GodDarnit
Soft-Shelled Crab
Posts: 20
FO Level Status: Rebirth
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Combat
Posted On: Mar 9, 2014 2:19:50 GMT
Post by GodDarnit on Mar 9, 2014 2:19:50 GMT
So far, my personal favorite combat system is that of RotMG, because instead of "Hold on a sec, lemme kill this boss and I'll head over to MC" *Points, clicks, repeats*, it'll be more interesting like "Hold on a sec, lemme kill this boss, and apparently tons of minions" *Fights to the death in an epic bullet hell storm* Hehe
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Combat
Posted On: Mar 9, 2014 17:32:14 GMT
Post by iampanda on Mar 9, 2014 17:32:14 GMT
So far, my personal favorite combat system is that of RotMG, because instead of "Hold on a sec, lemme kill this boss and I'll head over to MC" *Points, clicks, repeats*, it'll be more interesting like "Hold on a sec, lemme kill this boss, and apparently tons of minions" *Fights to the death in an epic bullet hell storm* Hehe i agree, but killing seeming infinite minions are a pain in the butt
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Combat
Posted On: Mar 9, 2014 21:46:37 GMT
Post by qwertyhim513 on Mar 9, 2014 21:46:37 GMT
Perhaps have the game have combat similar to ROTMG except melee classes don't shoot bullets. Personally, I believe skill should have as much importance than gear.
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Combat
Posted On: Mar 15, 2014 2:13:46 GMT
Joseph likes this
Post by spence91 on Mar 15, 2014 2:13:46 GMT
Not sure if this suggestion should be in combat but what are your guys ideas on an auto loot system or something that. Depending on the loot system implemented this may not be important but if it's going to be anything like FOs it should definitely have auto loot.
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noobgod
Rock Crab
noobgod
Posts: 61
FO Level Status: Non-Rebirth
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Combat
Posted On: Mar 15, 2014 4:00:14 GMT
Post by noobgod on Mar 15, 2014 4:00:14 GMT
Not sure if this suggestion should be in combat but what are your guys ideas on an auto loot system or something that. Depending on the loot system implemented this may not be important but if it's going to be anything like FOs it should definitely have auto loot. heyo spence
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Post by iamallama on Mar 15, 2014 4:32:02 GMT
I wouldn't say auto, but maybe a loot all button would be fine?
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Benhamen
Soft-Shelled Crab
"Crablantis is neat!" - Mahatma Gandhi
Posts: 12
FO Level Status: Ascended
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Combat
Posted On: Mar 15, 2014 16:01:43 GMT
Post by Benhamen on Mar 15, 2014 16:01:43 GMT
I'm fine with any combat system as long as it's not turn-based. By the nine divines do I hate turn-based games ._. iamallamaMost games with a 'loot all' button also have an auto loot option in the settings, so if you're adding the loot all button I would really consider adding the auto loot as well. Perhaps link it to a hotkey, like shift+click=auto loot.
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Combat
Posted On: Mar 15, 2014 16:06:43 GMT
Joseph likes this
Post by iamallama on Mar 15, 2014 16:06:43 GMT
Shift + click works for me. I just don't like the idea that the monster gets automatically looted when you kill it. I think there should be some action for picking up.
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Acappella
Rock Crab
Level 120
Posts: 83
FO Level Status: Ascended
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Combat
Posted On: Mar 15, 2014 19:08:58 GMT
Post by Acappella on Mar 15, 2014 19:08:58 GMT
Shift + click works for me. I just don't like the idea that the monster gets automatically looted when you kill it. I think there should be some action for picking up. Yup all auto loot does is make things easier for folks to use bot programs
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Combat
Posted On: Mar 15, 2014 20:30:52 GMT
Post by spence91 on Mar 15, 2014 20:30:52 GMT
shift click sounds good to me XD
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HellsMercy
Soft-Shelled Crab
I'm always set as AFK. Old habit I picked up from a good man I knew long ago.
