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Why is it always click, wait, click wait, click wait? Has network technology made no improvements since 1999?
Discuss or bury, makes no difference. I just don't get it.
Comments
Most RPGers want stats to dictate hit/miss. Hack n slash with reticule targeting is out there in various games, mostly the Action MMOs and FPS's.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
There are games that are deviating from that norm more and more.
Games like Mortal Online, Xsyon, Darkfall, Vindictus, DCUO, etc, have either an action-style or FPS-style combat. TERA plans on an action-style combat system. I'm sure there are or were others as well.
Not all are semi-turn based combat systems anymore, and I think more and more are getting away from that older style.
Hell hath no fury like an MMORPG player scorned.
It works and is viable despite what some people say, just check out gamespots video @ 5:24:00 and see for yourself: http://e3.gamespot.com/live-cam-tour/live-cam-day-1/?cam=1
Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries...
DDO has a fairly dynamic combat system involving active blocking, dodging, missile arc, weapon length, and aimed attack. It is actually quite well defined as hack n slash (at least in melee combat). Although the lengthy spell lists are admirable as well and ray attacks can be dodged, etc,.
Spellborn too, just to add to the list.
The problem with putting a combat system into an MMO that requires physical aiming and timing to be done by the player is the fact this would require actual skill and intelligence from the player... most MMO players these days seem to lack the intelligence factor and god forbid they have to develop skill over time / practice.
Just my thought. I wish there were more player-skill based combat games out there too.
Full Sail University - Game Design
Some players, ilke myself, enjoy both.
I like First Person Shooters sometimes.
And sometimes I want to play an MMORPG instead.
If I want to engage in twitch combat, I'm perfectly satisfied playing an FPS.
Sometimes I prefer to play a game with stats, and in that case I enjoy a good MMORPG.
I don't really need MMORPGs to be FPS games, or vice a versa.
I find that there's usually more people than I can shoot in the average online FPS, and more than enough people to kill me. I don't really need more than that. What would be the point?
It's not.
Top Ten First Person Shooters.
Enjoy.
FPS style combat is heavily dependent on network latency. Regardless of the progress of technology since 2000, over-subscribed networks and traffic congestion still serves to make that type of game-play not viable in a 'true' MMO environment.
For MMO's that do have the FPS style combat, it is rare to find more people in a single location or zone than you would find in a conventional FPS server (hence the previous exclamation marks around 'true'). As soon as you start reaching similar numbers then the major latency issues start to hit again.
This is a property of the servers attempting to keep all of those players synchronized with each other. A lot can be resolved by pushing more of the load out to the individual clients, but this then opens you game to network interception exploits, which is a big no for any MMO.
There is also only so much you can do without this pesky concept called 'the laws of physics' rearing its ugly head.
DarkSpace Developer - Play DarkSpace - Play For Free!
Medusa Engine SDK - Free MMO Game Engine
Hampton Roads/East Coast Video Gamers Association
It can be done, planetside is the best example. but it has its flaws.
Player limit per map: 399
Hit detection: Clientside with no hitscan.
Tick rate: 5-8 per second.
Movment prediction: Extrapolation.
So while it provides massive scale FPS combat, players warp around due to the low tick rate and extrapolation and its easy to hack because its clinetside. SOE are relitivly slack on banning hackers too.
but it will be intresting to see how much of a change they will make to their netcode in Planetside Next.
SKYeXile
TRF - GM - GW2, PS2, WAR, AION, Rift, WoW, WOT....etc...
Future Crew - High Council. Planetside 1 & 2.
Cause I can't see my purple hair or my hot night elf butt if it was a FPS, Duh!