Is it just me or does it seem like there is a sever lack of MMOs that actually use a combat system that wasn't completely ripped off from wow? I mean honestly, World of Warcraft is a great game, I love it. The dungeon finder, the huge open world, distinctive class diveristy, auction house,the holy trinity, all of these are elements that WoW brought into the norm for MMO's yet I honestly think that it is not the big all powerful skygod everyone seems to think of it as.
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?
I mean really how much fun is it for a DPS in wow? As a Tank I know the extent of my fun mostly revolves in throwing down consecration and watching all the enemies attack the most armored target for no apparent reason while the dps wails on them, which is, well not fun at all. I mean there is very little work done on my part what about you guys? All you have to do is just use your rotation without having any fear of something bad happening to you provided I do my job, doesn't sound very exciting. And what about the healer? You get to stand still and stare at MY health bar, wooo, fun.
It just seems to me that a game with a more active combat with be a great addition to MMOS everywhere so why hasn't anyone REALLY tried it yet? Why hasn't there been, essentially a fable (one and TLC not any of that 2-3 rubbish) like mmo? Are devolopers just too scard to attempt something new?
The only games I have ever seen with a combat system even somewhat like I described are as follows
1: Vindictus: has a pretty damn good combat mechanic, but it would appear because of this fact there is a sever lack in everything else with the game being extreamly linear and short as well as having only one city. Also most characters had the ability to kill enemies in ear one hit and an enemy managing to hit the player dit little to no damage. This did not only give defensive skills (what little there was) no purpose but also made the tank class pretty redundant as well.
2: Tera: So far this game is looking decent. It seems to have something similar to what I have described though I have not sen as much gameplay that would allow me to formulate a good opinion on it though the gameinformer article seems impressed. Also it seems to suffer from the same curse as all Korean made game in the sense that enemeis just take way to many hits. Why it may feel lie your blwos have weight to them when our greatsword sends an enenmy flying back it DOESN'T feel this way when they have so much health it didn't seem to affect them. Then again the footage I saw may have had the player facing higher level enemies so I will have to wait to find out more about the game.
3: Aion: the only reason I put this in heare is because the chain skills make the combat more interesting but honestly it IS just a wow clone, if your looking for something different don't get try this.
4: Age of Conan: Pretty damn good active combat system requires players to actually use a series of keys in order to use attacks, blocks, and skills. Can't believe I forgot this one. Thanks to Ghostwise
5: Darkfall: Lost of statistics and numbers and an exceedinly unnessary amount of buff/preperation needed before doing a raid or whatever. Combats pretty active it can be described simply as an online version of oblivion with a medium-steep learning curve
/EDIT/NOTE: guys lets keep the conversation restricted to mostly MMORPG's. We are all aware there are a few good MMOFPS/3rd person shooter out there and it is becoming more common so lets stick with the RPG/ feeling weight with your hit issue. Keep in mind that if you reccomend a game that has such an engine we are refering to systems where you swings are NOT measured by some invisable dice roll that determines if you hit or not
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?
I mean really how much fun is it for a DPS in wow? As a Tank I know the extent of my fun mostly revolves in throwing down consecration and watching all the enemies attack the most armored target for no apparent reason while the dps wails on them, which is, well not fun at all. I mean there is very little work done on my part what about you guys? All you have to do is just use your rotation without having any fear of something bad happening to you provided I do my job, doesn't sound very exciting. And what about the healer? You get to stand still and stare at MY health bar, wooo, fun.
It just seems to me that a game with a more active combat with be a great addition to MMOS everywhere so why hasn't anyone REALLY tried it yet? Why hasn't there been, essentially a fable (one and TLC not any of that 2-3 rubbish) like mmo? Are devolopers just too scard to attempt something new?
The only games I have ever seen with a combat system even somewhat like I described are as follows
1: Vindictus: has a pretty damn good combat mechanic, but it would appear because of this fact there is a sever lack in everything else with the game being extreamly linear and short as well as having only one city. Also most characters had the ability to kill enemies in ear one hit and an enemy managing to hit the player dit little to no damage. This did not only give defensive skills (what little there was) no purpose but also made the tank class pretty redundant as well.
2: Tera: So far this game is looking decent. It seems to have something similar to what I have described though I have not sen as much gameplay that would allow me to formulate a good opinion on it though the gameinformer article seems impressed. Also it seems to suffer from the same curse as all Korean made game in the sense that enemeis just take way to many hits. Why it may feel lie your blwos have weight to them when our greatsword sends an enenmy flying back it DOESN'T feel this way when they have so much health it didn't seem to affect them. Then again the footage I saw may have had the player facing higher level enemies so I will have to wait to find out more about the game.
3: Aion: the only reason I put this in heare is because the chain skills make the combat more interesting but honestly it IS just a wow clone, if your looking for something different don't get try this.
4: Age of Conan: Pretty damn good active combat system requires players to actually use a series of keys in order to use attacks, blocks, and skills. Can't believe I forgot this one. Thanks to Ghostwise
5: Darkfall: Lost of statistics and numbers and an exceedinly unnessary amount of buff/preperation needed before doing a raid or whatever. Combats pretty active it can be described simply as an online version of oblivion with a medium-steep learning curve
/EDIT/NOTE: guys lets keep the conversation restricted to mostly MMORPG's. We are all aware there are a few good MMOFPS/3rd person shooter out there and it is becoming more common so lets stick with the RPG/ feeling weight with your hit issue. Keep in mind that if you reccomend a game that has such an engine we are refering to systems where you swings are NOT measured by some invisable dice roll that determines if you hit or not