Posts: 18
FO Level Status: AFK
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Post by HellsMercy on Mar 23, 2014 21:38:23 GMT
I apologize if I repeat something, I did read through all the comments before posting this, but I am still human.
I both loved and hated the combat on FO. It was so simple, but after awhile, it was too simple. One time I took a step back when I was played and realized that it's comparable to the simplest of all turn based games. You click, you attack indefinitely while standing. He attacks and you attack in one simple rhythm, the most you do is cast a buff. The most strategy that ever went in was running around while other guys wailed on a boss. To an extent I did find it fun to grind and I know plenty others did. But a few times I quit the game and came back to it after awhile to find myself bored again after a bit. I think the root cause of this was the lack of any kind of skill ceiling. I think a 5 year old, if he could read, could have played the game if he put enough time to it.
I'm not trying to be insulting to people who played it, I played it myself, quite a bit and it was fun. I'm only pointing out problems that made it boring so similar ones aren't made too much in this game. I'm not saying things like, "Okay let's run while we do this, let's add a million combos, PRESS THIS AND THIS AND THIS a thousand times! Oh boy I hope you're a freaking wizard at quick time events too!" But there needs to be something other than point and click the entire time. Maybe a little bit of movement during combat would help. Perhaps boss fights would have different stages where you have to actually do certain actions perhaps ontop of combat (of course not class specific though, unless there would be some quest where you have to pair up with others or something, or unless it IS a class specific quest from the get-go).
Different enemies didn't even really have differences other than look, health, and attack. There wasn't really any depth to the game in my opinion is what I'm getting at. "Go here, kill these things till you level up, maybe collect some of the rocks. Go to that next area, do the same thing. Maybe craft some better armor, only one of these few sets though." Cosmetic type items and costumes did alleviate this problem a bit, added something to collect and some nice variety to looks. When I was playing is was a big part of the game, but almost too big like it was compensating for lack of gameplay depth and things to do. I think this could also be solved by a bit more variety in quests, too. Maybe simple riddle quests, more crafting quests where you actually have to do something more than fuse a couple things, capture quests (like a certain area, or capture something alive), raising a pet over a certain time period, etc. Just some ideas.
On the PvP idea, one thing I think of is making the combat a lot different from regular mob combat. As in like making it turn based. If you were to be fighting against other people there could be a hell of a lot more strategy to it because you don't have to worry about coding in extremely smart AI for PvE, because it's already there as a human brain. I'm not saying it would have to be turn based, but something that requires more thinking and strategy since even the dumbest people are better than enemy programs that only have like 3 different promps. I'm not sure what the PvP system was in late FO before it was shut down, I had quit the game shortly before it was really in and when I returned I didn't really try it out at all. I've heard Gamer tried to make it different than normal combat but didn't get much. I'm currently brainstorming ideas I could share but I really wanted to throw this idea out there sooner than later. I'm not saying create a other new game but basic strategy elements can easily be touched I think in PvP.
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elmorenazo
Soft-Shelled Crab
LQ GON B SO GUD
Posts: 24
FO Level Status: Rebirth
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Combat
Posted On: Mar 25, 2014 1:45:51 GMT
Post by elmorenazo on Mar 25, 2014 1:45:51 GMT
"Perhaps boss fights would have different stages where you have to actually do certain actions perhaps on top of combat"
I used to play AQW until recently. I'll never forget the times they'd try to make something new, like with a certain boss that would 1-shot you if you didn't stand in a certain spot during a certain attack, or another which after receiving enough damage would start using a completely new attack. Staged bosses are pretty fun when done right (Something AQW failed at, btw, just like team PvP. It's one of the reasons I quit. It was a grindquest more boring than FO grinding, and they didn't give half a sh*t about free players). Upon reading your suggestion I thought "What about a mob that changed fighting styles as the battle went on?" As in: First, dude would punch you to oblivion. Deal enough damage and the guy would surprise you with sudden AoE attacks. Would force you to switch YOUR strategy and adapt. Adaptation = Dynamic = Fun (for most people, anyway)."On the PvP idea, one thing I think of is making the combat a lot different from regular mob combat. As in like making it turn based."I love you, man. Think about the possibilities this would bring. Of course, if you want the usual battle system for PvP, go for it, the option should obviously be there, PvP can't be completely different from usual PvE combat. But, say, you want a little more strategy. Rejoice! There's an option for that too! Turn-based combat, with slightly different ruling (A system similar to that of Dofus, if any of you have played it, is pretty much perfect for this). I think it'd add a more interesting option for people who are inclined to turn-based/strategy games, and would create a new, fresh mechanic that would differentiate the game from the ton other MMORPGs in the market; which would lead to word about the game expanding. Comments in bold (Most of it is bold, don't know how you wouldn't see the comments) TL;DR: Yes staged Bosses, yes different PvP system; elmorenazo loves hellsmercy.
