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Post by Mordecai on Feb 12, 2015 22:28:21 GMT
... what game would you have it draw inspiration from?
Personally, I'd have SotA draw PvP influence from UO and Super Smash Brothers Melee. Specifically, I'd keep the emphasis on countercasting and observering your opponent's moves that was present in UO mage duels, however I would remove the archery and melee mechanics of UO. As far as melee (the game) goes, I wouldn't draw from the % based damage and knockout kill style, but I would include the variety seen in Melee's cast, as well as the need for difficult advanced techniques to make the game faster-paced in high level play.
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Post by Membrane_on_Vacation on Feb 13, 2015 0:38:47 GMT
I can't argue with that at all. I'd like a hit box in there, so I can slash some legs and slow someone down for example. Not only are there great combat things that could be done with that, hell even RP if you are a thief or something. Steal, slash the knee, run away. Who's gonna catch you, the douche bag with one knee? I think not. I don't see the PvP of UO being anything great at all, yet some fuckers out there just froth at the mouth and wet their pants for UO. I'm guessing it is the full loot aspect of it which is really the cause for that. What scares me about Shroud of the Avatar PvP is some of the earlier things said about splitting into opposing forces. Chaos vs Order for example. The problem with that is exactly that, splitting the whole community into only two forces(example number of forces). I've played many games, even WoW, where this becomes a big issue quickly. Especially if 90% of the community goes straight to one side. You're fucked, and I've seen that time and time again also. Another problem I saw coming back in 2013 is the Zergging/Ganking of the spawn points near popular PvP Hexes. It was so clear this was going to happen, sure enough there it is over in Shardfall. All games should stay away from preventing a player from doing something as an individual. That is bad. If you do this, you are only going to encourage grouping up of PvP players to Zerg-up and tebag some bitches. Though I bet the SotA Devs did this on purpose. Leading unsuspecting Hat questing douche bags into PvP land to get smashed so they could see some stats and numbers lulz. Maybe the Devs do have a sense of humor after all
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Post by Housewife Brittish on Feb 13, 2015 7:44:27 GMT
UO combat was pretty basic and when viewing it now, it does look trashy but I think it's one of those things that you have to of experienced in that era to understand. I believe what made the UO combat so great was a good balance of the overall system, the freedom to plan, know what you are doing, to do whatever you wanted, and a big one, the counters. During combat you pretty much had a counter war fest going on, for pretty much every move there was a counter to oppose it, then there were counter to counter a counter, to recover from a counter or whatever. It turns out to be a very thoughtful process to react to what the other person was doing. Actually took some skill to be able to compete at the higher end of pvp and that was new to gaming at the time.
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Post by Mordecai on Feb 14, 2015 13:58:10 GMT
British pretty much captured the fun of UO PvP in his reply. For all the problem with UO as a whole, and with UO PvP, it was all made up for when two mages would agree to just stand in place and cast at each other. The game was free enough that a good mage could beat two bad mages, which I've always taken as a sign that the combat is good.
Hitboxes and actual aiming would take things to a whole new level. Where SotA stands now, I just wish they would put some control back into the players' hands and forget about the randomness-to-counter-skill method of balance that they've become so attached to.
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