Maze1125 said:
Twad said:
He only wants to consider traditional RPG fantasy MMOs, and then wonders why they all have the traditional RPG fantasy combat system.
Fine your right xD I guess I will aknowledge this as mostly true. I AM indeed wondering why all fantasy rpgs have the same combat system in almost every game.
Anywho, onto the main post: The reason I decided to exclude MMOFPS games such as planetside and third persons such as global agenda is because there is no issue in this field so its not worth talking about improvement when there is obviously already new idea idea being tried out. So I decided to stick to the area where I consider it a problem.
Gleem said:
And on the topic of casual gamers. IF we talking about high end pve missions, why would you even bring casual gamers up?
Okay, you -do- realize that 90% of an MMO is end-game content, yeah? And you do realize that when casual players are unable to do even the most basic of endgame content simply because of basic mechanics involved in content they get rather upset. And that getting upset over such a fundamentally basic part of the game means that they're likely to quit. And that the casual fanbase leaving results in a new game falling apart. That's why I brought it up. The only hardcore-tailored mmo I can think of that's survived is FFXI. Which is now dead because they screwed all their players over by becoming a failed attempt of WoW.
Also, it isn't "nitpicking" when there's a glaring fundamental flaw with the combination of your ideal combat system having real physics and collision. You're saying the RPG equivalent of, "I want my FPS games to be somewhat realistic, like when I shoot my gun at a guy the bullets hit all the guys behind him too." Which is possible, if you're shooting with a damn .50 Cal. Just like your sword idea is possible if you have the strength of a Titan, or the enemies are completely unarmored, which is unlikely.
Why is it people get so defensive (or seem to at least) when someones asks a simple question such as 'what exactly do you mean by ____?' Which in this case the blank was replaced with 'casual gamer'. Honestly, I wasn't attacking your statement (unlike SOME people on this thread xD) I was simply stating that just because a Game has more active/dynamic combat mechnics doesn't mean there wouldn't be other things to do as a casual gamer. Then I stated that it also depend on your idea of a casual gamer in this situation, do you mean casual as in just getting drunk in dalaran and gathering herbs all day? Or casual as in they do raids and other such things every once and while and can't exactly be expected to be good at it? Because whether your playing WoW or a game with a more dynamic combat system the fact is if you don't try in a raid/instance you can't exactly be expected to do well. It isn't at all as if the content is unavailable to them but just that it would be harder (which can be expected) with a lack of effort.
On the note of active physics and collision detection and all that fun junk we've been nitpicking at constantly throughout the thread I am simply going to state what both you and I knew I mean by the statement to simply drop the matter.
While I would love to see a better physics engine ine the game I also wan't proper collision detection for whatever the animation/attack my character did. If I slash my sword across and enemy and it slashes through him and OBVIOUSLY strikes the enemy next to him I would like to see two things happens.
First of all the enemy would reacted to getting hit, this could be done by having them get slightly knocked back (to being sent reeling or knocked back a large amount if it was hit with say, a two handed hammer') and have an apropriate animation to the fact they were just slashed.
Secondly I would like the enemy who was also caught in the blow to have to reacted similarly, I mean it's not like my weapon should just magically phase through an enemy I am not targeting right?
So there, that was what I meant when referring to the physics engine/collision detection. I was not refering to having it so everything acted 100% according to the laws of physics but simply adding the feeling to having weight behind your blows and feel like your actually slashing with sword or swimging a hammer/axe instead of realizing it was all just a animation to entertain you somewhat while you actually did ___ damage every ____ second(s).
JediMB said:
I agree on that player skill and creativity/improvisation need to be a deciding factor "even" in an RPG. As much as I can enjoy build-tweaking and such, the actual active gameplay needs to be fun and exciting too. An amount of skill and effort in both areas should be necessary to be truly successful.
I completely agree. I mean when I say a game should have more dynamic combat I don't mean any less effort should be put into everything else.
Continuity said:
Drizzitdude said:
This is the greatest travesty of modern gaming, at least IMO... all the trigger happy, adrenaline twitching, attention span deficient kids who insist on every game in every genre having action based combat.
/rant
RPG is not about action based combat, its occasionally cool when an RPG has this sort of combat as it makes a change (borderlands for e.g.)... but that is not pure genre RPG, its a hybrid. RPG is very much not about combat (in the action sense at least)... if you don't like that then don't play them... don't try and change the games to suit your taste and leave the rest of us with nothing to play.
gameplay != combat
Besides, there are plenty of all sorts of games out there... if you're not playing one that you like don't sit there complaining about the bits you don't like... just go an look for something that suits your tastes.. it
does exist. We've got to the point now where there are so many games in so many genre and subgenre that
everyone is catered for.
All I am trying to say is that just because a game is an RPG doesn't mean we have to stick to the same old dungeon and dragon statsheet/diceroll model. That there can easily be more and better hybrids out there yet the fact people stick the same old formula somewhat frustrates me. Its not... I can't tink of a better way to put this, "moving forward?"
And as I said before I play and love WoW. I've played games like DDO, aions, allods, and all that and while they are good it just pains me to see that people are usually stuck with the same reused formula. Hell even the SW: TOR is going to be a shamelss wow clone ( and please everyone I don't want to hear "But the smuggler can use cover! It's totally dfifferent than wow now!" I mean woah! Hold the Phone! Innovation of the year folks!) look rpg's are good. I just wish we could get out of the mindset they all have to follow the same formula.
Also on a sidenote: It really pains me when people go into the whole 'RPGS are not about combat rant' as I have heard many times before. It shows people aren't getting the whole picture I am trying to convey, which is, sure an RPG may not be about combat but surely improving it couldn't hurt?
I mean look at Fable: TLC, that was one of my favorite games of all time in the way it merged action and RPG elements. Sure it wasn't perfect, but it had a pretty damn good idea and it pained me so much to see that idiot peter molyneux throw that basis away simply so you could interact with the lifeless AI by either dancing with them or holding their hand. With something like that Lionhead could have improved even further and possibly added more and more until it became the pinnavle of the hybrid between action and rpg's I dream of someday existing.
BTW: If you can find a game that suits my tastes as described I will give you this nickel I just found. Because believe me I've tried MANY times to find a game that can fuse RPG elements with a dynamic combat system. You can find what I found at least somewhat appealing in the OP