combat v3
instead of having the non-intuitive , no skill and pure stat, card combat right now we could have way more fun combat that is based on movement something along the lines salem has, it is the opposite of all these things, but make it more fluid than salem's. it will solve most of the problems that the current combat has and will be fun to play for it atleast
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dafels
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Redlaw
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Re: make combat more fun, combat is bad
I could see some moves being added that require you to be moving around, that are better then normal moves when doing so. Instead of just remaking the current system, they could add things to it.
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viznew
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Re: make combat more fun, combat is bad
dafels wrote:combat v3
instead of having the non-intuitive , no skill and pure stat, card combat right now we could have way more fun combat that is based on movement something along the lines salem has, it is the opposite of all these things, but make it more fluid than salem's. it will solve most of the problems that the current combat has and will be fun to play for it atleast
im not expert pvper (yet)
but i do wish was more to the combat
idk what but some examples id like to see
a new sheild (or something) with ability to form a sheild wall of sorts so can block enemies from atking from front or moving past (does not use push out thing when collide with it) (can hold up in a corner) can lead to some dire situations
a hiding grass res node i think can make combat more fun (setting up ambushes and sneak atks)
and iv ran from alot of hostile players (i kinda do it for fun) and one thing is when caught your done (most the time) so kinda wish there was a last ditch effort, like thay getting close so i dump tar down and it slows them a little or more fleeing options stuff a player can activate and use


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NOOBY93
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Re: make combat more fun, combat is bad
There's speed buffs now, as to your last idea, you can hit one and go faster, losing your opponent in the processviznew wrote:dafels wrote:combat v3
instead of having the non-intuitive , no skill and pure stat, card combat right now we could have way more fun combat that is based on movement something along the lines salem has, it is the opposite of all these things, but make it more fluid than salem's. it will solve most of the problems that the current combat has and will be fun to play for it atleast
im not expert pvper (yet)
but i do wish was more to the combat
idk what but some examples id like to see
a new sheild (or something) with ability to form a sheild wall of sorts so can block enemies from atking from front or moving past (does not use push out thing when collide with it) (can hold up in a corner) can lead to some dire situations
a hiding grass res node i think can make combat more fun (setting up ambushes and sneak atks)
and iv ran from alot of hostile players (i kinda do it for fun) and one thing is when caught your done (most the time) so kinda wish there was a last ditch effort, like thay getting close so i dump tar down and it slows them a little or more fleeing options stuff a player can activate and use
Jalpha wrote:I believe in my interpretation of things.
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viznew
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Re: make combat more fun, combat is bad
very true i like them but i want a player activated thing like i can decide when it happens type of thing


