, some want a simple experience, others want more.

    "The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay

    "The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin

  • dave6660dave6660 Member UncommonPosts: 2,699
    Originally posted by sunandshadow

    Favorite: Tactical turn-based where I control between 4 and 10 units is my favorite. (E.g. Disgaea or Dofus when playing a summoner class)

    2nd Favorite: Action RPG where the basic controls are biting/clawing/jumping or punching/kicking/jumping and I can map spells/skills to gamepad buttons, as well as equipping build modifications, like armored skin or wings or a projectile attack. (Like Tokyo Jungle crossed with Golden Axe.  Not so much like the Kingdom Hearts or Zelda or Okami games because it teds to be hard to figure out how effective any particular hit or combo is.)

    Honorable mention: CCG/TCG deck building and dueling. (Like Shandalar, not like Magic Online)

    Other honorable mention: spellbar/cooldown standard WoW-like combat.

    I'm waiting somebody to take a page out of Atlantica Online's play book.  Get rid of the overpriced pay to win cash shop, add a little more variety and depth and I'd be all over that game.

    “There are certain queer times and occasions in this strange mixed affair we call life when a man takes this whole universe for a vast practical joke, though the wit thereof he but dimly discerns, and more than suspects that the joke is at nobody's expense but his own.”
    -- Herman Melville

  • PAL-18PAL-18 Member UncommonPosts: 844

    Fallen Earth style,With Source engine or something it would be close to tits.

     

     

    So, did ESO have a successful launch? Yes, yes it did.By Ryan Getchell on April 02, 2014.
    **On the radar: http://www.cyberpunk.net/ **

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by Deivos

     

    Personal taste, some want a simple experience, others want more.

    How is having no downtime .. simpler? There is nothing simpler than doing nothing.

    I do agree .. personal tastes .. people want different things .. and the market arbitrate of what gets made.

     

  • DeivosDeivos Member EpicPosts: 3,692
    Originally posted by nariusseldon

    How is having no downtime .. simpler? There is nothing simpler than doing nothing.

    I do agree .. personal tastes .. people want different things .. and the market arbitrate of what gets made.

    When you log out, you are on downtime. I just proposed a system that makes your character keep going, and gives you the ability to keep playing, long after you turn off your PC.

     

    What you keep doing is mistaking that all people would be doing is sitting in sprite mode rather than playing in possession. In addition to that you continually assert a flat out lie to make your statement by claiming one half does 'nothing' where I have only ever stated the gameplay as changing to an indirect form of play a-la an RTS or a Sims styled game.

     

    So I'm forced to ask a question.

    Do you have a valid argument to make, or are you going to pose a false one again?

    "The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay

    "The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by Deivos
     

    When you log out, you are on downtime. I just proposed a system that makes your character keep going, and gives you the ability to keep playing, long after you turn off your PC.

     

    oh, i have no problem logging out since I am controlling the down-time. I am against forced down-time.

    What you propose is a separate issue ... i don't want my toon to keep going without my control .. but that is a separate issue, and not related to down-time.

     

  • JeminaiJeminai Member UncommonPosts: 151
    the action combat system in Defiance is probably the best aspect about the game IMO.
    obviously it's mostly range based but I can't see why more melee couldn't be implemented (not that Trion would bother). it's fast, fluid and tactical in a 3rd person view. which I prefer for more Field of view.
  • DeivosDeivos Member EpicPosts: 3,692
    Originally posted by nariusseldon

    oh, i have no problem logging out since I am controlling the down-time. I am against forced down-time.

    What you propose is a separate issue ... i don't want my toon to keep going without my control .. but that is a separate issue, and not related to down-time.

    ...Without control? Downtime control? Forced downtime?

     

    Yeah, you're not reading what I'm writing. As none of those are problems with the system as all those fall under player choice on how to approach the play.

     

    Wanna take it directly as an action game, call it good and log out? Not a problem, your character will passively just do their own thing based on your play style and either chosen or randomly generated personality parameters to accrue while you sleep some bonus for you to attain when you log back in. Their ongoing presence wouldn't impact you in the slightest.

     

    Wanna look at the game with a bit more global interaction, or direct more than your own avatar during play? Well then flip to the more RTS oriented mode, get your avatar on track, set up communal actions and activities, direct some NPCs, and fiddle around with the larger social, political, and economic landscape. Hop back down to playing your character to go on a few adventures or lead your army, then log off and let your avatar do their thing again so when you log in you get your swanky bonus.

     

    Wanna be slightly more in tune with your character? Queue up activities and check their activity log on your mobile, giving them general prompts to do certain things you want from them so that when you log bac in you have that shiny new armor you couldn't be arsed to craft yourself prepped to use.

     

    Seriously, this isn't a concept that restricts or impacts you in the slightest, yet you're trying so hard to complain.

     

    Again, do you have a valid argument?

    "The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay

    "The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by Deivos

    Again, do you have a valid argument?

    Yeah .. i don't like my toons in the game world that is not under my control. Enough of an argument for you?

  • DeivosDeivos Member EpicPosts: 3,692
    Originally posted by nariusseldon

    Yeah .. i don't like my toons in the game world that is not under my control. Enough of an argument for you?

