Tagged: what
This topic has 20 voices, contains 52 replies, and was last updated by
Wildcopper 47 days ago.
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| Author | Posts |
| January 18, 2012 at 5:07 pm #11642 | |
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rokisltuu Player
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I had been waiting for this game to come out for about 1 month and I hadn’t played yet but that’s not the problem. I was waiting for dawntide coz I imagined it completely different especially PvP 1st of all I thought combat system will be something like Darkfall Online but when I started reading some posts I was so upset when I found out that the game has that weird Swords And Sandals combat system… Why not to add something like Darkfall? Moving , Aiming the game would be a complete masterpiece but well , that’s just my opinion… |
| January 18, 2012 at 5:35 pm #11644 | |
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ksungjune Player
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I haven’t played Darkfall but played Mortal Online, which has same or similar targeting system, there is no target but aim/shoot/move, which was beautiful, so real that every time I have an encounter it feels so realistic. When I get killed (which was most likely the end of encounter in my case since I did’t have a pvp character.), it really felt like I got killed. (LOL! But it was fun!) So real, so heartpumping, so exsiting. It was a huge difference from normal target system of games like WoW or EQ. I personally think aim/shoot/move system is superior and more enjoyable than typical targeting system. And I share the same desire with people who hope Dawntide to adopt this system. (But I can live with typical target system if there is no choice.) In long term, I am pretty sure there will be new games adopting aim/shoot target system PLUS all good characteristics of games like Dawntide in near future. To get a better chance in competition among sandbox mmo games, I’d like to suggest to consider this target system as a future update. |
| January 18, 2012 at 5:50 pm #11645 | |
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Draconan Player
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It’s not just your opinion ;) The combat is in need of a complete overhaul, and if I understand correctly it is going to recieve one. So don’t give up on it yet. |
| January 18, 2012 at 6:01 pm #11646 | |
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rokisltuu Player
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I hope GMPATHY sees this and understands what players are some things ppl ask from this game it’s heart-pumping pvp action with targeting & moving :) |
| January 18, 2012 at 6:26 pm #11647 | |
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GMPathy GameMaster
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The style of combat referred to above, twitch combat, is not going to be a possibility in Dawntide. While it does offer some advatages it also has multiple issues that are simply overlooked. Twitch combat always favours those closer to the servers due to lower ping. Also any form of itemization benefit is negated by bad connection so all players naturaly forget trying to improve gear as a player further form the server can NEVER overcome someone sat with no latency at all. The increased data flow required between player and server increases lag in combat for everyone compounding the issues mentioned above even further. The combat system will remain a tab/target system with a series of attacks and special moves much like in games such as WoW. This allows players to queue attacks, which have a attack speed and a cooldown in some instances, which allows for lowering the impact of lag. With this method location in relation to servers is minimised allowing for players characters to be more important than reaction time or location. This is the fairest system for a game where there wont be localised server hubs. It is entirely possible for systems such as movement in combat to impact on hit chances and damage in a far more predicatble and structured way then twitch systems. Hope that helps, even if it does dissapoint a few. |
| January 18, 2012 at 6:40 pm #11648 | |
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rokisltuu Player
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Yea , if you think better players with no lag would easily beat players with good skills and gear in combat so I think pathy is right :/ |
| January 18, 2012 at 10:39 pm #11650 | |
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ksungjune Player
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That’s a relieving in a way. Maybe my pvp deaths were because of low ping. I didn’t know aim/target system had such a defect and it is good to know. Read information in GMPathy’s comments above, I agree tab/target system must be fairer than aim/target system, and if it is Dawntide’s, then so be it and I am with it too. |
| January 19, 2012 at 6:43 pm #11676 | |
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Izure Player
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I don’t think the world is ready for a MMORPG with First person shooter combat yet. If you want one, wait for planetside 2, I love darkfall but 99% of the people who played it didn’t :(. |
| January 28, 2012 at 2:07 am #11998 | |
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Humbold Player
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For me Savage2 has best combat mechanics. |
| January 28, 2012 at 12:15 pm #12025 | |
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Wildcopper Player
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I hope they will NOT adopt the lousy targeting system from Darkfail and Mortal Online. Make us UO in 3D… and you will have tons of players joining who are waiting for this for 10+ years now. And keep classical MMO targetting. |
| January 28, 2012 at 12:34 pm #12026 | |
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GMPathy GameMaster
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Wildcopper the system planned to be implimented will be tab targeting, and using a “similar” combat system to WoW with an action bar and selectable attacks based on weapons and skill. |
| January 28, 2012 at 8:03 pm #12032 | |
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LordWiese Player
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What kind of combat system did UO anyway? |
| January 29, 2012 at 6:14 pm #12069 | |
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Aquant Player
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| January 30, 2012 at 9:10 am #12090 | |
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theprophet Player
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first of; non lock on/live action combat is not always twitch combat.if its done right, live combat is about strategy,hand eye cordination,and quick reflex stat managment. many single player games do this. skyrim,dark souls, ect. its just that with mmo’s its much harder to make it work.especially indie games. so i understand why dawntide uses a WOW system.although its very un immersive. a comprise would be the Age Of Conan combat system,but i understand that is most likely not possible. what if there was a lock on system,but you had to actively had to block/slash. as well as a skill bar. i just feel like combat shoul be somthing the player is engaged in instead of just sitting back and watching two people stand infront of each other like brain dead zombies
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| January 30, 2012 at 4:00 pm #12103 | |
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Draconan Player
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Tab target combat does not have to be brain dead zombies pounding on each other. It just requires skill diversity, throw in some skills that target the ground (wards) so if you stand still you will soon find yourself in trouble ;), also make range a factor in skills, if Elementalists have a short range spell that does more damage than thier long range spells, Or necromancers have a lifedraining spell that they need to touch you for etc. it gives archers an incentive to try to increase the distance between them. Axe/sword/hammer wielders should of course always be attempting to close the gap (they really would need a dash skill that allows the gap to be closed, but they need to stay there to deal real damage). If necros can call forth a cloud of poison causing all that are in it to suffer, then archers won’t just stand in the rear and shoot arrows but be forced to relocate before raining arrows down on opponents again. Give elementalists a gust of wind spell that knocks opponents back so they can try to keep a melee at bay… |
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