I know latency in MMORPG is too much of an issue to really have free range attacks and hit boxes.
I still would like to see zones and hp for different body parts like head, arms, body and legs.
For example critical attacks on your could range from dazing, stunning, unconsciousness to death but be far less accurate then attacking the body. Critical for the legs could lead to a knock down or slowing. Critical for the arms could lead to disarmament. You could have abilities that target specific and other attacks that would attack random parts.
I would also like to see a morale bar and stat. Low morale would lower you attack and defense up to causing fear or cowering. Some abilities could bolster or lower morale. Some NPC naturally lower morale like say a dragon. This could be countered by gaining experience vs. that creature. Like you won't be intimidated by a dragon on your 4th time fighting one.
High moral could raise attack and defense up to being inspired where you break free of and become immune to status effects.
What would you like to see incorporated into the MMORPG genre as far as combat goes?
Comments
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Mmorpgs are too much based on rotations, and the "ultimate attacks" don't feel so special when it's just on a cooldown timer. I want to feel like I earned that ultimate attack in some way, not just that the timer refreshed.
Mend and Defend
I like the idea of having to target for effect, hit a leg and the enemy starts to limp. Hit an arm he may drop shield/weapon. Hit the cranium the target may flat line. Hit the groin the target cries...or enrages in which case you would need to run.
Using a shield or any other defensive equipment should require more than just holding a button and facing the target. Not sure how to do this, with what has been said in this thread already one would need about 17 fingers to play with any degree of skill.
If you want a new idea, go read an old book.
In order to be insulted, I must first value your opinion.
Practice doesn't make perfect, practice makes permanent.
"At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."
I really hate it when I'm playing a game and I walk up to an NPC and start performing my attacks and he starts performing his attacks and none of them have anything to do with each other. It's like we both might as well be stabbing and slashing a rubber dummy of each other.
I want to feel like a fight between me and an NPC is actually a fight rather than a completely impersonal and non-interactive speed race to burn down life bars.
This is why my favorite form of combat ever designed is the Batman/AC/Shadow of Mordor style of combat.
Each swing of a sword can be countered, dodged and parried. We can use our character skills to perform special disarming attacks, feints, sweeps and finishing blows. Each action is personal, it has a specific effect. I'm not just burning down a life bar, I'm engaging in combat.
When I swing my sword, they react to it, they don't just keep doing whatever rotation of attacks the they've been programmed with.
So basicly I just want a stat based combat with usable items and spells. Most mmos have action combat elements which i'm not a fan of.
E: 86% S: 53% A: 40% K: 20%
I would like to see smarter NPC that utilize CC and do more than just swarm the tank.
I still want to see some form of trinity but damage dealer shouldn't be a role on its own.
Me? I wish combat wasn't THE Number One activity in MMOs. Some days, I want to hit and kill things. Most days, combat is what stands between me and what I want to do or where I want to go.
I certainly don't play MMOs "for the combat." I can think of many genres that do it better, some even multiplayer. I partake willingly in combat and sometimes even enjoy it. It's just too limited for me. Rarely (in my experience) can one "discuss" or give up without dying. "Wait! I want to PARLAY!" as you're your ass is handed to you.
Basically, combat comes down to Rock-Em Sock-Em Robots, where you take turns (sometimes) bashing each other over the head until one falls down.
The most interesting combat I've experienced is in Wizard101, where spell decks are used. Most players would scoff at this because they're not bunny hopping about (in plate armor and a tower shield, no less) constantly mashing buttons. Strategy and planning is 95% of the combat, not hitting buttons in a certain order. "Do I heal this turn, or try to take an opponent out? They have 1 pip, which means they can cast first level spells. I think I can take out one of them." Not knowing which cards will come up adds an element of "thinking on the fly" to the mix.
But, as noted in the previous replies, "to each their own"
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR