Combat system for pvp game (dark souls vs For honour)

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7 comments, last by brightknight 8 years ago

Basically I would really like to know which of these two combat systems would you prefer to see in a game with pvp that can be more than 1v1 or 1v2, which of the two would you prefer playing with for extended periods of time and getting better at.


Basically I would really like to know which of these two combat systems would you prefer to see in a game with pvp that can be more than 1v1 or 1v2, which of the two would you prefer playing with for extended periods of time and getting better at.

What Iam really asking is would you rather want dark souls the mmo or for honour the mmo (after playing around in black desert Iknow that a truly real time combat system is "possible in an mmo"

Please just answer Dark souls or For honour and if you feel the need do explain yohr reasoning
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Neither :P

Dark souls is clunky, and I don't like for honour's directional based combat.

Neither :P

Dark souls is clunky, and I don't like for honour's directional based combat.

sorry for down voting your post i appreciate all opinions

lemme ask you do you have any suggestions for a combat system as you clearly state you dont like either, also im not going to use their combat or controls exactly im mainly just thinking which of the two would be the better melee combat system in a multiplayer game.

C9's, made by the same devs as Black Desert Online

#t=35s

Games like Dark souls/monster hunter/wizardly online are defined by their clunky combat. They make the concept of timing your attacks strategic. An mmo tried this a while ago that I can't remember the name of (I'll ask a friend and post a video later), and it was pretty bad when you'd have 100 v 100 pvp matches and no one wanted to attack because you'd be locked into an animation.

For honour's directional based approach is too vulnerable to scripting because you can block basically every attack by 1 directional movement.

C9's, made by the same devs as Black Desert Online

#t=35s

Games like Dark souls/monster hunter/wizardly online are defined by their clunky combat. They make the concept of timing your attacks strategic. An mmo tried this a while ago that I can't remember the name of (I'll ask a friend and post a video later), and it was pretty bad when you'd have 100 v 100 pvp matches and no one wanted to attack because you'd be locked into an animation.

For honour's directional based approach is too vulnerable to scripting because you can block basically every attack by 1 directional movement.

do you have any suggestions of something that could work better, what of Dragons dogma style combat?

C9's, made by the same devs as Black Desert Online

#t=35s

Games like Dark souls/monster hunter/wizardly online are defined by their clunky combat. They make the concept of timing your attacks strategic. An mmo tried this a while ago that I can't remember the name of (I'll ask a friend and post a video later), and it was pretty bad when you'd have 100 v 100 pvp matches and no one wanted to attack because you'd be locked into an animation.

For honour's directional based approach is too vulnerable to scripting because you can block basically every attack by 1 directional movement.

do you have any suggestions of something that could work better, what of Dragons dogma style combat?

dragon's dogma's combat is similar to C9's except way less acrobatic. Unless you mean the whole mount system Dragon's dogma has, where you climb around on the monsters stabbing critical parts.

you're better off looking at games which already have fun fast paced combat (BDO wasn't the first by far)

Fallen earth

#t=9s

Mortal online

Darkfall

#t=42s

Face of mankind

Air rivals (formerly Space cowboy online/ace online/flysis)

Vindictus

Firefall

Cosmic break

Tree of life

#t=18s

You'll notice they consistently choose gameplay designs that avoid impeding movement, because in open world games, being impeded can be extremely frustrating.

C9's, made by the same devs as Black Desert Online

#t=35s

Games like Dark souls/monster hunter/wizardly online are defined by their clunky combat. They make the concept of timing your attacks strategic. An mmo tried this a while ago that I can't remember the name of (I'll ask a friend and post a video later), and it was pretty bad when you'd have 100 v 100 pvp matches and no one wanted to attack because you'd be locked into an animation.

For honour's directional based approach is too vulnerable to scripting because you can block basically every attack by 1 directional movement.

do you have any suggestions of something that could work better, what of Dragons dogma style combat?

dragon's dogma's combat is similar to C9's except way less acrobatic. Unless you mean the whole mount system Dragon's dogma has, where you climb around on the monsters stabbing critical parts.

you're better off looking at games which already have fun fast paced combat (BDO wasn't the first by far)

Fallen earth

#t=9s

Mortal online

Darkfall

#t=42s

Face of mankind

Air rivals (formerly Space cowboy online/ace online/flysis)

Vindictus

Firefall

Cosmic break

Tree of life

#t=18s

You'll notice they consistently choose gameplay designs that avoid impeding movement, because in open world games, being impeded can be extremely frustrating.

thank you after taking a look at all that including looking at c9 and a whole bucnch of other mmos, i think i have made a couple of rules so to speak

1. Combat shouldnt impede movements

2. Combat shouldnt be too slow because grinding would become a chore if every single enemy you meet requires you to block dodge attack repeat.

3. Mistakes shouldnt be too punishing like dark souls.

4. There shouldnt be a particular formular like block dodge attack repeat but should allow for more dynamic play styles.

5. It should be fun to fight mobs while still being fun to fight players and bosses.

6. Being able to know exactly what different buttons do is key for pvp, so no arkham knight jumping from player to player. (*i mean imagine playing a shooter where your melee atttack had the possiblity of making you hit the person behind you rather than the person in front of you)

do you agree ? is there anything i missed?

I think that's a good starting point for the basic tenets of a twitch-based MMO movement/combat scheme.

This may be of interest to you as well. it's written by one of the core devs of Darkfall.

https://medium.com/@zendar/the-anatomy-of-an-mmo-behind-the-curtains-of-darkfall-47e1391d7710#.wkgohby4z

I think that's a good starting point for the basic tenets of a twitch-based MMO movement/combat scheme.

This may be of interest to you as well. it's written by one of the core devs of Darkfall.

https://medium.com/@zendar/the-anatomy-of-an-mmo-behind-the-curtains-of-darkfall-47e1391d7710#.wkgohby4z

this looks alot like what i was doing just with the unreal engine, c++ for the core blueprints for gameplay then using a "game scripting language" skookumscript for AI and all related stuff. here is a link to skookumscript if you want to check it out www.skookumscript.com check it out its pretty awesome.

thank you for help

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