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  1. #11
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    Re: New Year Bonus Discussion Topic: Combat/Gameplay

    Those are really good points Tiberius... I think they sum up a lot of what was wrong with Mythos... but was working on getting fixed (you know, everything was on that huge list they posted).

    On the monsters bit, I personally hate it when predator and prey type animals are side by side focusing only on you. If a wolf walks by a wild boar I want them to fight.

    Basically, I want this to happen:
    http://www.youtube.com/watch?v=VGeN0wwC5To
    (The video is from a japanese news program, but just watching you can tell what happens)

    If I saw that in a game, I would probably never stop playing it.

  2. #12
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    Re: New Year Bonus Discussion Topic: Combat/Gameplay

    What factors/options/abilities would you like to see in Dungeon Crawler/MMORPG gameplay?

    Call me old-fashioned or something but something i really really really really want to see in an MMORPG or Dungeon Crawler of modern-time is a remort-system.
    Anyone that ever played a MUD should be familiar with this. Here's a crash-course on the basic concept:
    http://en.wikipedia.org/wiki/Remort#Remorting

    I've yet to see this in a modern MMORPG that i've played. And i think it's pretty scarce.
    One problem of a remort-system is of course balance issues and such.
    characters with tons of remorts on their hands usually tends to be really really powerful, wich is of course the purpose of this in the first place. But with a static world it tends to make the game really easy after a while.
    But putting a limit on this can of course be a way to balance things up a little bit.
    Then a remort could give you access to more advanced classes of the same type. I.E. a Thief could remort and become an assassin that has more powerful back-stab skills or something like that.

    It gives atleast me a purpose to reach that maximum level if i actually gain something from it. Otherwise i tend to get bored rather quick in ordinare MMO and such since well basically all you gain lategame after completing the main story-line if there is one or atleast all the unique quests are basically nothing that you actually have use for. Making it pointless for me to actually continue that char.


    something really neat would be a world that constantly changes making every person that plays it get an individual experience.
    Imagine something like a large forest a dry day.... a Wizards enters. Are attacked by a Forest-Troll and starts hurling fireballs at it. Inevitably he misses of course and a tree catches fire. The wizards not schooled in the art of water has no way to put that fire out. He runs and leaves the fire. No one else comes by to put it out. All of a sudden a large part of the forest is enveloped in flames and burns down.... a few trees manages to survive... Other mobs that likesthe new climate moves in and all of a sudden you have something completely differnt in that same area. At the same time somewhere else. Some NPC's has actally planted some trees that in the end ends up becoming a small forest where there was something else before.

    Quests would of course have to reflect these changes that can happen as well... What it someone decides to blow up a mine-shaft? Well... take this scared miner that has ran back to town to get help.
    Sure. a project like this would probably take a pretty good amount of time to develop. But it would be totally cool...

    Character-creation i'd also like to see a bit different.
    Something like you create a character with some base stats. chooses an initial profession like a farmer, a barber, tailor or even a stone-mason. You start without any combat-based skills at all. It could start with something like you were recruited in the army and gained knowledge of basic fighting there... Later in the game you will come across a wide variety of schools and trainers where you could choose to become an apprentice or just a temporary student that feels the urge to learn a particular skill... beein an apprentice of course would keep you at that place for training and doing various quests and such while honing your skills in that particular area whilst just became a pupil for a short while gives you basic knowledge of a skill that you can hone by yourself in a slower pace and never become quite as good as, as the apprentice.

    Basically... I want flexibility in a game. I want many options of how i play the game and how i build my character.
    Games today are way to static in many senses... You have your char. choose your race, and class and your done. You are now doomed to play a character that can pick a few branches in that particular area. Many in the end going in somewhat equal direction...

    Oh and last. Alignment and how it influences your travel through the world.
    And i don't mean the basic "Hi! I'm the super good guy" vs the "Oh I'm totally Evil, muahaha!" But something a little more flexible as well...
    And perhaps area-dependent reputation... Ie you do lot's of stupid things in a town and are hated for it there. While someone over at a town a bit farther away never heard of you before...
    And of course those rivaling town that you do something good to one gets more hated by the other and such.
    This could even be taken down to individual NPC-level...


