Korax
Fledgling Freddie
- Joined
- Jan 9, 2004
- Messages
- 335
If you could decide how the combat system would be in your favourite MMORPG, how would you design it? Im talking about general aspects, such as the speed of the comat, interuptable casting, healing power etc.
In my case, this can be how I hope WAR turns out.
Mythic did so many things right with the daoc combat system. Its about the only reason daoc is one of my favourite games ever. Since we all play daoc, Im gonna compare alot of it to daoc.
Overall speed: I love the combat fast paced. You can kill a person in daoc in 2 seconds, yet a battle can last many minutes between decent groups. This makes every move you and your team mates do, vital. If you miss a step, it can cause your group to lose the battle. In WAR I still hope the combat is fast paced, but a tad slower. When a person is nuked to death in a second, it doesn't give your healers much chance to heal. 20-30% slower would do wonders I think.
Assisting: To assist or to not assist. If assist was removed from daoc, it would help for the instant deaths I just talked about. However, using voice communication, you would do nearly as well, meaning PUG's would get more owned by set groups then they already are. And this trend is certainly something that happens in all pvp games. However, build in some >decent< voice comm into the game and there you have it.
Casting: An important part of daoc's combat system is that you are dependent on teamwork to succeed. And casting is an important part of that.
Interuption:A caster that is getting damaged in daoc, cant do much. He has to be protected by his allies. Brilliant concept. A caster that is left by himself is deadly.
Casting range: Range of spells is important in many ways, and there are pro's and con's with both short range and long range. Long range is defo the winner in my book though. You get alot better overview of what is happening in the fight and with caster being unable to cast when getting hit, short range would just be stupid.
Healing power: In games like wow, healers are useless in pvp. You cant even keep up one single tank that is being focused alive, much less one group. You got shit range and stand in the middle of the fray. Also, you can keep yourself alive, so noone needs to take care of you. As a healer, you end up soloing in the group. Blows.
One healer left alone in daoc can keep a full group up for quite a while, just the way I like it. Healer getting hit, is dependant on group members. Everyone can help everyone to help everyone = good gameplay. The group becomes one.
Tank roles: In daoc, heavy tanks has to be very good in order to be a successful guard for casters and healers, but if it works; it WORKS. With "my" combat system being slower, this should be a easier job to do. In daoc being a guarder is difficult to learn, and very difficult to master, while most other classes are easy - moderate to learn and difficult to master.
A light tank in daoc, has to click assist and style. Without an assist button, its suddenly much more challenging. Should have more options, such as ability do do dmg+effects in pbae.
Crowd control: should be important, but not alpha omega. Compared to daoc CC, it should generally last shorter and be possible to resist (giving you some sort of immunity timer).
Group size: 5? Easy to put together, less waiting. However, you would probably end up having just one healer and with this system, that would leave too much up to chance. 6, 7, 8? All good. The higher, the harder to put together, but also more possibileties and better gameplay. 10? Too big, getting hard to get a good overview. Hard to get together.
Misc: Wow did great things for mmorpg pvp. It showed us how it should not be (im not saying it cant be fun, im just saying it sucks). Simple things like possibilty to customize your UI to no end, made things like "auto trinket" and "click one button and heal\cure or w\e automatically" and "see what your enemies are casting, so that you dont need any skills to play the game addon".
The endurance concept, leave it in. Stick, leave it in, expand attack radius to solve out of view problems.
Classes: Like daoc, tons of options. WAR as it seems now will have 24 classes witch is more then I could ever hope for. Another good part is that the different factions has different classes wtihon one archtype. One important part though is to have them as balanced as possible. It took mythic many years to make wizards usable, I bet it took them 5 minutes of actual work to fix (you know what I mean).
Reward: Why play an MMO when you can play CS? Correcto, because at the end of the day, your character has progressed and you get something back from playing. Make more rewards, access to places, abileties, gear and more.
My brain just stopped working so I'll leave it at that for now. I am aware that its almost all daoc, but thats becasue they did so much right and I have too bad imagination to imagine anything better.
