Caiden’s Core: MMORPG Combat Systems

Click target, mash skill hotkeys, dance on corpse of said target, and repeat. This is generally the accepted way MMOs have setup their combat. Sure there are some games here and there that have incorporated some sort of combo systems, like say, Cabal online, but at the end of the day, you’re still doing the same things. Why have games been sticking with the same function for so long? Why no change? When will something new come along? What can we expect? Fear not loyal readers, for I shall answer these questions and more…well…perhaps just the questions, then it’s lunch time.

4227  360x270 cabal online swing sword

Cabal Online Gameplay Screenshot

In my opinion, the reason why this system has been used for so long is because…here it comes…..It isn’t broken. There, I said it. People are used to it. They download or buy a new MMO expecting new things along the lines of raids, PvP, items, graphics, characters, skills and all sorts of other content. Having to re-learn a UI is fairly common when someone goes to a new game, but to be put in a position of complete noobdom is pretty off putting for some people. I have a friend that cringes at the mere thought of hotkeys for movement not being WASD, or auto attacking being right click instead of left. It’s a comfort zone for some people, and it is something many, if not all of us are used to. You log into a game, see a little spoofy skill in a little box with a little 1 on it. What do you do? Press 1! Fwoosh, noobie skill activated. What about movement? Clicking, sure, WASD, that helps too. Combat? Tab, auto attack, skill, dead. Woo! Or is it woo? I am on the fence here. Part of me agrees that yes, combat is what people have been used to since the days of semi-turn based combat Everquest to the combo driven combat of Cabal Online. At the end of the day, you’re still choosing a target by either cycling or clicking, and the rest of the work is done for you, save for pressing a button or two. It’s a comfort thing.

11007  360x270 everquest cave spider fights

EverQuest Gameplay Screenshot

Now comes the fun part, new combat systems! Some games have come along and said, “Hang on, if we’re bring all this new stuff to our audience, why don’t we make combat different?” Note our lovely developer here didn’t say ‘better’. The current system is fine, if it wasn’t, and this was all we had, there would be a lot more video game related suicides in the last 10 years. Anyway, a game that tried with this new idea…and sadly fell on its face, leaving a nice red streak on the pavement is Fantasy Earth Zero. It has manual targeting. What is that? Think of a first person shooter. You move the cross-hair at the center of your screen with your mouse, and activate skills using the number keys above your movement, which is WASD. Sounds pretty simple. At first I thought it was pretty fun. Sort of reminded me of old school Morrowind, with a drool cup and protective helmet. Why do I say that? The games clunky hit boxes were a pain in the butt, aiming at something didn’t necessarily mean you were ‘actually’ aiming at it. The graphics were poor and lighting was unfortunate enough to make some things difficult to see or make out in the massive amounts of grass and trees…oh wait…wrong game…this game had little to no wildlife what so ever. Overall, it was a good idea, but because of its dated feel and clunky interface, it fell short of being innovative. To be fair though, Fantasy Earth Zero isn’t really a “new game”. It originally released in Japan in early 2006 and only came to North America through GamePot USA (publisher) in 2010.

23245  360x270 fantasy earth zero casting

Fantasy Earth Zero has Manual Targeting

One thing I would like to say here, to all developers and future developers. Please, PLEASE don’t get fancy with stats. For the love of…whoever…let’s make a simple list of stats people are used to seeing and working with. Generally when I punch things, or hit them with pointy sticks, I do more damage than my mother because I have more strength. I can run faster and move quicker because I have agility, and dexterity. Maybe I can get poked back a few times more because I have a higher constitution. See where I am going with this? It makes sense. Sure, fine, you can change the names of them. Strength, Melee Attack, Power, Brutality, whatever, it’s a system that works, don’t change it. I’m going to point a big stink finger at Allods Online here. Look at this silliness:

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Allods Online Has 14 Stats. WTF?

I am not saying  that having lots of stats is bad, but Allods Online pulled it off in a manner so poorly, it took me more time than it should have to figure out to what these stats do. Picture this, I am grouped with a friend and we are about to try and two man this little boss. “Oh sweet”, I think, “I just got my first heal, this should be easy.” How wrong I was. A quarter of the way into the fight, my buddy starts getting hurt and I toss out my first heal. The heal says, Heals target for 83 something hitpoints. How much did I see pop up above his head? 18. Of course my face contorts into a jolly good ‘WTF’, while my friend pines for health over skype. So I try again, maybe he has a debuff or something. Woosh, 21. Checking my combat log I notice that my buddy is actually resisting my heals. What…? Does he not ‘want’ to be healed? Am I that much of a loser that my own friend doesn’t want to accept the heavenly goodness of my heal? No, it was because my faith wasn’t high enough to counter his wound complexity, therefore it was resisted. A strain of mean, nasty and honest things are making my typing fingers want say some bad things, but I won’t because I am starting to rant and that’s not what this is about.

