oplinger said:Meaningless, I was saying you were wrong in stating the game had a physics engine at all. It does not.Drizzitdude said:I am nort sure if you read the post or skimmed it or what. The entire point of my comment about wows physics engine was regarding the point it had none.oplinger said:Just want to point out WoW has no physics engine. All the "physics" are pre-generated animations. Absolutely no physics calculations are involved >.>Drizzitdude said:Yet with all the good that I witness in a game like wow there is still one thing that truly bothers me. The combat system/physics engine.
Also a major flaw with active combat, is actually making it active. Think about fable, you only get 2 abilities, to make it simpler for the user. The abilities also have timers and cast times. In that time you can be doing something else, but the effect is has is just like a passive battle system. You click and you wait until you can click again.
The real key to active battle would be taking out percentage based combat statistics, like dodge or hit. and make them real time (however you'd need collision detection for everything, which means more calculations..) Also more animations for being hit, and you'd need more scripting to make the AI work with the new mechanics, like say...running around, dodging. It's much more work.
You'd also have to have really really really good netcode. Many games don't.
Left mouse button. Right mouse button. Attack, flourish, or 2 spells. You only get 2, unless you're really quick at switching. In an MMO that'd be a huge turn off. (I dont' remember the Xbox controls.)Also please elaborate how in fable you had '2 abilites'
1: Melee attack
2: flourish
3: dodge/block
4: The rather large list of spells I am not going to go into
5: Ranged attack/zoom
You want hit percentages AND hit boxes? ...Why? If you go with RPG stats, having a 90% hit chance would mean, statistically, for every 100 hits, you should hit them 90 times. That makes the hit box useless. Having the character swing with a button, and then using the hit box to calculate hit, makes the percentage useless.also myu entire post was about adding the REAL hit boxes and collision detection over the old percentages, where u restating this simply to add the note that it would be harder? (I am soprry if I am coming off as rude after i reread my statement it kind of sounded like an attack but really I just want to know where u are coming from here)
when I go into gaming I am going to go into the industry with this in mind.
You can always tell games are improving when it becomes simpler, smoother, more viseceral, more accessible for your customers without sacrificing qaulity and harder for you the devoloper. Improvement isn't about things being easy.
also,
Yet with all the good that I witness in a game like wow there is still one thing that truly bothers me. The combat system/physics engine. Lets be honest in WoW (and so called 'wow clones') all we really do is watch our character autoattack while we use skills every now in then. It doesn't seem very active and to be honest I don't think any of us have ever had the feeling of there being weight behind our blows with slashes or spells. It just seems to phase through the enemy as if they were insubstantial, the only real indicator of damage being done is the number you see flying up and the enemies health being reduced.
When I first played 'Fable' and 'Fable: The Lost Chapters' all those years ago one giant fact hit me, the game had an EXCELLENT combat system. It existed in a realm above other rpgs for the simple fact your ACTIVELY controlled your characters actions. Every slash, spell, block or roll everything had weight to it. When you hit an enemy they reacted now wouldn't this be great in an mmo? Where instead of the game just rolling off of hidden dice rolls it, would exist in that realm where if I slash my sword, anything caught in that slash will be hurt by it? A realm where if I see a boss swinging a meat cleaver in my direction I could attempt to roll out of the way or block it to nullify a percent of the damage and if I acted like I do in wow and simply stood there and took it (I tank) there would be consequences?
The bolded points have nothing to do with an active battle system at all. You just want more animations by the sound of it, not an active battle system. Hit calculations are there in WoW, and on hit, they can have the game play an animation. That kinda sounds like all you want.
The italicized point is closer to an active battle system. However, you want to keep the percentages of things like dodge, so why move out of the way? He might miss anyway. Magically.
The only real way to see active combat is by removing the chance stats, that way you can rely on collision detection rather than numbers. You'd need a collision box for every character type, a good one too, not just a cube. More animations to give the player more feedback than damage numbers, and have the ability to press more buttons, rather than 2 or 3 without it being too clunky, as it's an active battle, you will need to be on your toes. (Or as I explained with fable, things have cast times and their own attack speeds, which makes the system just like WoW, only more transparent)
My points were to displaey that an active battle system is much more work than a passive one, and many MMOs are about content, not combat.
Another note would be to say WoW -is- an active battle system, as it is not turn based. I won't do that to you though![]()
Apparently by saying 'over' you thought I mean as well as. I Mean in place of sorry for the confusion. As in NO hit percentages. Where everything in the path of my sword WILL be hit by my slash and it is NOT affected by some hidden dice mechanic. Thats why you were confusing me at first it seemed to me you were restating what I just said back to me as an arugment. Really you were basing everything you said off a poor choice of wording a made earlier I see now. So yeah we clear now?
Also by the word 'active' I was refering to the increase in control over the characters actions/movements. such press and hold (insert key here) to block rather than simply pressing a skill and having my block rate magically increased by 50% or other such nonsense.
NOTE; Also on your earlier point of the amount of skills in fable; well thats the wonderful thing about being a computer isn't it? We have all these pretty buttons on the keyboard to choose from. And the console version was 3 spells (when holding right trigger your spells replaced x (melee hit) Y (block/dodge and B (sprint/flourish) that you could put on multiple preset and cycle through for more variety. But I wasn't saying stick exactly to the fable engine/formula but simply use it for a basis of what we would want. It could easily be tweaked so your spells/skills went to your 1-9 bar instead. Then add a few original skills, seperate them into classes and bam.