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View Full Version : Combat: Simple Request



Trenchfoot
03-24-2011, 09:54 AM
I think this one simple change could make pvp a lot more interesting instantly.

Hold and release attacks.

Press my attack button, arm comes back.

Hold my attack button, arm stays back.

Release button before arm comes back all the way, weaker blow.

Release button after arm is all the way back, full strength blow.

Nothing fancy.

redseal
03-24-2011, 11:27 AM
Pretty cool concept here. I like the idea. However...


Nothing fancy.

Obviously you have never coded for a game. Animations and the result might not seem that difficult, but coding the mechanics for this would be a pretty good challenge. "Simple" might be a bit of a stretch.

isindule
03-24-2011, 11:30 AM
if the retards at starvault can do it, im sure NG can.

coca
04-21-2011, 08:25 AM
Its very similar to casting a spell in other mmos and holding it until you want to release.

MrDDT
04-21-2011, 06:44 PM
The combat is being reworked, probably should wait til then.

This is a good idea til a point. I would rather have no holding at all and just make combat much much smoother.

coca
04-22-2011, 08:21 AM
Just thinking outloud.. It might be cool to make something kinda like a golf game where you can hit instantly and it be only so strong but pull back and release maybe a little stronger.. and if you hold it back to long or get hit it resets...
If you want to spam fight you can though.. no hold back required.

Hodo
04-22-2011, 08:24 AM
if the retards at starvault can do it, im sure NG can.

LOL its obvious they couldnt thats why we are all here.

Trenchfoot
04-22-2011, 04:49 PM
Hehe Hodo.

The point of this system is to make combat by animation timing unpredictable. The human brain doesn't need long to learn to anticipate the end of an animation sequence and therefore combat becomes a strict matter of trading animation poses with one another.

This would take that away making the striking blow more unpredictable. It would also give more credibility to the dodge and parry moves, making combat more strategic and player skill based. Trading animation poses is witless. I want to use my wits in combat.

Haphazard
04-22-2011, 05:56 PM
BAH. Quit trying to make combat into a video game. I dislike them all. Just make combat turn based and add strategy/player equipment/build be the important factors, rather than trying to figure out lag/animation/computing power/twitch be the deciding factor. Would much rather have combat with my brain than with my fingers/macro gamepad.

MrDDT
04-22-2011, 05:56 PM
Hehe Hodo.

The point of this system is to make combat by animation timing unpredictable. The human brain doesn't need long to learn to anticipate the end of an animation sequence and therefore combat becomes a strict matter of trading animation poses with one another.

This would take that away making the striking blow more unpredictable. It would also give more credibility to the dodge and parry moves, making combat more strategic and player skill based. Trading animation poses is witless. I want to use my wits in combat.


Have you done this type of combat in a game yet? Please show me which game. Thanks.

Trenchfoot
04-22-2011, 08:24 PM
@MrDDT

MnB

MrDDT
04-23-2011, 07:52 AM
@MrDDT

MnB


MnB cant even get it to work right for 16 v 16, how you think its going to work for an MMO?

Name an MMO that does it.

orious13
04-23-2011, 09:33 AM
What's going to help combat is allowing for dodge/parry/blocking to work, not letting us "cook" attacks. An MnB system will not work with the way jumping and sprinting is working...which makes dodging/parry/blocking more useless than it already is.

MrDDT
04-23-2011, 09:52 AM
What's going to help combat is allowing for dodge/parry/blocking to work, not letting us "cook" attacks. An MnB system will not work with the way jumping and sprinting is working...which makes dodging/parry/blocking more useless than it already is.

I agree, right now its not good for the defender even to do any of those because it is just wasting their own time.

What needs to happen is something like Darkfall did, where, if you dodge block or parry it is more rewarding than just missing/avoiding an attack, it drains energy from the attacker too.

NorCalGooey
04-23-2011, 01:51 PM
Why do you say MnB system wont work? too much lag?

MrDDT
04-23-2011, 02:51 PM
Why do you say MnB system wont work? too much lag?

I would say thats a major part of it. Warband already has major issues with it.

orious13
04-23-2011, 03:04 PM
MnB works for MnB because character movement has a lot more restrictions than in this. MnB is well done in a realism/game mixing sense.

However taking things like directional attacks/defense via mouse or key presses can work, but defense isn't going to matter if just using FPS wasd tactics is all that's needed to win every fight.

NorCalGooey
04-23-2011, 04:01 PM
MnB works for MnB because character movement has a lot more restrictions than in this. MnB is well done in a realism/game mixing sense.

However taking things like directional attacks/defense via mouse or key presses can work, but defense isn't going to matter if just using FPS wasd tactics is all that's needed to win every fight.

Right but if they reworked the whole system that part would likely be reworked too. The problem is the twitchyness is set too high. We aren't Neo we can't move like that

orious13
04-23-2011, 04:10 PM
The problem is the twitchyness is set too high. We aren't Neo we can't move like that

Partially. People can just move away during attacks atm. Don't even need to twitch. Almost feels like forward and backward are the same speed. Then adding you can jump backwards without that "stall" that MnB has after jumps.

But really we have no clue what the new combat guy is doing. Just as long as dodge/parry/block > WASD FPS tactics then it'll be good.

NorCalGooey
04-23-2011, 04:51 PM
I hope it's at least skillful