22485  360x270 allods online reservour rattler

Allods Online Combat

So I’ll wrap this up with some words about what’s to come. Games have tried new things and are getting closer and closer to being awesome and enjoyable with each attempt. Coming out in 2011 is Tera online, and another MMO I’ll mention in my next article, that have completely new combat systems involving manual aiming, complete hit collision and more. Why am I excited? Picture the good days of Warhammer Online collision (Players can’t walk through each other). You line up a row of some Black Orcs, Black Guards and Chosen on a ramp leading into the fortress you’re defending, and as long as they live, no one can pass. A raid party of 12 once  held off more than two full raids on my server. Me being one of the healers, it almost brought tears to my eyes at the level of epicness, no joke. I suspect future games will have the ability to intercept incoming projectiles from arrows to fireballs, so if you are assigned to protect your healer, you can dive in the way with your shield and make that death screeching wind missile bugger off, leaving your healer with a goofy grin and owing you a soda after the battle. More and more things are changing, and even though I am not playing an MMO currently, I am very excited to review and try all the new stuff that’s coming. From Black Prophecy to Vindictus, it shall be a bright horizon of skull crushing, ship blasting, sword swinging , and spell weaving goodness. What do you guys think about the current MMORPG combat systems? Are you satisfied or want something more?

Thanks for reading and look forward to next weeks editorial!

By, Caiden

caidenscorebutton

"At the Center of All Things..."

 
39 Comments
  • ReMo
    June 28, 2010
    Reply #

    I actually prefer action MMORPGs to point and click games myself. Dragonica Online, GhostX and MapleStory for example. I like my combat systems to be “hands on”.

    • Anonymoose
      July 1, 2010
      Reply #1

      Im a fan of those aswell sir and I must say, their are alot of MMO’s you guys have missed out on,
      denworld.co.kr/
      Game’s called Last Online
      (google translate helps some)
      Psychic online,
      Hessian online,
      Dizzle online,
      all going to be based on well.. TPS, Gunz the duel and stuff.
      If you like Ghost X, you should try Lunia if you haven’t already. be warned, IjjI’s reactor sucks horribly.

  • Esivo
    June 28, 2010
    Reply #2

    Today’s combat system sucks. Just. Simply. There is nothing to say about it. Just press “1″ you will find out. All of these games are made like this cause of World of Warcraft. It made the start and the success, so? They others wanted a piece of the pie and started doing the same. OFC I want a change! I think anyone wants ATM. Human controls, like dodging, avoiding the fireballs and anything else will be done by us, us playing the character and not the amount of agility we have. A new game coming out soon is The Secret World which will also feature “human controls” and I think it’s gonna change the face of online gaming along with TERA.

    MMOARPGs are the future. No one can deny that now. Hack & Slash is the future. Just imagine how unreal it is. Pressing “1″ waiting for the bar to finish casting your fireball. It is just WTF…

  • FanOfKOTOKO
    June 28, 2010
    Reply #3

    Rather than just making the combat feel more intuitive… I think game makers nowadays should STOP USING INEFFICIENT ENGINES. A lot of MMOs nowadays just sucks up resources like there’s no tomorrow and it’s a pain to multitask under that situation.

    So if some company decides it’s a nice idea to use CryEngine 3 for a MMO sometime soon in the future… I’m not playing it >_>

    Other than my off-topicness, thumbs up for more action-y gameplay :)

  • Caiden
    June 28, 2010
    Reply #4

    I like hands-on gameplay, but it has to be smooth and feel like I’m accomplishing more than I would by just pressing a hot key.

    @FanofKOTOKO
    I agree about the game engines completely. My friend has a lower end computer, and we have really been wanting to play games like Runes of Magic, Gates of Andaron, and others who have similar engines. However even on the lowest settings, she lags out.

    If you’ve seen screenshots of Tales of Fantasy, you’ll know it’s a lot prettier than those previous games, yet she can run the game on max settings. Hmm…Amusing no? Games need to learn how to make proper textures and meshes that games like Aika and Lineage 2 use for rendering 1000′s of people on a screen at once with little lag.