    Well... some of these ideas would probably not play well together. But these are just aspects i like to see in a game sometime...

  3. #13
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    Re: New Year Bonus Discussion Topic: Combat/Gameplay

    I remember suggesting something similar to a remort system in the Mythos forums actually.

    I also totally support the rest of your ideas in that post, trappski.
    if (thecake == false)
    {
    gocrazy();
    }

  4. #14
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    Re: New Year Bonus Discussion Topic: Combat/Gameplay

    I found out what remorts were when I played an old, small, private MUD in college. I agree, remorts are pretty cool, they make your character feel more awesome, and even though you start over from level 1 it is better the second time. Combined with difficulty levels and you could play for a long long time.

  5. #15
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    Re: New Year Bonus Discussion Topic: Combat/Gameplay

    I like the idea Webbstre mentioned in his interview with Volbard, about the "Director AI". Playing the game as a wizard is completely different from playing as a warrior. And not everyone plays the same way, even within a class.

    Say, for instance, you're a wizard that uses fire. In the beginning, the game spawns creatures that are weak to fire. As you progress and do really well, the game throws bosses at you with fire immunities (but never allowing them to be completely immune). Or maybe they throw little mobs at you that swarm from all sides. If you put all your skill points into a protective ring of fire, the game throws mobs at you that shoot projectiles (in the harder stages of the game, of course). Or, hell, maybe the game just throws kamikaze mobs at you, to get burned up in your shield and really make you glad you spent the skill points on it. Or, if you die a lot, it could scale the game down to fit your play style.

    You could even go farther than that. Say you've run out of health potions, the AI might increase the drop rate. It would all depend on what you want to do to the player at that point (punish/reward/annoy). If a friend joins you, and plays as a tank, the game could send bigger, more powerful enemies at you, but at slower rates to help maximize your team's setup. Alternatively, it could just flood the screen with trash mobs that shoot projectiles at you and run away, and really exploit your team's weaknesses.

    It might be more complicated to set up, but it'd allow for a lot more variation. The game would change based on your class, skills, team, inventory, and items, and that'd do a lot to keep the gameplay fresh.

  6. #16
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    Re: New Year Bonus Discussion Topic: Combat/Gameplay

    Something I would really like to see from a combat perspective in the NRGG: Multiple attack options for a single weapon. Basically, I'd want two (or more) "animations" chooseable by the player based on the weapon he or she is wielding. These could have various effects.

    For example:
    A Sword. You could use a sword to swing in an arc, in order to make a slightly AoE standard attack, or attack with a Jab for more single-target damage and a higher chance for a critical hit.

    A Pistol. You could fire the pistol to attack something at a range, or grab the pistol by the barrel and smack someone with the butt of the gun for melee damage. If pistols were equipped with some sort of blade or blunt weapon at the end of their butt, they could be effective melee weapons for a ranged character that gets in too close.

    Staves or Polearms could be used for Jabs for damage, or for sweeping attacks with a chance to scare/slow monsters, making them jump back and impede their advance upon you. Imagine a mage class using a Staff, sweeping their staff to slow monsters away just long enough to cast their spell.

    Axes would have attacks similar mechanically to a sword, where one is a wide swing for AoE and the other is a chop for damage.

    There could be magical crystals used as weapons that either fire a ray or a nova, depending on which attack the player chooses to use. (This could've applied to wands in Mythos)

    A Sai could have a standard slicing attack, or a disarm function that can cause monsters equipped with weapons to drop their weapon.


    Tying these into right click/left click, leaving your skills to the instant-access skill menu could make the standard attack options a lot more fluid and bring more reliance to the standard attack. Sure, it may bring problems when dual wielding, but then you could choose one animation for each weapon and have left click be one weapon and right click be the other... or have it randomly choose which animation as you spam your attacks.

