Home
DevTracker
Help
Search
Login
Register
User
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
September 10, 2010, 05:52:02 AM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Search
Advanced search
News
Earthrise Forums
Earthrise MMORPG
General Game Discussions
"Question of the Week" forum
(QOTW 02022009) Weapon Switching and Dueling
Pages:
1
[
2
]
3
4
...
6
« previous
next »
Author
Topic: (QOTW 02022009) Weapon Switching and Dueling (Read 10933 times)
Kole
Hero of Sal Vitas
Posts: 3854
Beware my raincloud of reality!
Re: (QOTW 02022009) Weapon Switching and Dueling
«
Reply #15 on:
February 02, 2009, 03:25:14 PM »
Hmmm, good point. Other than AO, what other games have a similar system and how do they work out?
Logged
uh
hmmm
wha...
really?
Tyrus Dark
Hero of Sal Vitas
Posts: 1186
Ace of Spades GL
Re: (QOTW 02022009) Weapon Switching and Dueling
«
Reply #16 on:
February 02, 2009, 03:35:45 PM »
been busy lately so haven't been posting but good info here. I like the idea of dueling to test setups, actually, as in Eve when you try that there's the constant threat of accidental death
I'd like more clarification on the first part "once combat starts".... is there, say, an "unholstering" or "drawing" of your weapon that puts you in a "combat" state? Is it proximity or aggression based on combat actions?
Logged
Tyrus Tenebros of Eve [CVA]
any factor or game mechanic based on random events or even perceived as outside of his control by the player that has a significant negative impact on his character and assets will eventually become a reason to quit
babylon
Model Citizen
Posts: 182
Re: (QOTW 02022009) Weapon Switching and Dueling
«
Reply #17 on:
February 02, 2009, 05:23:24 PM »
Quote from: Tyrus Dark on February 02, 2009, 03:35:45 PM
I'd like more clarification on the first part "once combat starts".... is there, say, an "unholstering" or "drawing" of your weapon that puts you in a "combat" state? Is it proximity or aggression based on combat actions?
i suspect it would have to be first aggressive action, so that if you see someone approaching with a certain weapon type, if you're paranoid enough that he's about to attack (or want to lay waste to him) you better just pre-emptively switch your weapon to counter his style. heh, that could introduce a whole lot of psych! tactics =)
i'd also like to see more clarification on what is meant by "while in combat" - is it nullified by time since last hit (by either party) or is it distance from target etc?
«
Last Edit: February 02, 2009, 05:26:50 PM by babylon
»
Logged
Shrimkins
Model Citizen
Posts: 144
Dont be a sheep
Re: (QOTW 02022009) Weapon Switching and Dueling
«
Reply #18 on:
February 02, 2009, 06:06:00 PM »
*sigh*
this has been the only thing that i havent liked about ER so far. I can foresee SO many problems with this system, i dont even want to think about all the whining. not letting us switch weapons makes the pvp a rock/paper/scissor game and takes almost all of the skill out of the fight.
also it will make a number of weapons completely impractical. weapons that have limited ranges like blades or shotguns will be obsolete since all the enemy has to do is kite or run away.
weapons like rocket launchers or sniper rifles will also be obsolete since all the enemy has to do is cut the distance down between him and you.
unless this system REALLY surprises me... i dont see this ending too well...
Logged
I like guns: the PEW PEW kind
Melkior
Hero of Sal Vitas
Posts: 864
N.E.R.F. - It's what's for breakfast!
Re: (QOTW 02022009) Weapon Switching and Dueling
«
Reply #19 on:
February 03, 2009, 12:35:34 AM »
Quote from: Xyleya on February 02, 2009, 12:15:24 PM
You gear up, with tactics and abilities in mind and if you come across someone, who is geared to counter you, then you're screwed. End of story. And sorry, *** happens.
Games are supposed to be fun... not being able to affect the outcome of a combat is simply not fun, you might as well just roll a dice.
Quote from: Xyleya on February 02, 2009, 12:15:24 PM
This is a scenario, where 3y old players have no advantage at all, just because they've trained up different weapons etc, but you've to rely on the stuff you've equipped and hope for it to work as intended.
So that's player skill out of the window. Without being able to adjust to a situation as it develops, the game might as well be turn based, and named Post-Apocalypto-Sim. If you've any skill at all, you don't trust to hope, you don't trust to chance. You trust to your own skill, both as a player, and through a character you've developed. The
MOST
frustrating thing a game can do, is kill you based on randomness outside of your control, e.g. someone you're fighting (equally skilled)gets 5 big crits in a row, you get 5 misses, it's ridiculous, you don't want to lose a fight because of that, it leaves you with a sour feeling. If you lose a fight because the other person is better, fair enough, good on them; if you lose a fight because they got a lucky dice roll, or they got lucky enough to be resistant vs your weapon, it just a pain, and noone's happy.