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NOOBY93
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Re: make combat more fun, combat is bad
I made an idea like that before back when IP was relevantviznew wrote:very true i like them but i want a player activated thing like i can decided when it happens type of thing
-A move that requires you to have 5 IP, and upon usage, removes all IP you have on all your targets, but in exchange makes you run 25% faster for 1 second. Would have 5 second cooldown. What this would do is it would detach you from someone who is behind you spamming attacks on you, but since it requires having IP and removes all of it on all targets, it couldn't get spammed, not even with spar buddies, and also couldn't be used as an offensive move (as it has a high cooldown and removes all your IP). This would stop someone barraging down on you, but you would be at a significant disadvantage after - not having any IP and being on a cooldown. Putting more cards on it would increase the duration, giving you more leeway to clip the enemy/run away. 1 second at 1 card, 1.5 second at 5 cards.
Jalpha wrote:I believe in my interpretation of things.
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sMartins
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Re: make combat more fun, combat is bad
Combat is always bad in MMORPG....it's an architecture issue, that's why it sucks even on MMORPGs with hundreds of devs and millions of money.
There are so many others games that do way much better for combat. If pvp is your only thing I'm sorry to tell you that MMORPG is not what you want.
What MMORPG should grant pvp side, it's to be fair, despite of connection issues, spikes,etc... so probably card, target combat is the best bet in this regard, that's why we have this.
There are so many others games that do way much better for combat. If pvp is your only thing I'm sorry to tell you that MMORPG is not what you want.
What MMORPG should grant pvp side, it's to be fair, despite of connection issues, spikes,etc... so probably card, target combat is the best bet in this regard, that's why we have this.
Make friends with the other crabs or try to escape the bucket.
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I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
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I'd hardly call anything the Bible of our times. » special thanks to MagicManICT
I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
Default Client, Best Client!
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NOOBY93
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Re: make combat more fun, combat is bad
I agree with this sort of tbh, w6 combat was nice, that is, would be nice if it were played on LAN, but one tiny lagspike means you get movement stinged and killed.sMartins wrote:Combat is always bad in MMORPG....it's an architecture issue, that's why it sucks even on MMORPGs with hundreds of devs and millions of money.
There are so many others games that do way much better for combat. If pvp is your only thing I'm sorry to tell you that MMORPG is not what you want.
What MMORPG should grant pvp side, it's to be fair, despite of connection issues, spikes,etc... so probably card, target combat is the best bet in this regard, that's why we have this.
W7 combat was about right.
Jalpha wrote:I believe in my interpretation of things.
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viznew
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Re: make combat more fun, combat is bad
NOOBY93 wrote:I made an idea like that before back when IP was relevantviznew wrote:very true i like them but i want a player activated thing like i can decided when it happens type of thing
-A move that requires you to have 5 IP, and upon usage, removes all IP you have on all your targets, but in exchange makes you run 25% faster for 1 second. Would have 5 second cooldown. What this would do is it would detach you from someone who is behind you spamming attacks on you, but since it requires having IP and removes all of it on all targets, it couldn't get spammed, not even with spar buddies, and also couldn't be used as an offensive move (as it has a high cooldown and removes all your IP). This would stop someone barraging down on you, but you would be at a significant disadvantage after - not having any IP and being on a cooldown. Putting more cards on it would increase the duration, giving you more leeway to clip the enemy/run away. 1 second at 1 card, 1.5 second at 5 cards.
ohh i like that, kinda gives a reason to engage to help escape, def sounds interesting


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pheonix
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Re: make combat more fun, combat is bad
ive said it many times before and ill say it here too, collision based combat will always be better and more enjoyable then card based yugioh shit that we have now. I waste my breath though because jorb and loftar even though they could implement it and have in the past, refuse to do it out of pure arrogance that we must conform and enjoy the system they made but dont even use it.
Pros:
Easier to Learn
clear feedback during a fight
gear matters hence industry matters
larger fights make more sense on who is fighting who and no need to do any clicking on targets or auto aggro commands.
clear indication when fighting animals and makes group pack fighting useful. (i have tried to aoe down 4 bats using i think its called fullcircle and it feels clunky atm)
hermits stand a chance.
Cons:
would require alot of work to copy paste and modify old salem code (unless they gave it away or are scared chief is going to sue since salem is failing atm and he craves money theres more but meh)
people would have to relearn a new system
maybe a new world needs to be generated
gear and ability balancing would take a while
lag spikes but thats true in every online game
client is badly optimized to allow for this combat atm for some reason. I still dont understand this because we used to have 20-40 man FFA battles in town and i and my friends on cheapy $400 rigs could play fine.
Pros:
Easier to Learn
clear feedback during a fight
gear matters hence industry matters
larger fights make more sense on who is fighting who and no need to do any clicking on targets or auto aggro commands.
clear indication when fighting animals and makes group pack fighting useful. (i have tried to aoe down 4 bats using i think its called fullcircle and it feels clunky atm)
hermits stand a chance.
Cons:
would require alot of work to copy paste and modify old salem code (unless they gave it away or are scared chief is going to sue since salem is failing atm and he craves money theres more but meh)
people would have to relearn a new system
maybe a new world needs to be generated
gear and ability balancing would take a while
lag spikes but thats true in every online game
client is badly optimized to allow for this combat atm for some reason. I still dont understand this because we used to have 20-40 man FFA battles in town and i and my friends on cheapy $400 rigs could play fine.