    • jack
      June 28, 2010
      Reply #5

      idk y big games like Runes of Magic can’t do what WoW did and adjust to each computer so everyone can play…i mean if they’re gona copy WoW so much, they might as well copy that *.*…
      I totally agree with you, not everyone has a great computer and I think game companies need to realize that. I think a company that’s realized this quite well is perfect world international.

  • kanderan
    June 28, 2010
    Reply #6

    Granted, yea I’d rather a different type, and not the crappy click to do every freaking thing with the occasional use of the keyboard to use 50 skills, Instead I’d rather something new, I kinda would prefer if a game featured the smooth movement and controls of a ~Gasp~ console game since those are always better, but it’ll just be a dream, for now i’ll just run into fences and eventually jump over them after shooting something to death.

  • jack
    June 28, 2010
    Reply #7

    i like the idea of standing in front of your comrades so they don’t get hit but also it feels like too much work in the end. Also, i am all for the idea of not having to click each monster and just being able to swing and attack the monsters ahead of me.

  • casual
    June 28, 2010
    Reply #8

    ddo has the action style option I love playing it that way where you get your little circle and gotta kinda point it at enemy and hold mouse button. Though I am still waiting for a good openworld fps/rpg style game outside of the waiting rooms, I am half surprised other then a few scifi titles noone really has experimented with such a concept. I don’t mind point click mash buttons
    As for skill choice overload allods coulda narrowed it down to maybe ten skills and improved gameplay, sometimes the basic 4-5 skills feels restrictive so is hard to find a balance.

  • Zoom
    June 29, 2010
    Reply #9

    The only thing i can rly say about this all is that we all share the same opinion … and while i was reading this i noticed how similar ppl are :D they don;t want anything special they just want a game that is more …living…

  • FracturedPixel
    June 29, 2010
    Reply #10

    I play Allods Online and I sort of disagree with this article. The skill system works just fine. The real question is more of a fact that you didn’t take the time to look at how the skills worked BEFORE you started playing. That’s a simple solution whenever you begin a new game. Also if a stat is low for your level a red arrow will appear next to it with a simple message saying its lower than it should. The game system will do this for any of the core stats highlighted in blue that are class specific.

    • Caiden
      June 29, 2010
      Reply #11

      If you double check I never said it didn’t work. In fact it worked fine once my friends and I got the hang of it. However the gripe I have is that there was no point to it. You ‘could’ make it so you have to balance twice the amount of stats just to heal someone for the amount it says, but why would you want to? There is little point I could see. It just adds another three or four steps in character combat that don’t have to be there. Overall it works fine, it’s just unnecessary.

      • FracturedPixel
        June 29, 2010
        Reply #12

        The thing with Allods is that you have to pay attention with the stats. The fact that you could do whatever you want is booth nice and also has potential to cause problems if you aren’t used to working with them. You could gimp yourself, but with a little research right from the beginning you shouldn’t ever have any problems figuring out where to put your stat points given you class. Depending how you personally want use your character in party play is a big factor in this game. I play a scout/ranger I can spec for melee, range or hybrid depending on which skills lend themselves to my greatest advenatage.

  • Metalsnake27
    June 29, 2010
    Reply #13

    Myself, I love the real-time free combat systems. (Games like PSU, Dungeon Fighter, Vindictus, etc.) I love being able to move around, dodge, attack with great combos, instead of just locking on, running over, and attacking.

    The only game im looking forward too alot that has lock on system is SWTOR.

  • Caiden
    June 29, 2010
    Reply #14

    Glad to see so many comments. Anyone else heard any news on future ‘gender’ releases for Vindictus? Or the new game Martial Empires coming out tomorrow?

  • BeamSplashX
    June 29, 2010
    Reply #15

    The problem with many MMOs is that there’s not enough feedback or tactile involvement for combat. Either you swing your sword and the enemy barely flinches (or doesn’t at all) or the delays between attacks are so long that it’s ultimately slower than turn-based. At that point, why not take a load off the server and not calculate combat in stodgy real-time?

    As for tactile response, the concept of holding an attack key to keep going is the worst of auto-attack (little involvment) and action combat (pressing one key repeatedly). Phantasy Star Online excelled in requiring timing for attacks and stacking factors atop one another to make a three-hit combo system involved. Of course, it was in the same format as Guild Wars, so it was easier for them to do than something like Metin2.