Quote from: Joker on February 02, 2009, 03:16:13 PM
Meaning even if the guy has better gear than you. What is the use of it if he does not know how to use those skills properly. I doubt a button smasher will win against
someone that knows all his skills and how to use each one in every situation.
Unfortunately the smart guy who knows all his skills and when to use them can't, because he has the wrong weapon out.
Quote from: Joker on February 02, 2009, 03:16:13 PM
I can say this is perfectly fine in my opinion and makes sense. In a real life situation you will only have the option of what you are carrying on your hand or what is holstered on your belt. I doubt you will have time to stop mid battle and take out an other gun in your bag. (yeah that sounds really stupid to take your bag off your back and look through it and pull out an other gun.)
I would love it if you could switch between maybe 2-3 devices which were holstered; e.g a rifle/cannon, a pistol and a melee/tool, that would be a great combination of making the game semi-realistic, while at the same time not completely nerfing combat. Unfortunately from everything we've been told, it sounds like a 1 weapon limit; combat outcome based on the luck of the draw.
«
Last Edit: February 03, 2009, 12:39:23 AM by Melkior
»
Logged
You may encounter many defeats, but you must not be defeated. In fact it may be necessary to encounter defeat so we can know who the hell we are, what can be overcome, what makes us stumble and fall, and go on.
- Maya Angelou
Kole
Hero of Sal Vitas
Posts: 3854
Beware my raincloud of reality!
Re: (QOTW 02022009) Weapon Switching and Dueling
«
Reply #20 on:
February 03, 2009, 02:40:28 AM »
Quote from: Xyleya on February 03, 2009, 01:25:29 AM
You gear up, think about the most beneftting skills and abilities to use with your gear and that's it... a MMO-RPG with some very little parts used from FPS, to make it more dynamic then point and click.
The player-skill you're talking about is needed before the fight, to think of tactics and a working setup. During a fight you need skills to use the right skills at the right time, with a little bit of mouse-aiming.
Nope, it's still not a shooter, as much as you'd like it to be.
I'm sorry but nothing you've written above differentiates an RPG from an FPS. Many FPSs allow you to select the gear you want. Some FPS even have abilities which are seperate from the gun and intrinsic to the character. Both FPSs and RPGs involve using the right skills, abilities, and weapons at the right times to succeed. The difference is pacing and the targeting function.
Quote from: Xyleya on February 03, 2009, 01:25:29 AM
A 3y old player will be heavily favoured by this, as the 3 month old would not able to use 3 different types of weapons.
I doesn't have to be that way. Start the skill trees with broad skills like a general firearms skill and a general melee skill. Then everyone has access to everything.
Quote from: Xyleya on February 03, 2009, 01:25:29 AM
Additionally, this favours the attackers, which is a good thing imho.
1. you scan down your target
2. re-configure your setup accordingly
3. ?!?
4. profit
So much for that balance... You make the lack of weapon switching seem almost like a griefing mechanism. Only engage those characters who have no or little chance of defending themselves against your configuration setup regardless of the player's skill and otherwise hide from everyone. Doesn't sound like much fun for anyone.
By all means I hope I'm wrong and the system they've described if both fun and flexible. I just don't see how it can be with the information provided.
Moll, please if I'm off base just tell me to shut up.
«
Last Edit: February 03, 2009, 02:46:46 AM by Kole
»
Logged
uh
hmmm
wha...
really?
Moll
Community Manager
Administrator
Posts: 1216
Re: (QOTW 02022009) Weapon Switching and Dueling
«
Reply #21 on:
February 03, 2009, 03:54:23 AM »
Quote from: Kole on February 03, 2009, 02:40:28 AM
By all means I hope I'm wrong and the system they've described if both fun and flexible. I just don't see how it can be with the information provided.
Moll, please if I'm off base just tell me to shut up.
I just think you're worrying too much if that helps.
Logged
Ael
Hero of Sal Vitas
Posts: 732
Re: (QOTW 02022009) Weapon Switching and Dueling
«
Reply #22 on:
February 03, 2009, 04:02:58 AM »
Quote from: Xyleya on February 03, 2009, 01:25:29 AM
The player-skill you're talking about is needed before the fight, to think of tactics and a working setup. During a fight you need skills to use the right skills at the right time, with a little bit of mouse-aiming.
In a way, it is much like EvE with its mission 'load outs".
Typically, what this means is that you will have builds optimized for certain enemies.
Often, this means good hunting for crooks. If a person is doing PvE killing NPCs which are found
in a particular area, they will have very predictable builds.
A criminal, knowing the expected PvE build can optimize their build to harvest the players.
It can lead to fun or whining depending on attitude.
Logged
Kole
Hero of Sal Vitas
Posts: 3854
Beware my raincloud of reality!
Re: (QOTW 02022009) Weapon Switching and Dueling
«
Reply #23 on:
February 03, 2009, 05:11:08 AM »
Quote from: Moll on February 03, 2009, 03:54:23 AM
I just think you're worrying too much if that helps.
Ah you're such a tease!
I'm not really worrying. I'm just predicting and arguing. I come by it naturally as an engineer and a lawyer.