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Combat
Posted On: Mar 25, 2014 12:57:10 GMT
Joseph likes this
Post by buckwild on Mar 25, 2014 12:57:10 GMT
I kinda liked the basic combat in FO. I play from work and so do alot of other players. yes i do belive adding in a few more skills. But if you look at most of the larger mmo out there combat really is basic. Asherons call is still up and running after 15 years. Pve combat hit 1 1 1 1 1 1 1 1 (bolt) 2 (heal) 1 1 1 1 1 1 1 3 Stam to mana. reapet till dead. or sometimes cast a debuff. WoW i never played but watched some of my friends. seem to be the same.
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Combat
Posted On: Mar 25, 2014 17:49:42 GMT
Post by mvp on Mar 25, 2014 17:49:42 GMT
I kinda liked the basic combat in FO. I play from work and so do alot of other players. yes i do belive adding in a few more skills. But if you look at most of the larger mmo out there combat really is basic. Asherons call is still up and running after 15 years. Pve combat hit 1 1 1 1 1 1 1 1 (bolt) 2 (heal) 1 1 1 1 1 1 1 3 Stam to mana. reapet till dead. or sometimes cast a debuff. WoW i never played but watched some of my friends. seem to be the same. Trust me, WoW is in no way the same. WoW requires a heavy amount of thought and strategy in use of abilities compared to other games. Lets look at a single classes healing abilities (only a few): Look at each ability carefully. One of the main aspects of each is the cast time. I am sorry that the amount is not on there but I think you can understand that healing scales with time. So the 2.5 second cast time of Greater Healing Wave is far superior than the 1.5 second cast time of Healing Surge. Now these spells all serve different roles: Chain heal is an AoE (area of effect or it affects multiple targets), Healing Surge is a fast heal which allows you to crank out heals fast in the PvP situation, Spirit Link Totem is a ICE (in case of emergency) or CD (Cooldown) which is used when a team is in danger of dying, and finally Greater Healing Wave is used when it is safe and necessary to get off a big heal such as a PvE situation. These are just off the top uses for these abilities and can be used a wide array of situations. Sadly, there are too many abilities to offer a rundown of each in this post (and I'm only talking about this single class). Cooldowns (abilities with a long cooldown but significant effect). Hopefully this game has a similar thought process to how abilities are used so I am not spamming Healing Surge (for example) throughout the game. Frankly that gets boring and chances are I'm not even going to bother spamming one button. I went through FO without spamming one on-use ability.
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Eonzeon
Soft-Shelled Crab
Posts: 7
FO Level Status: Ascended
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Combat
Posted On: Apr 26, 2014 14:45:11 GMT
Joseph likes this
Post by Eonzeon on Apr 26, 2014 14:45:11 GMT
Shift + click works for me. I just don't like the idea that the monster gets automatically looted when you kill it. I think there should be some action for picking up. This reminds me...one tiny tiny little thing that made grinding that much more painful in FO was how far away the loot box was, a good portion of an hours grind was moving the mouse up to the box and back. while the loot all button will decrease this wasted time i still think the loot box should more or less be in the middle of the screen where the fight is happening, just my two cents. :3
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