  • Gloont
    June 29, 2010
    Reply #16

    I’m fine with either.combat mechanic, but I prefer games like Maple Story’s combat, but out of the three (click and wait, manual aim and keys to attack) I guess I’d go for click and wait. I’m just so used to it.

  • Keatonium
    June 29, 2010
    Reply #17

    I honestly like the combat system in Maplestory. It works so well, and the games successful, but no one else uses it? Thats dumb to me.
    And, a RPG that would be like a console game, the enviroment, attacking, etc, would be GREAT. I’d love to see anything released like that, I dont care how long it takes to make.

  • Glazed
    June 30, 2010
    Reply #18

    I’d want something more. While I don’t entirely mind as long as there’s some excitment and some movement to ATLEAST make it FEEL sorta twitch-based and fast, which is why I commonly play as a ranged-based class.

    I’d like MMORPGs with more action. I like action gameplay, but most action style MMORPGs I’ve found feel like they’re missing something.

    Is TERA online gonna be good?

  • Wolf
    June 30, 2010
    Reply #19

    Here I was thinking I was the only one who hates the current combat system and was waiting for TERA, C9, or Vindictus to come be my savior. xD Anyway, the current system is boring, and has kept me away from all MMOs besides Atlantica and Dragonica (and I’m a huge MMO fan). I’m puzzled as to why games keep using this system over and over again.

    In my opinion TERA and all those “next-gen” MMOs will be awesome, but they may just flop, because, as Caiden said, it will take alot of people way out of their comfort zone, but I’ll be welcoming this new zone.

  • Jiin
    June 30, 2010
    Reply #20

    The current system bores me to death x.x If you’ve played one, you’ve played em’ all. That’s what drives me nuts.
    Almost all the free/reasonable MMO’s have the same class system, the same Health/Mana/Stamina, press 1 for this 2 for that wait for the charge then strike. ZOMG

    I’ve recently tried: Grand Fantasia, Jade Dynasty, Aika, and NEO Online. Seriously they’re identical x.x NEO is the only one even remotely different because of the skill system, but It’s still virtually the same in every other way. v.v

    2 Years ago I stopped playing Runescape after a 5 year run. With the sad selection out now, i’m actually considering going back. Even though I hate it’s graphics. It’s the only unique MMORPG I know of.
    D’:

  • mr.bojangles
    June 30, 2010
    Reply #21

    finally an article like this. To be honest i want rpg games to be a little more fps like. I don’t like it when my character clearly hits someone but it says miss. I’m sick of pointing my mouse. if i wanted to do that i’d be clickin desk top icons all day. vindictus looks like it’ll fix this problem.

  • jdhu7
    July 1, 2010
    Reply #22

    This will change soon. with kinnect and move soon to be out, we will have to move asround and actually swing the sword ourselves. that will be the day when a noob defeats an epic boss thankes to doging and skill. Hands on action is the future!!!!!!!!!!!!!!!!!!!!! Oh, and leauge of legends uses right-click, so don’t have your friend play it. LOL

  • Caiden
    July 1, 2010
    Reply #23

    Good comments, glad you all like it. As a game hopper I go from MMO to MMO, and sadly, as my standards raise, the quality of games don’t. However at this time I am playing the new released Martial Empires, on June 30th. Combat is fun, graphics are amazing, character customization is similar to Aion and Perfect World. The only downside is lack of gender choosing and only three classes. However each class has 3 skill trees, which are fairly different. Check it out! My IGN is Caiden.

  • KevDK
    July 1, 2010
    Reply #24

    I’ve played my fair share of MMOs now, and I agree with the article – the current system works, and the developers who make these games want to earn money – which is only natural. And most publishers know that this kind of combat works, so why do anything different, the fewer risks the better. Funny thing is that small development houses often challenge the standards and try something different, but for an MMO, you just requires a good deal of resources. MMOs take many man-hours to create (think about all the coding, testing, animating, organizational expenses etc that has to be done for such a game). So until one triple-A MMO goes out there and succesfully implements a new combat type, it’s going to be hard to persuade the people with the money that your new combat system will earn itself in in the long run.

    For example, take the Grand Theft Auto series and All Points Bulletin. APB may be your average shooter game with a twist, but there’s no doubt in my mind that GTA was a good argument to why this game was even made (and GTA wasn’t even an MMO) – they might even have described it as GTA Online at the idea stage. GTA was immensely succesful, and an online version of the series would likely be successful as well if well implemented. Proven success is almost certainly guaranteed income.

