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The Perfect MMO Combat System Rate Topic: -----

#21 User is offline   Insanityandme 

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Posted 18 July 2009 - 02:37 PM

y but darkfall looks like crap
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#22 User is offline   logandilts 

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Posted 18 July 2009 - 06:54 PM

Thanks insanity... and yeah i suppose if you only read the first few paragraphs then it might seem like darkfall... but if you keep reading, i address a lot of the BS that was layered on top of a halfway decent combat system that made darkfall the pile of steaming poo it is today.

i've still got some ideas and a lot more things i want to write about... hopefully i'll get some free time this week.

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added a bunch of new stuff about crafting, mounts, Crowd Control, and Stealth... enjoy!

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added some stuff on resurrection, consumables, and mini-games

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added some more detail on classes and how their skills are determined... also some info about mob targetting, outdoor bosses, and little more crafting info.

This post has been edited by logandilts: 20 July 2009 - 08:49 PM
Reason for edit: Automerged Double-Post.

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#23 User is offline   logandilts 

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Posted 22 July 2009 - 09:53 PM

added a ton more stuff and refined/rethought some previous stuff... block/dodge/parry/guard changed a bit.
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#24 User is offline   F8L Fool 

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Posted 22 July 2009 - 10:01 PM

Ya the problem with games now a days is that they need to have mass appeal. While the concept sounds absolutely amazing, it also sounds mindbogglingly complex and difficult.

The masses want to be able to hop in, hop out. They don't want to feel like they have to read a novel on how to simply use their combat skills, otherwise they'll be helpless.

Crazy in depth though. Nice effort.

Love the feel of that C9 video, but I really think if you weren't able to customize your own keybinds that'd be pretty disgusting to have to deal with.

Oh and this totally is in the wrong section.
[SIGPIC][/SIGPIC]~~You claim you fear no man, yet haven't walked without crew,
Ever since you learned the name of the Fatal Fool~~
<--~-_-~-Assassin FAQ-~-_-~-->
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#25 User is offline   logandilts 

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Posted 22 July 2009 - 11:09 PM

nah... you don't have to design a game for the masses... you can design for the hardcore, you just have to make it fun enough that the masses want to play it... it can be difficult and complex... but as long as it's fun and looks and feels smooth/fluid/responsive... the masses will eat it up... if it looks as good as C9 in the hands of a skilled player... the masses love it.

theres also tutorials and learning curves to get newbies acquainted with the game... you design for the end-game.. then scale back and add things in one at a time as the game progresses so you don't make people feel overwhelmed... just because the end-game seems complex doesn't mean anything, players will have hundreds of hours to master everything you've thrown at them before they reach the end-game.

i'm sure C9 will let you customize the keybindings... i can't imagine them making such a badass looking game and then overlooking something as simple as customizable keybindings...
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#26 User is offline   Rebelz 

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Posted 22 July 2009 - 11:18 PM

This would be the perfect game.
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#27 User is offline   logandilts 

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Posted 28 July 2009 - 07:46 PM

added a bunch of stuff... again...
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#28 User is offline   inex 

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Posted 29 July 2009 - 12:31 AM

congrats?

everyone has their idea of the perfect balanced game.
your not special

This post has been edited by inex: 29 July 2009 - 12:39 AM

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#29 User is offline   celgene32 

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Posted 30 July 2009 - 11:38 AM

inex said:

congrats?

everyone has their idea of the perfect balanced game.
your not special


LOL, who said that he thinks he is sepcial, he just worte out his heart.(his opinion)

So please, read before leave such comments.


Sorry for OFF.
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Part of the "Honestly, wtf are you talking about?" club.
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#30 User is offline   inex 

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Posted 30 July 2009 - 11:49 AM

celgene32 said:

LOL, who said that he thinks he is sepcial, he just worte out his heart.(his opinion)

So please, read before leave such comments.


Sorry for OFF.


oh i read it.
he should get a job at a design company, instead of telling us about it.
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#31 User is offline   logandilts 

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Posted 30 July 2009 - 12:49 PM

actually that's kind of the goal eventually... i'm just using this forum as an excuse and motivation to put my ideas down on paper... i don't really care if anyone else even reads it... it's more of a personal side-project that i work on out of boredom when i get free time... i just figure i might as well share with others and see if they have some constructive ideas that i can use to add/refine my (eventual) game design document.... it's still a very rough draft... more of a list of ideas really... but hopefully i'll be able to turn it into a decent game design outline in the future.
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#32 User is offline   AnbuAlchemist 

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Posted 30 July 2009 - 02:15 PM

Wow, you pretty much described the game i have been developing (a.k.a. TheoryCrafting) on paper by myself over the past 8 months.

This post has been edited by AnbuAlchemist: 30 July 2009 - 03:11 PM

---------------------

Dalicia said:

She doesnt' look under equipt, she is just Elyos. It's hard to be intimidating when you have blond hair, fair/perfect skin and white wings. That is like dressing barbie up in a gorilla outfit with no mask and trying to scare people...
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#33 User is offline   logandilts 

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Posted 03 August 2009 - 05:21 PM

lol Anbu... great minds think alike?

- shrunk and re-worked the character race images.

- also added some more business oriented design features, and explain the money-making plan.
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#34 User is offline   pannkaka 

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Posted 08 August 2009 - 04:28 PM

fps targeting + mmo = fail
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#35 User is offline   Warlord 

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Posted 08 August 2009 - 06:45 PM

We have all thought about, and even designed our own MMO on paper, but JESUS. That is one long and in depth post. I think I just wet myself.
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#36 User is offline   AuraIia 

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Posted 08 August 2009 - 10:18 PM

TLDR
but for the first lil section...
do you want an oblivian MMO?
Posted Image
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#37 User is offline   Jiino 

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Posted 09 August 2009 - 07:44 AM

.....Makes me think of Monster Hunter...
[SIGPIC][/SIGPIC]

"Jiino" said:

Snuggles, Are you a narcissist?

"Snuggles" said:

I'm not a narcissist, I don't like to run around and start crap on fire.
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#38 User is offline   Auchiz0r 

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Posted 09 August 2009 - 07:53 AM

Holly fuk I give free cookies to any1 that reads all of that
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#39 User is offline   logandilts 

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Posted 09 August 2009 - 11:24 AM

Yeah it's pretty damn long... but when i copy/paste it into Word so that i have a copy on my own system... it's only like 35 pages long... most game design documents are in the 100s of pages long... and that's just starting out, once the development team starts adding even more details and making changes it grows exponentially from there.

if you only read the first little bit, it could definitely sound like Oblivion, but if you read further (a lot further actually lol), it becomes clear that it's not. i've actually never even played oblivion, but i've heard a lot about it.

i've always wanted to play Monster Hunter, i've read a lot about it, and watched a lot of videos of it, but i just can't go back to a single-player RPG after so many years playing MMOs.... i just can't do it, it's like there's something missing... i just don't feel any motivation to play an SRPG, and lose interest after a couple hours... i really wish i could force myself to play it, it seems like an awesome game that i'd really enjoy, but i've tried SRPGs and just can't seem to get into them anymore :(

my MMO experience is FFXI, WoW, and WAR... so this game is based a lot on the good parts from each of those games, combined with quite a few of my own original ideas.

i think i'm almost ready to start organizing and making things easier to read... hopefully that'll help.
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#40 User is offline   Vausler 

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Posted 15 August 2009 - 08:17 PM

I'd play it.
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