Made this post mostly because I noticed that the forums has very few interesting posts these days, and this is my wholehearted attemt to create one.
Any opinions?
In my case, this can be how I hope WAR turns out.
Mythic did so many things right with the daoc combat system. Its about the only reason daoc is one of my favourite games ever. Since we all play daoc, Im gonna compare alot of it to daoc.
Overall speed: I love the combat fast paced. You can kill a person in daoc in 2 seconds, yet a battle can last many minutes between decent groups. This makes every move you and your team mates do, vital. If you miss a step, it can cause your group to lose the battle. In WAR I still hope the combat is fast paced, but a tad slower. When a person is nuked to death in a second, it doesn't give your healers much chance to heal. 20-30% slower would do wonders I think.
Assisting: To assist or to not assist. If assist was removed from daoc, it would help for the instant deaths I just talked about. However, using voice communication, you would do nearly as well, meaning PUG's would get more owned by set groups then they already are. And this trend is certainly something that happens in all pvp games. However, build in some >decent< voice comm into the game and there you have it.
Casting: An important part of daoc's combat system is that you are dependent on teamwork to succeed. And casting is an important part of that.
Interuption:A caster that is getting damaged in daoc, cant do much. He has to be protected by his allies. Brilliant concept. A caster that is left by himself is deadly.
Casting range: Range of spells is important in many ways, and there are pro's and con's with both short range and long range. Long range is defo the winner in my book though. You get alot better overview of what is happening in the fight and with caster being unable to cast when getting hit, short range would just be stupid.
Healing power: In games like wow, healers are useless in pvp. You cant even keep up one single tank that is being focused alive, much less one group. You got shit range and stand in the middle of the fray. Also, you can keep yourself alive, so noone needs to take care of you. As a healer, you end up soloing in the group. Blows.
One healer left alone in daoc can keep a full group up for quite a while, just the way I like it. Healer getting hit, is dependant on group members. Everyone can help everyone to help everyone = good gameplay. The group becomes one.
Tank roles: In daoc, heavy tanks has to be very good in order to be a successful guard for casters and healers, but if it works; it WORKS. With "my" combat system being slower, this should be a easier job to do. In daoc being a guarder is difficult to learn, and very difficult to master, while most other classes are easy - moderate to learn and difficult to master.
A light tank in daoc, has to click assist and style. Without an assist button, its suddenly much more challenging. Should have more options, such as ability do do dmg+effects in pbae.
Crowd control: should be important, but not alpha omega. Compared to daoc CC, it should generally last shorter and be possible to resist (giving you some sort of immunity timer).
Group size: 5? Easy to put together, less waiting. However, you would probably end up having just one healer and with this system, that would leave too much up to chance. 6, 7, 8? All good. The higher, the harder to put together, but also more possibileties and better gameplay. 10? Too big, getting hard to get a good overview. Hard to get together.
Misc: Wow did great things for mmorpg pvp. It showed us how it should not be (im not saying it cant be fun, im just saying it sucks). Simple things like possibilty to customize your UI to no end, made things like "auto trinket" and "click one button and heal\cure or w\e automatically" and "see what your enemies are casting, so that you dont need any skills to play the game addon".
The endurance concept, leave it in. Stick, leave it in, expand attack radius to solve out of view problems.
Classes: Like daoc, tons of options. WAR as it seems now will have 24 classes witch is more then I could ever hope for. Another good part is that the different factions has different classes wtihon one archtype. One important part though is to have them as balanced as possible. It took mythic many years to make wizards usable, I bet it took them 5 minutes of actual work to fix (you know what I mean).
Reward: Why play an MMO when you can play CS? Correcto, because at the end of the day, your character has progressed and you get something back from playing. Make more rewards, access to places, abileties, gear and more.
My brain just stopped working so I'll leave it at that for now. I am aware that its almost all daoc, but thats becasue they did so much right and I have too bad imagination to imagine anything better.
Made this post mostly because I noticed that the forums has very few interesting posts these days, and this is my wholehearted attemt to create one.
Any opinions?