    But if we try to see this from another angle, what other combat systems could developers make? We have the standard hotkey-semi turn based combat, there’s the fully action-shooter like combat (dodging, aiming and potentionally shooting manually), there’s fully tactical turn-based combat (like Atlantica Online) and real time strategy combat (Battleswarm, Battleforge, etc). Surely there are other types, but these seem to be some of the main categories. How could one create combat that would be innovative and entertaining, and what should it be like?

    On a side note – when did combat become a necessary element in MMOs? We’ve locked ourselves onto this idea that we level up a character as we beat up stuff. Check MMOHut’s main page and see how many games fall under this category :)

    Finally, I’m a big fan of games that bring some sort of originality to the table. That’s why I think games like Eve Online, The Sims Online, Lego Universe, Fifa Online, All Points Bulletin and Atlantica Online are fantastic games solely by the fact that they at least dared to do something new or different from that of any standard MMO. Some of them might not have been good games in their execution, but then they’ve served as inspiration for developers and gamers who realize that you don’t always have to follow the same road.

  • kellerman24
    July 4, 2010
    Reply #25

    I want action, action, ACTION! As Caidan said, our standards raise, but the quality of games doesn’t – or at least it moves at a pace of a snail with broken leg!

    I’m trying Martial Empires too right now and well, it’s promising but I think they should work on this game a little more before this english release – my main concern, not enough variety and bots, gold sellers (even with korean names!no way to even block them). My problem with those 3 classes – description says that my mage should be a killing machine, yet he has about the same damage as my warrior who’s supposed to be the most thoughest sacrificing dps, my ranger that should be in the middle ground actually kills the fastest but that’s because she has +1 bow! (all my chars are lv 15 right now, and I switch between them to compare stats and time measured in seconds to kill the same mobs). So basicly that destroys a little for me the whole concept of variety. Also, one big minus, while the combat is fun, definitely not enough skills due to fairly slow progression! Ah, another one, no healer class at all (and actually no tank class since all classes can do that). Okay I got carried away a little. Don’t get me wrong, the game is good and has potential, but I guess it’s just because it came out a few days ago. I’ll probably stick with it till something ‘new’ will come out (and if it will be worth it, ME is defintely worth it despite its flaws) driving my Nissan on the streets of NFS World to maintain a ‘varied’ gameplay!

    Anyway, my point is IT’S ALL ABOUT PVP BABY! (yeah yeah I know it has nothing to do with the things I wrote, but lets spread a little pvp love! ;)

  • calebpaw
    July 6, 2010
    Reply #26

    i like cabal online you better f off. you mmohut people dk that cabal has a number 2 coming out so i love it im a lvl 102 force archer. u guys have no right to make fun of any game just the developer find there own mistake and wish people didn’t care about the way the game looks.

  • Boxcar
    July 6, 2010
    Reply #27

    Ever since i played a game called Darkfall no other game comes close. With the explosion of well made f2p mmo’s i cant justify paying for Darkfall, but am reduced to waiting for a f2p that has a similar concept. Darkfall was made to be top of the line in terms of pvp and imo… it was. To my suprise the PvE turns out to be what i miss the most, since the grind was all first person with player dodge and aim; it was never a “grind”. Plus not having quests was VERY refreshing. But i guess the sandbox mmo doesnt fit into the f2p market well… I dont see why but i guess it doesnt.

  • Zecrag
    July 7, 2010
    Reply #28

    Well, I agree with you about wanting an inovating system. And Of all games that you wrote about, you forgot one that feel my heart with hope. It´s called: “divine souls”. Think about a fighting MMO. I alpha-tested it, and (besides the fact that it was lagging like hell) I could see the wonderfull combat system it had.