  7. #17
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    Re: New Year Bonus Discussion Topic: Combat/Gameplay

    Quote Originally Posted by TiberiusAudley
    Something I would really like to see from a combat perspective in the NRGG: Multiple attack options for a single weapon. Basically, I'd want two (or more) "animations" chooseable by the player based on the weapon he or she is wielding. These could have various effects.

    For example:
    A Sword. You could use a sword to swing in an arc, in order to make a slightly AoE standard attack, or attack with a Jab for more single-target damage and a higher chance for a critical hit.

    A Pistol. You could fire the pistol to attack something at a range, or grab the pistol by the barrel and smack someone with the butt of the gun for melee damage. If pistols were equipped with some sort of blade or blunt weapon at the end of their butt, they could be effective melee weapons for a ranged character that gets in too close.

    Staves or Polearms could be used for Jabs for damage, or for sweeping attacks with a chance to scare/slow monsters, making them jump back and impede their advance upon you. Imagine a mage class using a Staff, sweeping their staff to slow monsters away just long enough to cast their spell.

    Axes would have attacks similar mechanically to a sword, where one is a wide swing for AoE and the other is a chop for damage.

    There could be magical crystals used as weapons that either fire a ray or a nova, depending on which attack the player chooses to use. (This could've applied to wands in Mythos)

    A Sai could have a standard slicing attack, or a disarm function that can cause monsters equipped with weapons to drop their weapon.


    Tying these into right click/left click, leaving your skills to the instant-access skill menu could make the standard attack options a lot more fluid and bring more reliance to the standard attack. Sure, it may bring problems when dual wielding, but then you could choose one animation for each weapon and have left click be one weapon and right click be the other... or have it randomly choose which animation as you spam your attacks.
    This seems to be very interesting and innovative. Nice idea!
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  8. #18
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    Re: New Year Bonus Discussion Topic: Combat/Gameplay

    Hi all, I never actually got to play mythos. However I did register for the closed Beta but didn't get a spot.

    I think the whole remort system is a good idea except for the imbalance it may cause.
    What if instead of remorting to a more powerful class, you could remort to a more specialised class? Ill use the same example; a thief could remort into an assassin... the thief would have more general skills, lets say steal (perhaps it could disable peoples items?), some attacks, a bit of stealth, perhaps a bit of aoe and a decent amount of health. An assassin on the other hand would focus more on singular high damage attacks and stealth, it would have little health and wouldnt be great against large groups.

    This way whilst you could progress and become more powerful in certain areas, there would be drawbacks as well to keep it balanced. At the same time you could remain thief and have more general skills and not be disadvantaged. I think this would be a good way to make more involving gameplay without detracting from the experience of those that chose not to take this route.

  9. #19
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    Re: New Year Bonus Discussion Topic: Combat/Gameplay

    Quote Originally Posted by hydrolysis
    Hi all, I never actually got to play mythos. However I did register for the closed Beta but didn't get a spot.

    I think the whole remort system is a good idea except for the imbalance it may cause.
    What if instead of remorting to a more powerful class, you could remort to a more specialised class? Ill use the same example; a thief could remort into an assassin... the thief would have more general skills, lets say steal (perhaps it could disable peoples items?), some attacks, a bit of stealth, perhaps a bit of aoe and a decent amount of health. An assassin on the other hand would focus more on singular high damage attacks and stealth, it would have little health and wouldnt be great against large groups.

    This way whilst you could progress and become more powerful in certain areas, there would be drawbacks as well to keep it balanced. At the same time you could remain thief and have more general skills and not be disadvantaged. I think this would be a good way to make more involving gameplay without detracting from the experience of those that chose not to take this route.
    Welcome to the forums hydrolysis! I agree, although remorts are cool, it typically causes balance problems unless you separate the worlds/servers/instances into Remorts and regular. On the other hand, with good skill balance it might not be a problem.

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