    Not a valid argument.

    Read my last post, as I edited it.

     

    Your complaint rests squarely on a notion that is quite literally not a problem in any way. One would have to intentionally design the game so that your character can come to harm while the player is not connected in a fashion that impacts them negatively, which is a condition entirely avoidable.

     

    So again, do you have a valid argument?

    "The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay

    "The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by Deivos
    Originally posted by nariusseldon

    Yeah .. i don't like my toons in the game world that is not under my control. Enough of an argument for you?

    Not a valid argument.

    Read my last post, as I edited it.

     

    Your complaint rests squarely on a notion that is quite literally not a problem in any way. One would have to intentionally design the game so that your character can come to harm while the player is not connected in a fashion that impacts them negatively, which is a condition entirely avoidable.

     

    So again, do you have a valid argument?

    Why do you assume my objection is because my toon can come to harm?

    May be i just don't like some toons that belongs to me going off doing things that i am not controlling? May be i don't like them being seen by other players because i will get jealous?

     

     

  • DeivosDeivos Member EpicPosts: 3,692
    Originally posted by nariusseldon

    Why do you assume my objection is because my toon can come to harm?

    May be i just don't like some toons that belongs to me going off doing things that i am not controlling? May be i don't like them being seen by other players because i will get jealous?

    Then you're a bit of a creep?

     

    One's character coming to harm in some context, be it statistical damage or behavioral, is about the only concern that could be valid, as it's the only one where the impact on the player isn't derived from internal paranoia.

     

    I mean seriously. I enjoy role play. I spend a long time designing, drawing, writing, and plotting out my character and not just their back story, but also milestones and plot points I want to experience with them.

     

    What happens to the character when offline essentially boils down to how you've aimed for them to behave, for the first point. So they are generally not likely to be doing something you wouldn't do.

     

    They also would have to exist in a condition where when you log in, their functional state is at least the same as when you logged out, if not recovered and prepared to go on adventure immediately.

     

    I generally assume the getting jealous thing was a joke, hence the creep comment as it's not meant as a serious offense. However, there is a very real mindset at times that players can't relent possession.

    It's ironic considering one would usually assume the presence of your avatar to parade your achievements around would be like great for all those that revel in their gaming egotism.

     

    Ultimately it's an illogically moot point though, because the concerns the player would have are born out of a fear of rather literally nothing.

    You aren't losing control, in fact you have far greater control over your avatar. You aren't just faffing about, you always have options for ways to play and interact. And if vanity is the only concern, then don't leave your character in a fashion you might derive shame from.

    "The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay

    "The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by Deivos

     

    One's character coming to harm in some context, be it statistical damage or behavioral, is about the only concern that could be valid, as it's the only one where the impact on the player isn't derived from internal paranoia.

     

    lol .. as if you have the authority to decide what is a valid concern and what is not.

    We are talking about preferences on how video games play. Everything is valid. If you don't like that ... well ... unfortunately you can't change the world.

    If i don't like my characters running around not controlled by me ... there is really nothing you can do to change my preference.

    Trying to force your own views on others is not as easy as it seems, uh?

  • DeivosDeivos Member EpicPosts: 3,692
    Originally posted by nariusseldon

    lol .. as if you have the authority to decide what is a valid concern and what is not.

    We are talking about preferences on how video games play. Everything is valid. If you don't like that ... well ... unfortunately you can't change the world.

    If i don't like my characters running around not controlled by me ... there is really nothing you can do to change my preference.

    Trying to force your own views on others is not as easy as it seems, uh?

    Talking about mechanically what impacts a game and a player is not a matter of preference. It's a matter of fact.

     

    Talking about how you feel about how a game operates, that is a matter of preference.

     

    If you notice, I do not talk about how you feel, I denote that the only aspects of the game that could influence your interactive experience is a controllable aspect, which means any fear of not being in control is of little bearing to the reality of the condition.

     

    At no point do I impose my opinion or my view, beyond the matter of what I see to be objective versus subjective. So I would not know how hard it is to enforce my views on others, as I have not tried to do so yet.

     

    You not wanting to play a game like that is fine. People react to mental prompt and paranoia all the time. I do not argue against your freedom to follow opinion.

     

    But your opinion, does not change fact.

     

    When the only thing stopping you from playing a game is a mental compunction that fails to correlate to the reality of the game, then the onus is on you, not the game.

    "The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay

    "The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin

  • ApraxisApraxis Member UncommonPosts: 1,518
    Originally posted by Deivos

    Action-lite at this point is what I'd consider the best blend.

     

    Soft target rather than tab or straight up physics emulation. Attacks would basically rely on a central raycast line that then has a cone around it, similar to how one calculates the attacks in shooters like Call of Duty.

    It's essentially the kiddy-grade of action combat as it allows the aiming to be done in a more relaxed fashion and without having to predict opponent movement. Rather things account for the instance the action is executed.

     

    However, I'd also have a mechanical window where defensive actions and counters can preempt combat actions. Yes, that could turn a fight into a block/counter fest, but I'd rather see that than people constantly being subjected to a late block due t the server pinging too slowly and prioritizing their actions late.