    It uses a combination of mouse/keyboard system, and you use a lot of button combination to do your moves. When you buy new skills, they usually modify a little a combo that you have, or add a new button to a different kick, or a punch. But these are just “dry” moves, and weak combos. The trick is putting then together in the way that you like. In the occasion, my favorite combo needed to use 2 “useless” punchs in the air, just to keep my toon in the sky for enought time for the enemy to come back, so I could grab him and take him to the ground with a serie of other moves ^^

    Oh, and about the collision system, of interceptating projectiles… DDO actually uses that \o/

    A nice trick is to get the tanker in front of an ally archer, and make the guy ready his shield. In this formation, the archer can snipe enemy archers/mages, and theyr projectiles will stop at the tanker. (well, hurt but works)

  • Acsully
    July 11, 2010
    Reply #29

    I hate almost all click to do everything games, which is why I play mmos like
    grand chase, dungeon fighter, dragonica, and actually surprisingly, freerealms’ combat system has gotten good, instead of just clicking on an enemy you can now press a button for normal attacks (not auto attack, it is press button once= one attack, like maplestory or grand chase) AND you can use skills with hotkeys (woot! Combat style mixture!)

  • HighRama
    August 1, 2010
    Reply #30

    I have one question, for Caiden or Omer, Did you guys like the Combat System in Chronicles of Spellborn? I know you liked it Omer you said it in your video, but im just seeing if after a while you still think it’s ”good” or fullfilling whithin

  • Greywizard
    August 12, 2010
    Reply #31

    Action mmorpgs are better than hotkey any day. It makes PvP more interesting and its just more fun than waiting for a bar to fill up to cast a spell or attack.

  • Josh
    October 10, 2010
    Reply #32

    Action mmorpgs are good, but did anyone look at TCOS (the chronicles of spellborn) before it went offline? it had an awesome combat system where there was a rotating skill deck and you arranged your skills as to what your fighting style was. it was manual aim so when you pointed your bow if it wasn’t on target you did no dmg. you could dodge attacks. because of the option to costimize your skill deck any class could play any role in combat there was no class that was a tank or DPS or a healer these could be played by anyone. this was an awesome system but I think it came out ahead of its time and it was too different for everyone.

  • Gamer
    December 17, 2010
    Reply #33

    i have one thing to say:gunz
    the best game that is as close as u can get to a free controlled game with awsome fighting system but its a full tps game with pure pvp cuase its pve is suckish anyway …. soon enought compaines will realise that the games should be more free and not stupid we can already see a wave of action dungon games not open world but soon enought and we will get it too.

  • As if....
    February 16, 2011
    Reply #34

    seriously SOMEBODY needs to address this NAOUW!!!

  • SOLO
    July 28, 2011
    Reply #35

    Can anyone give me a game that has metin2 combat system since this system is the best i have seen ever so if u cant give me a game that has a combat system like metin2 i will keep playing it :p

  • Antillio
    August 19, 2011
    Reply #36

    I find it weird all these games get compared to wow because non of these f2p mmo’s have ever copied the combat system of wow. Because here is the kicker in WoW you can MOVE during combat, yes MOVE without canceling your attacks<- this is a huge insane difference in how the game feels and plays and why non of these f2p or even subscribption mmo's will be so succesfull as WoW.

    Because at the end of the day these new mmo's will be stand still and click skills with no movement needed.

  • Giovi
    August 23, 2011
    Reply #37

    Sooo what would you call this combat system? just having to press a button and your character does the rest. I need to know so I can avoid it from now on, nothing against it; it just tires me

  • Xrosstalk
    May 9, 2012
    Reply #38

    A lot people seem to gravitate towards the idea that there are only 3 combat systems:
    1)Classic ability bar hotkeys with varying abilities. (EQ, WoW etc..)
    2) Twitch interactive like player controlling movement and dodging which operates
    like a FPS more than an MMO in the classic sense.
    3)No auto attack click fest mixed with hotkeys (Diablo type)

    Guys there are more genre’s than ADHD control systems of fps, and facemashing
    systems that are WoW clones. Is no one old enough to remember turn based rpg? Not everyone enjoys playing games that you need massive twitch skills to even come close to being competitive at. I would like to see a sort of turn based queued combat system with interrupts from the player involved. Example would be you have 15 different abilities/stances and you can only take 5 with you in a control scheme. You enter combat and based on your selected moves vs opponents selected moves determines what happens with each move lasting 5 seconds of real time. You would see a combat system that would actually look like what we see in a cinematic cutscene now except you choose the strategy ahead of time. Kind of like a quick-time event on the console except way more strategic. Interrupts offer a way to interrupt one of your 5 moves to counter a move or perhaps run or recover from a big hit. Dunno something like that would be amazing to me. Each move constitutes 5 seconds of real time with a time limit to choose an interrupt move of 5 seconds. It’s not super twitchy but still immersive enought to be fun for those fps kinda fans perhaps. Just a thought is all.

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