Logged
uh
hmmm
wha...
really?
teh_axi
Citizen
Posts: 72
Re: (QOTW 02022009) Weapon Switching and Dueling
«
Reply #24 on:
February 03, 2009, 08:47:15 AM »
Quote from: Kole on February 02, 2009, 02:01:03 PM
Thats balance and sounds more fun.
No, it would make the game bland and boring.
Earthrise is an RPG not a shooter, it would be like playing Doom deathmatch and I wouldnt even play that now for free much less pay to play it for a long period for time. I'd much rather have a system where I get to choose my strenghts and weaknesses (or in your case to have neither), then all that matters in combat is me using my character to maximum effectiveness.
Thats balance and sounds more fun.
Logged
Shrimkins
Model Citizen
Posts: 144
Dont be a sheep
Re: (QOTW 02022009) Weapon Switching and Dueling
«
Reply #25 on:
February 03, 2009, 09:18:09 AM »
I can just foresee myself getting jumped and being able to do NOTHING about it. hell pvp might as well just be 2 lines shooting at each other at that point.
games do not have to be rock/paper/scissors to be an RPG, not by a long shot.
in my mind, combat is much more fun if you have to read, react, and make quick decisions during the battle. that way also takes more skill in my mind.
at least let us choose between 2 different weapons...
Logged
I like guns: the PEW PEW kind
uu:milo
Citizen
Posts: 62
Re: (QOTW 02022009) Weapon Switching and Dueling
«
Reply #26 on:
February 03, 2009, 09:27:39 AM »
"dynamic combat" without weapon switching during combat should be very... undynamic. the lore releated statement is funny ... maybe this is more a problem with the general game mechanics: if they change the current system, then they maybe give up a significant part of the development progress.
Logged
Noteleet
Citizen
Posts: 90
Re: (QOTW 02022009) Weapon Switching and Dueling
«
Reply #27 on:
February 03, 2009, 11:52:53 AM »
I think a lot of you are underestimating skills. After you work on your weapon of choice for a while you may not want to change your weapon (as you will have access to loads of fun things to do). Now, that being said I am still a little worried about melee weapons, as it seems in a sci-fi game that guns are inherently superior. I Hope Masthead puts my worries to rest. Anywho, this is what beta tests are for.
Logged
Crafting Industries
Character Name : Cassio Sol
Burek
Honorary Citizen
Posts: 419
From Slovenia with love!
Re: (QOTW 02022009) Weapon Switching and Dueling
«
Reply #28 on:
February 04, 2009, 01:59:39 AM »
The "in-combat" state needs to be clarified. When does it begin? When does it stop? How many ways are there to initiate it? And likewise, how many ways are there to stop it?
Logged
Earthrise's N.E.R.F.
koss
Honorary Citizen
Posts: 396
Re: (QOTW 02022009) Weapon Switching and Dueling
«
Reply #29 on:
February 04, 2009, 02:31:45 AM »
Quote from: Burek on February 04, 2009, 01:59:39 AM
The "in-combat" state needs to be clarified. When does it begin? When does it stop? How many ways are there to initiate it? And likewise, how many ways are there to stop it?
In the games I've played, a countdown timer managed your combat state. Anytime you attack, someone attacks you, or you interact with someone in combat, the timer resets. If the timer reaches zero you exit combat.
The rules for the combat state usually plays a role in combat tactics. And since ER will have unique combat gameplay, I'm curious if the combat states will present tactics we've never seen before. Generally, I'm used to keeping people in combat to prevent them from rejuving or stealthing, but never to prevent them from completely switching up their character. One thing that I know will be different is a melee fighter won't be chasing down a player and be able to switch weapons to peg him and keep him in combat. That solution is out of game and hopefully we'll have an alternative.
Logged
Pages:
1
[
2
]
3
4
...
6
« previous
next »
Jump to:
Please select a destination:
-----------------------------
News
-----------------------------
=> Announcements
-----------------------------
Earthrise MMORPG
-----------------------------
=> Welcome to Sal Vitas
===> Ask the Expert
=> General Game Discussions
===> "Question of the Week" forum
=> PvP
=> Roleplay & Events
=> Club Earthrise
-----------------------------
Guilds
-----------------------------
=> Guild Forums
===> [Guild] Futilez
===> [Guild] Animosity
===> [Guild] Reality Deviant
===> [Guild] N.E.R.F.
===> [Guild] Gallóglaigh
===> [Guild] Warlords Of Exodus
===> [Guild] After Dark
===> [Guild] Crafting Industries
===> [Guild] Fist of the Empire
-----------------------------
International Forums
-----------------------------
=> Deutsch
===> "Frage der Woche" Forum
=> Български
-----------------------------
General Category
-----------------------------
=> Off-Topic
===> Other Masthead Studios Projects
=> Forum Support
Powered by SMF 1.1.11
|
SMF © 2006-2009, Simple Machines LLC
Masthead Studios
Loading...