So you seem to think i was only thinking of major titles when Italked about such example as vindictus and Tera? Which few people have heard of (well tera got more hype since this months game informer). I apologize for not knowing information on a game that neither me nor my large group of PC gaming friends have played nor talked about, also I revised the OP to mention I was talking about MMORPG's/fantasy in general which would leave games such as global agenda, fallen earth and other such out.Maze1125 said:That's exactly my point.Drizzitdude said:also I havent played City of Heroes/villains and no one I know plays it or talks about it so I don't have a solid opinion on it to work from.
The reason you're only seeing MMORPGs with the standard fighting system is because you're only looking at the great big ones built to be WoW rip-offs in an attempt to grab some of their overwhelming pie.
Go out of your way to look at the lesser known ones, with settings other than simple fantasy, and you'll find plenty of different combat systems.
Once again I apoligize for my earlier generalization about mmos when really I was referring to MMORPGs/fantasy games. I have added a note at the end to specify this. And I was not stating all mmos are wow clones but that the majority of them in fact ARE. Hell just look at allods and SW:TOR those games are copyong wow shamelessly.Lawnmooer said:Well, if I think off the top of my head:
CoX (City of Heroes + City of Vilains) does not have auto-attacks, you need to keep attacking with whatever abilities you have (Though managing Endurance makes low levels slow and makes high levels "Just spam as many of your strongest attacks you can while making it seemless attack chain (Due to animation times that you cannot move in, cooldowns on every ability and the amount of endurance you use and regen)" this doesn't comply to the "WoW" style auto-attack and bash abilities, since you need to manage your abilities and also select them (Instead of the WoW style pick a class and get all their stuff by leveling up)
DDO (Dungeons and Dragons: Online) your auto-attacks are triggered by clicking the left mouse button (Or holding it down) you need to move towards your target and follow them (Especially Kobolds... Fricken Kobolds... Stay still damnit!) you do get some abilities that you can use, but some of them cannot be used during an auto-attack (Meaning you either stop for a short while or time it in-between slices) you can also roll out of the way of ray spells provided your tumble skill is high enough for you to be able to roll (Needs to be at least 1 after armour checks)
Global Agenda, spouted off as a MMO (Not that anyone playing it would agree since it plays more like an FPS with a fancy lobby) is an over the shoulder shooter. You get a couple of abilities you can use (Which are more like WoW's Cooldowns rather than actual combat abilities) the rest of it is left mouse and right mouse (For primary fire/secondary fire. Or in the case of melee attack/block)
If you are going to complain about all MMO's being WoW clones, try to actually look for non-WoW clones...
I love it when this happens. When a person PERFECTLY understands the point someone is trying to get across, but for arguments sake picks at every little detail of their statement. You knew exactly what I meant by a physics/collision system, yet you decided to nitpick at my wording of it.Gleem said:Also, you want a physics engine, and you want the ability to have it where you swing your sword and it hits everything you swing at. Well, I hate to break this to you, but trying that means that either A. the swing was so shallow that it barely scratches them, or B. it hits the first target and then stops.. because that's called Newton's law.But still thats not to say the that casual gamers and a more dynamic gameplay option aren't compaticle. Just imagine fables take on dynamic combat. Sure you could get through the entire area by being a total pro time your blocks, dodges, floruishes just right and just being a straight up badass but thats not to say a more casual gamer couldn't pick the game up and just button mash their way to victory or spend most of the time just exploring the enviroment/doing missions.
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.And on the topic of casual gamers. IF we talking about high end pve missions, why would you even bring casual gamers up?
...Doesn't DDO use the D20 system? If so, then that's basically the opposite of what the OP wanted because that's random-number-tastic.Akytalusia said:DDO has active combat, give that one a try. it's awesome.
Technically yes, the numbers are right, however when I was looking at delays in satellite feeds most of the lag was coming from the endpoints in the decrypting, analysing, encrypting, re-sending, repeat rather than the actual transit times. I'd imagine it's the same case for fibre optics.JediMB said:That said, if I've got my numbers right, there will only be about 0.13 seconds of latency if data is sent back and forth between a server and a client on opposite sides of the world... if they have an uninterrupted fiber-optic connection.
That would be awesome as a Druid in WoW I have noticed that I get screwed in PVP because I have to stand still to cast spells where Melee classes can jump around me constantly attacking. Also DPS gets really boring in raids, I just go through my cycle over and over and over nothing really changes at all.Drizzitdude said: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 lookling 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
/EDIT/NOTE: guys lets keep the conversation restricted to mostly MMORPG's. We are all aware there are a few goof MMOFPS out there and it is becoming more common so lets stick with the RPG/ feeling weight with your hit issue
Drizzitdude said:But still thats not to say the that casual gamers and a more dynamic gameplay option aren't compaticle. Just imagine fables take on dynamic combat. Sure you could get through the entire area by being a total pro time your blocks, dodges, floruishes just right and just being a straight up badass but thats not to say a more casual gamer couldn't pick the game up and just button mash their way to victory or spend most of the time just exploring the envoroment/doing missions.VladG said:There are 2 main reasons in my opinion why most MMOs stick to this formula and why very few try (and mostly fail) to innovate:
1) Performance issues: Both hardware and connection related, in an action-oriented MMO based on hitbox and reflex combat ANY latency whatsoever would TOTALLY destroy the game. Any online FPS player can tell you that latency is your worst enemy, but online FPS games work because they have a very low number of players on a server (dozens at best compared to thousands in a MMO).