     

    More support for large scale interactivity. Rather than simply having abilities that serve a direct combat, I'd love to see the notion of massive conflict having more support, so abilities that are designed to be used in tandem with other characters and/or to direct NPC armies would be nice.

     

    And the other element? An autopilot.

     

    That sounds rather the exact opposite of the general desire for an action oriented experience, but the idea rather is that you can create a kind of companion out of your own character rather then them simply being the means with which you interact with the game world.

     

    The player basically logs into the game in what would be a 'sprite mode' where you're essentially the Navi to the character. You have an indirect means of control by assigning orders for the character more akin to playing an RTS, alongside a separate set of abilities focused around world interaction rather than direct.

     

    Instead of always playing characters directly, it'd be nice to see them have a persistent state in games accompanied by a functioning and interactive personality akin to a SIms character. The enables the player to take a hands off approach to going through their game when they're busy or not up to the task of grinding things out  by queueing up tasks for their avatar to do and then checking up on their progress. The character could become a merc for hire hire for other active/online players while you're afk, offline, or in sprite mode, or do some other multitiude of tasks with player driven analogues.

     

    At any point in time, the player can essentially do a posession of the avatar, at which point the gameplay turns into the more familiar direct control/interaction.

     

    So three things basically.

     

    Sprite mode with AI driven characters.

    Action-Lite style combat.

    Abilities and functions that play directly off large scale cooperative combat and armies.

    Wow... actually i like your idea, although for me you can let out the action-lite, whereas it may be easier to balance and AI controll with a action-lite variant. This would enable a lot of different gameplay options, and a change of pace in your gameplay session. Very nice idea.

    And ignore Narius for you own better good... in my humble opinion he is some kind of troll, though not the usual one. But nevertheless he will never argue with you, and much more argue his own agenda twisting your words. Just not worth to bother with him.

  • mayankingmayanking Member UncommonPosts: 162
    w/e combat system final fantasy 10 had :D turn based goat 
  • DeivosDeivos Member EpicPosts: 3,692

    Yeah I think it's a somewhat novel idea. Figure it'd be a decent way of getting a somewhat wide range of people and preferences to share a common ground.

     

    I don't mind bickering with Nariu either though. He usually says enough off things that I can take it as a prompt to talk out stuff I love and work on, kind of a very arbitrary educational experience for any readers and an open invitation for others to hop in and share their info and opinions so I can learn something. ^_^

    "The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay

    "The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by Deivos

    But your opinion, does not change fact.

    What facts? You did not propose any fact.

    Whether a concern is valid or not .. is not fact. It is an opinion.

     

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by Deivos

    Yeah I think it's a somewhat novel idea. Figure it'd be a decent way of getting a somewhat wide range of people and preferences to share a common ground.

     

    Oh .. i think it is courageous to try .. but why would you want to have wide range of people sharing a common ground?

    There are so many games out there .. when i play a game .. i have no desire to share any common ground with anyone. It is about finding the game that fits my preference, or i do something else.

    Just based on my responses, i doubt you can find common ground for everyone (or may be you can find common with everyone else but me). It is certainly interesting to try, although i do not think that it is doable.

     

  • DeivosDeivos Member EpicPosts: 3,692

    Yes I did present a fact.

    The fact being, individual perception of a game's mechanic to status does not change how it actually functions.

     

    Presenting a concern about your avatar where the concern does not sit on any actual game component, means the concern has nothing to do with the game, but with the player.

     

    Therefore it is not a valid concern about the game, but rather the personality electing to address the game.

     

    As for why I would want this style of game, unlike you I like the notion of having a community. A community that is homogeneous in principle is a static one however, so I would rather seek a means to introduce varied elements so that we can see more interplay between them and reap the results.

     

    Not only this, but I enjoy a relatively decent range of play, and I see this as a way to not constantly game hop.

     

    Technically I have found common ground in the sense that the game can perfectly accommodate your play style. The problem basically just exists on the end that you want to be combative and therefore have a preferential dispute, even if you could easily play the game in rather literally the exact way you'd wish to.

    "The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay

    "The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin

  • sivousplaysivousplay Member UncommonPosts: 15

    Well, I"m an old geezer ... always loved the turn-based RPGs (BG, IWD, Fallout) ... started playing MMOs (WoW, Rift, SWTOR) and got used to the tab-targeting, spam buttons as fast as you can, use macros whenever possible to make life easier combat and always stayed away from console-like action games figuring my old reflexes could never handle them. 

    Three months ago, I was desperate for a new game and picked up TERA ...  I'm HOOKED ! Absolutely love the action combat. No more, get your hit or penetration rating up to max and hope the random numbers do you well against a boss. It's all up to your skills ... swing at the right time/direction, dodge/block/jump at the right time. All very cool. There are many things dull and repetitive about TERA but the combat has kept me quite captivated (well, that and how cool the models and animations are).

    Very excited to see the new wave of action-MMOs and hope one can add some more open world features so I don't have to follow yellow !, ? and * to perform my service for the virtual world.

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