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noobzor 11/03/08 8:50:11 PM
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Apprentice Member
Joined: 8/04/08
am not afraid of death just the process of... |
i know from the titles you guys think that jatar or some other personal on the MMO Magic teambut im not. this thread is merely to give easy access for jatar and others to come here to get some fans ideas. i would like to see jumping that actualy has a purpose in CoS. |
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noobzor 11/03/08 11:25:21 PM
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Apprentice Member
Joined: 8/04/08
am not afraid of death just the process of... |
i just realized how vague my previous post was about jumping. i had an idea when i was thinking about my post and decided that jumping makes for really cool games, but the way im thinking of jumping i have never ever seen done before. the amount that the character runs around on his feet on average would eventualy increase his jumping slightly, but set this at a very slow speed. also if there was a skill that allows you to kick, this could also mean the stronger the kick the better the jump. plus if you jump while attacking upwards like a upercut it would increase dmg but if you hit a downward strike like a skull crusher slash while you were headed upwards it would decrease dmg even if it hit. plus momentum added to thees and you could own in a much vaster amount of ways. also if your gonna have jumping you have to have a reason to have jumping besides the preveius. but have areas where you have to jump over chasms and jump to reach a ledge or grab an object on the wall aswell as jumping over enemy attacks. thats it. |
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crazyst3ve 11/04/08 2:33:56 AM
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Novice Member
Joined: 10/26/08 |
I would really like to see a method of casting spells where it requires certain gestures or happenings to be able to cast. linking to the jumping, where you need to be in the air and you can cast a spell that comes down hard on your target and stuns them. or casting defensive spells,such as when you learn a spell you learn how to defend yourself against it, however if someone who knows this spell can tell you how to defend it, it will still work. I mean something like if you know what a character is casting at you or a mob which ever you want to call it you can hold space to let you defend it and for instance press W,D,S,E and let go when you want to defend it, if you thought it was a different spell cast then you defended wrong and it will hit you, otherwise it will fly up or vanish or however you want to do this. casting spells in this way would also be fun such as you have a few tied to a key and by pressing that key it will do everything for yo, but if you want to use a spell not tied you will need to hold ctrl and type in your sequence hoping you can remember it and let go or ctrl when you want to let fly. my ideas are often a little out of this world and in a different box all together, and not just out of this one. but that is one thing that i've been thinking of lately that would be great to see. |
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skipeth 11/04/08 11:32:34 AM
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Novice Member
Joined: 11/12/05 |
The jumping idea made me think of Legend of Zelda II The Adventure of Link where you had to go to the masters to train the upward and downward stab while jumping. If you want to play a game that requires a lot of typing to do stuff try out a MUD. Once you get the hang of the typing get a Mud Client and create aliases and macros. Although it may seem kinda cool, most people aren't interested in typing a lot when you can just use a macro/hotbar to accomplish the same task. This leads us back to the button-mashing style of play. EQ2 gets away from this by chaining actions to get extra effects. But, it's still button mashing, just controlled better at a group level. AoC tried a new approach by making players 'swing' their weapons with multiple options as to the placement of the swing. This also leads to chaining of attacks to perform cooler attacks. What I think you are really wanting to see is that you have the ability to react to events in combat. More like classic platform games (Mike Tyson's punchout) where the oponent would have a tell that gives away the move he is about to perform. That allows you to effectively counter and pummel the crap out of them. |
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noobzor 11/04/08 7:25:05 PM
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Apprentice Member
Joined: 8/04/08
am not afraid of death just the process of... |
back to jumping. i think that momentum can be built into this system like if you jump and do the skull crusher slash while headed down you would do more dmg. taking this to a larger scale jump off a castle wall and do the skull crusher slash, you will dramaticly increase you dmg when you hit the guy on ground level (if you survive also i would like to see if you hit a guy with an arrow/spell or anything else in the leg he would slow down and you hit him in the arm his melee swings less powerful and if you hit him in the head i also want to see a destructible enviorment. like you can cut down trees, make the ground fall out from beneath your enemys and so on and so forth. you cut down a tree and it falls on your enemy... being able to cast at most to spells at once, note that the spells have to use only one hand in the spell. |
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crazyst3ve 11/05/08 1:57:37 AM
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Novice Member
Joined: 10/26/08 |
I would also like to see the world react with you so that is you decide to jump and hit a chandelier you will be hurt on your head. if you make a tree fall on your enemies and a wind blows and you close enough to this tree you will get saw dust in your eyes and your vision will be impaired. i also like the idea on aiming your attacks like mentioned here already and each place you aim will do something different, as it would be pretty crazy to shoot a arrow at someone's knee and watch them fall to the ground and take an eternal sleep. But watching it hamper the movement of that leg would be pretty amazing. I only see one problem with the head though, killing creatures on quests would be fine but would get a bit boring as one well aimed shot and you move to the next one and unless there enough this will become boring as there isn't much of a challenge, I would like the idea tho if instead of the head shot which we are so used to make it do double damage esp. when it comes to players fighting, it won't come to the most skill it will be the one to get the other's head, and protect theirs. and watching that in a tournament would be boring, i wanna see |
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skipeth 11/05/08 11:16:29 AM
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Novice Member
Joined: 11/12/05 |
Originally posted by crazyst3ve
I'm all in agreement with interactive environments!! FPS style has some serious issues when you add in lag over internet and collision detection. Not to mention the point and shoot method of FPS is inconsistent with improving a character's skills and abilities. CoS has already stated that they are going with the icon based system. To keep your idea in line with an icon system, what do you think of a Targeting GUI. When you select on a target creature a window pops up that displays an outline of the creature and targetable sections. With nothing selected you have no mods and attack the target as normal. A humanoid would have targetable parts: head, torso, r. arm, l. arm, r. leg, l. leg. Select on a target area and you will focus on attacking that part of the body with appropriate mods. Example: you are fighting a guy in armor, helm, small shield on left arm, sword in right. If you target left arm, the block chance will increase drastically, but you can slowly fatigue/damage the left arm until his overall blocking ability drops. If you target the left leg, his block drops slightly because it is harder to cover the full range of the leg with a small shield, but chance to hit drops because it is harder to hit. Damage the leg sufficiently and speed drops/limping. |
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crazyst3ve 11/06/08 5:38:22 AM
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Novice Member
Joined: 10/26/08 |
Originally posted by skipeth Example: you are fighting a guy in armor, helm, small shield on left arm, sword in right. If you target left arm, the block chance will increase drastically, but you can slowly fatigue/damage the left arm until his overall blocking ability drops. If you target the left leg, his block drops slightly because it is harder to cover the full range of the leg with a small shield, but chance to hit drops because it is harder to hit. Damage the leg sufficiently and speed drops/limping.
this would make the game much more interesting and take away that mindless hit and hope something happens part of most RPGs, it would make you think in order to win a battle
i never knew about the icon based methods they were using though. Something new :) a real time feed on that icon in colour based as to how that part of the body is feeling would make this great |
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skipeth 11/06/08 11:52:58 AM
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Novice Member
Joined: 11/12/05 |
Color coding condition of parts is good. Once a part redlines you probably want to switch to hitting something else. This also makes for more interesting AI. If the mob is taking a lot of damage to one part, it may change it's actions to adjust. When players realize it has chaged tactics, they may need to re-evaluate their strategy. Definitely adds a lot of complexity and interest to combat for those who want it and still leaves open the basic select target and mash icons. | |