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Member Since 07 Apr 2013
Offline Last Active Apr 11 2013 07:07 AM

Posts I've Made

In Topic: Turn-based combat in MMO

07 April 2013 - 06:54 PM

FF-style = yuck. Turn-based tactical like Dofus and Disgaea = very yes *thumbs up*

I honestly don't see why it hasn't already been at least attempted in graphical MMO yet.

What about Sacred Seasons? Also:
Wizard 101 is a card/deck system so it doesn't count, but I'm not familiar with the others, they might be FF-style. Certainly there are a ton of virtual pet sites with Pokemon-influenced rock-paper-scissors turn-based combat.

Ahh didn't know of a few of those. cool. They are similar, but not entirely what I envisioned.


Also, if by tactical you mean the systems where you have to move your characters along on a grid, in my personal opinion I completely hated that. For enemies I could easily defeat, it would take forever just to move my characters into position just to 1 hit them.


But I did envision a grid like combat system. You wouldn't have to move characters, but different attacks etc... would attack in a different pattern on the grid for damaging multiple enemies at once. Also part of the design I've been thinking off is to have the attacks of the players be modifiable or entirely custom created all togeather.


So for example, I could design a grid pattern, and then say ok on the center cell I want to use my "flame tornado" effect, and on the 2 adjacent cells I want to use "snare". These abilities would be created from objects/elements found within the game. So for that example attack I would have to use (making this up as I go), a "flame tornado" crystal and 2 snare crystals.


This gives a better understanding for me desire for a turn-based system so I could have these player created abilities. I could even get more advanced and have projectile type crystals that can split at cells and create cascading effects etc...


I dunno, just brainstorming lol. Thanks for your input.

In Topic: Turn-based combat in MMO

07 April 2013 - 05:24 PM

Personally, I think it's a great idea. But as you mentioned, there are a lot of mechanics that would need to be worked out.



Even in regular MMOs you tend to get sucked into fights that you didn't intend to start. Think of aggressive camps along the way or enemy players in PVP servers. You can always find the "safe" routes which are usually paved, that would at least save you from the wrath of aggressive camps.


Also, most of the turn-based games implement a very lengthy fighting style with little "motion" into them. I personally liked the way Paper Mario: Thousand Years Door Fighting style. There's a lot more action you can do in its fights than regular games that I've seen in my lifespan.


Another thing I'd like to mention is that making the fights more rewarding for the time spent would make a lot of sense. A fight that lasts for, lets say a few minutes, should definitely be more rewarding than doing a 30 seconds of mashing buttons against your macros.


One last thing to add, there should be the option to escape fights with a certain way for making it fail. If you escape a fight it would be nice if you get tossed a short distance that would allow you to move away from the fight.


Thanks for the feedback. Glad to see people are more receptive to the concept than I had expected. If I were to implement it in a game, I think I would have it so when you initiate combat with a enemy, that your characters just break off into positions in the same world as every one else so others can see the fight along with all the cool special effects etc...


I honestly don't see why it hasn't already been at least attempted in graphical MMO yet. It looks to me like it would be a lot more efficient in terms of bandwidth usage etc... than real-time fights. As soon as players enter a fight, you can pretty much stop sending position updates from server as your basically locked into position. Tracking character positions is the majority of bandwidth usage in a MMO.