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How will Combat in AoC work ?

I just wanted to know how the combat will work in AoC,  I read some where that is was gonna be diffent from other MMORPGs. But the ones that I play is like this, someone hits you and depending on what kind of armor or buff you have on determines how how much you are hit for, I mean there is no block, or dodge button and know way to stop an incomming attack. wILL AoC be like this or will it be something very diffrent? Just asking because I have no idea of what it will be like.

Comments

  • AdrianSAdrianS Member Posts: 14

    the combat system is called real combat. the player will have to aim every hit himself ,but the enemy has to do like-wise.

    to get a better impression,you best read the FAQ on the AoC homepage.to do so just follow the link.

    community.ageofconan.com/wsp/conan/frontend.cgi

  • AelfinnAelfinn Member Posts: 3,857

    Ok, there are multiple different interconnected combat systems, so bear with me:

    Melee attack: you have four to eight directions in which you can attack depending on your equipped weapon and whether or not you are mounted or dismounted. the standard however is six, downward attack at the head, diagonal slashes to the upper right and left, lower right and left, and a stab to the torso. These are (by default) controlled by the numpad keys, but can also be used in conjunction with the mouse. Linking these attacks together in a logical fashion will allow a player to attack much faster and cause much more damage than someone button mashing, or even worse, spamming one direction of attack. There is a "soft" lock system, but all it does is slightly help keep you oriented on the target. You and you alone are responsible for ensuring the blows hit, if your weapon does not hit the target, it quite simply doesn't cause damage. On the other hand, if your massive swings with the broadsword pass through two or three enemies, all of them will be hurt.

    Melee defense: Most defense is automated, mostly for the sake of combating lag. However, you are responsible for what kind of defensive/offensive stance your character is in, which can reduce damage, how often you get hit, etc. There are also evasive maneuvers, in which you can send your character into a diving roll out of the way of the attack. (like say, you just saw a mage launch a really massive spell that you do not want to be in the way of)

    Ranged attack: All characters have access to some form of ranged combat, some just might suck the hair off of the shriveled old balls of Thoth Amon with that throwing axe he's been toting around... but in any case, ranged attacks are handled in a close up third person view nicknamed "parrot vision", since the camera is sitting only a little bit behind what a bird on someone's shoulder would see. From here, you have a targeting reticule, and once again, you and you alone are responsible for making sure the weapon hits. Some units have the ability to "volley", used primarily in formation with other ranged units, the character raises his bow at an angle, and fires as quickly as he can. The effect is to "blanket" a specific region with a hail of arrows, quite usefull for attacking large enemy groups that are too far off to be hit aiming normally.

    Magic attack: ranged magic is launched in much the same way as with ranged weaponry, but the majority of magic is either cast on oneself, or touchbased. Mages and priests will have to get in close, real close, to cast offensive spells, buff others and heal wounded. On the other hand, some can "weave" spells together into one very powerful entity. For example, a touch based fire spell, a touch based damage over time, and a nondamaging concussive AOE attack combining to form a fiery AOE blast that leaves its victims engulfed in flames for a period of time.

    Mounted combat: First thing you should know is that mass and inertia are a major concern. A character charging on a horse is liable to do much more damage than the same one on foot, and if he happens to be on a woolly mammoth... Even if the weapon misses, the on foot character is liable to get knocked down, pushed about, and otherwise get the crap trampled out of him. On the other hand, foot soldiers have terrain advantages (IE. they can climb, go into dense thickets, etc.) , can take the horse out of the equation via bow or polearm leaving the mounted character helpless for a time, or quite simply dodge out of the way and try to get in an attack from the rear.

    Formation combat: Collision detection is in, this means that any "squishys" can be protected behind a literal wall of heavily armed warriors. (Note: not all mages and priests have a hard time defending themselves ). Different formation shapes have different advantages, for example, a wedge formation is ideal for punching through an enemy line without engaging the entire force at once. Mounted units have their own formations as well.

    No man is an island, entire of itself; every man is a piece of the continent, a part of the main. any man's death diminishes me, because I am involved in mankind, and therefore never send to know for whom the bell tolls; it tolls for thee.
    Hemingway

  • bl1ndbl1nd Member Posts: 102
    Aelfynn all that sounds AMAZING but the problem i see is that all that it is going to be pretty hard to be implemented specially the mount combat part and the formation combat



    Also they gotta make a perfect netcode and perfect hit detection because then it is going to sck BIG TIME



    I love this combat system must MMORPGs use plain and boring point and click because it is a gazillian times easier to implement than Twitch combat...



    If u guys wanna see a mmorpg using this combat system play Neocron
  • SnabeltorskSnabeltorsk Member CommonPosts: 29

    Aelfinn: That sounds great, hope they get the Hitboxes right so it works like it should..

    Cant wait to this game to launch....

  • AricBAricB Member Posts: 158

    Thanks man that really helped me out alot! I thank both of you guys for all the info. The game sounds like its gonna be pretty fun I can't wait till it comes out because once it does I think I migtht drop all my other MMORPGs for this one.  Again thanks so much for all the info

  • quietwolfquietwolf Member Posts: 79

    IMO...twitch combat works better on game controllers than keyboard/mouse.

    gogo X-Box 360.

     

    "Whosoever shed last blood
    By man shall his blood be shed
    For immunity of God make he the man
    Destroy all that which is evil
    So that which is good may flourish
    And I shall count thee among my favored sheep
    And you shall have the protection of all the angels in Heaven."

  • ZappyZappy Member Posts: 65

    Will you be able to move while striking or do you have to wait for the animation before you can roll to the side?

    I mean, I've recently played God of War witch I found to be a very neat PS2 game. The good thing about the combat there is that you can block or roll away anytime during any animation. It makes all the difference to have good control of your character! This is especially important if the animations are as slow as they have shown them to be in the videoes (both strikes and finishing moves).

  • kashaunkashaun Member Posts: 220

    The combat so far does look pretty sexy, but I'd like to see more for defense. Gods and Heroes looks like it will have some things you can do with your shield, which is what I've been waiting for, unfortunatly the rest of that game doesnt seem to be my type. I would love a game with AoC's overall structure as far as mmorpgs go, but with some well done combat like gods and heroes. And my own selfish little request, I'd like the option to fight in first person view, being able to see my weapon and all of that, but I know alot of hardcore mmorpg players wouldnt accept that.

    Hopefully, for all of the effort put into the combat and mass combat on this game, it will have some purpose further then some bonuses for your guild or whatever, something maybe that effects the world or atleast a region in some way. I like to fight to gain ground, not items and such.

    Never give up and never surrender!

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