Servers that could host so many players and offer the extreme performance needed would be very expensive, and you would need to localize them heavily given that the average internet connection isn't that great.
Also on the performance issue, a hitbox/reflex game needs a much better engine (and so one that would be more resource-hungry) WoW is, even with the low-end, outdated graphics, quite resource hungry. A reflex/hitbox MMO that looks even halfway decent would require top-of-the-range rigs to run (as any performance drop would make the game unplayable) and so it would only cater to the rather few who can afford high-end PCs and very expensive internet connections.
2) WoW-ish "dice-roll" auto combat and progressive difficulty and content progression caters well for both casual and hardcore players. Casuals can enjoy the game at a fairly relaxed pace, without having their fingers dance on the keyboard like a spider on cocaine, while hardcore games still get a good challenge out of the high-tier raids and heroics. This is also down to good design, the combat alone may be quite unchallenging, but various fight mechanics still demand quick reflexes and good attention to compensate for the relaxed static combat.
A hitbox/reflex game would again alienate many of the more casual players interested more in socializing, exploring, questing, etc. And as a player who has spent some time in RP and social guilds, I can say there are more of those than there are hardcore raiders around.
Basically the reason a game like the one you'd like hasn't been made yet (or at least not a single half-decent one) is because it will most likely be a great financial flop, catering to a very restricted fan base. Unfortunately MMOs are expensive to make and to maintain and no developer can take major risks anymore.
Project Titan is coming though, and they claim it will be very different from WoW and cater to a different fan base. So who knows, you might just get your wish, and I can think of no company who has a better chance to pull it off than Blizzard.
I think I ak going to try to make this happen once I finish taking my computer programming and graphic design courses. which will in about 4 years. and by then hopefully I could secure some funding and technology will have improved enough to make latency not such an issue.
you heard the man. everyone, time to upgrade, like HARDCORE supercereal hard to pull off upgrade xDJediMB said:I'll chime in with another important contributor:
Physics and physical distance.
Latency, the time it takes for any amount of data to move between the client and the host. To keep it simple: unless everyone in the world is guaranteed a fiber-optic Internet connection, there is going to be noticeable lag in any "active" combat system, and with so many players to take into account and compensate for the lag will be quite terrible unless the players are only allowed to play against people in their own or closely surrounding countries.
That said, if I've got my numbers right, there will only be about 0.13 seconds of latency if data is sent back and forth between a server and a client on opposite sides of the world... if they have an uninterrupted fiber-optic connection.
He only wants to consider traditional RPG fantasy MMOs, and then wonders why they all have the traditional RPG fantasy combat system.Twad said:What about Planetside?
What you don't seem to realize is that a TON of the revenue WoW gets comes from people with shitty computers. By making your MMO accessible only to the higher echelons of gaming rigs you severely restrict your market, and therefore you make less money. From a business's perspective, there really isn't a reason to make less money. Also, what gave you the idea that complex gameplay mechanics are what make games better? Simple, yet refined gameplay that is continually polished can be just as great as the games that have dodging and showing enemies getting sliced to pieces.Drizzitdude said:That isn't a problm with people with a decent rig/connection which is the majority of POC gamers. Are we supposed to stop making games better because someone is still using a computer from 06? Should the entire industry just halt?
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.Drizzitdude said:snip
Yeah, after typing that up I realized that there were a bunch of factors I didn't take into account for my post. Something I haven't seen mentioned in my replies, for example, is that no Internet connections will ever go in a straight line from one point to another.Zantos said:Technically yes, the numbers are right, however when I was looking at delays in satellite feeds most of the lag was coming from the endpoints in the decrypting, analysing, encrypting, re-sending, repeat rather than the actual transit times. I'd imagine it's the same case for fibre optics.
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.Zantos said:OT: Here's one to bring to the table (at least, I haven't seen anyone else mention it), a lot of people really like the stat based hit percentage stuff. I was told by people on these very forums that RPG combat should have nothing to do with your skill and should all be about the stat building you do. Which to me is boring as hell and I'd quite like a more involved combat system if it was possible, but if the system has a big following then it's likely to stay.
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.Maze1125 said:He only wants to consider traditional RPG fantasy MMOs, and then wonders why they all have the traditional RPG fantasy combat system.Twad said:What about Planetside?
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.Gleem said: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.And on the topic of casual gamers. IF we talking about high end pve missions, why would you even bring casual gamers up?
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.
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.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.
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?"Continuity 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.Drizzitdude said:snip
/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.