Aug 12, 2006, 09:43 AM // 09:43
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#41
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Krytan Explorer
Join Date: Mar 2006
Profession: W/R
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Quote:
Originally Posted by Molte
I think the gw combat system works generally wel, for its type.
In fact I have yet to see a better combat system within this category of mmorpgs.
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I agree.
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Aug 12, 2006, 10:21 AM // 10:21
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#42
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Desert Nomad
Join Date: Jun 2005
Guild: The Ascalon Union
Profession: Me/Mo
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To OP:
You DO KNOW that Magic: the Gathering, which is a card game, has NOTHING to do with Might and Magic role-playing universe, right?
Unless I'm not so up-to-date with all these news, I don't think there has been anything related to card game in M&M universe, EVER.
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Aug 12, 2006, 10:26 AM // 10:26
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#43
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Ascalonian Squire
Join Date: Jun 2006
Location: Canada
Guild: Stupid Tag For You
Profession: R/W
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Honestly, I like the system here quite well. I find it the perfect midpoint between mindless nothing and the kind of spastic jumping back and forth found in WoW. There are many skills that rely on precision timing, there are a large variety of hexes and snares designed to exploit specific builds and the strategies can be vast and unpredictable (unless you're dealing with someone who just repeats the same moves over and over).
I understand where you're coming from, but jumping up and down and running through someone's hex to cancel a weapon swing isn't skillful, its just cheap. The Guild Wars method is a good balance.
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Aug 12, 2006, 02:50 PM // 14:50
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#44
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Jungle Guide
Join Date: Jul 2005
Location: Chicago IL
Guild: Dark Phoenix Risin [DPR]
Profession: W/P
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Wow... no. Go make your own game instead of trying to get ArenaNet to implement these bad ideas. The last thing we could possibly want in Guild Wars is a FPS engine.
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Aug 12, 2006, 02:53 PM // 14:53
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#45
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Desert Nomad
Join Date: May 2005
Location: Singapore
Guild: Seers of Serpents [SoS]
Profession: R/
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The video was rather interesting and even though the thought of having to parry and dodge and attack in real time is really cool and appealing, but having to do it for several hours on end with the same mobs can become a problem within it self.
For a fast paced game like guild wars, it could make PvP's learning curve even harder to be accepted since only those with Higher end machines and a fast connection who are into FPS will perform well.
There is a reason why most MMOs adopt a skill button pushing/clicking scheme type of gameplay as the general norm to appeal to the largest player base possible.
If you like to try such a current system of PvP for free there is Rankon. And such is system for PvE is currently implemented poorly in DDO but looks to be more promising in Age of conan. The titles are easily found on google and are just for referencing sake.
Last edited by Thallandor; Aug 12, 2006 at 02:56 PM // 14:56..
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Aug 12, 2006, 03:00 PM // 15:00
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#46
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Forge Runner
Join Date: Feb 2006
Location: UK
Guild: Duality Of The Dragon
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Its interesting that you mentioned the combat system. It just doesn't appear you've thought about your idea much. The logic doesn't add up.
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Aug 12, 2006, 03:55 PM // 15:55
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#47
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Furnace Stoker
Join Date: Jun 2005
Location: United States
Guild: Dark Side Ofthe Moon [DSM]
Profession: E/
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@OP
I disagree, with the lvl 20 cap, attribute w/ links skills across 2 job lines, the 8 slots and the sheer number of skills combo's (magic the gathering like) with the point and click anet has made something trully fun to play that works out very well focusing on skill of the player vs skills/equipment.
For those reasons, I don't want to see a drastic change or to the degree you were sugesting.
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Aug 12, 2006, 05:09 PM // 17:09
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#48
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Wilds Pathfinder
Join Date: Jan 2006
Guild: Los Chavos Del [ocho]
Profession: W/
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I think GW combat system its really good and deep enough..
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Aug 12, 2006, 05:33 PM // 17:33
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#49
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Krytan Explorer
Join Date: May 2005
Profession: R/
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Quote:
Originally Posted by Lawnmower
it really just makes me think... as a warrior, why does the game mechanics automaticly make me run after people I want to kill? why dont i target and run after them myself and try to get them within range? that in concept does not need to have anything to do with reflexes or twich, but just increasing intensity.
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There's an option (or at least there used to be) that would do something like make you have to double click on targets to "take action," while a single click would only target them. If you turned that on, then you could target them, run yourself up, then attack... but I don't see the point in that.
It seems like you are suggesting creating a whole different game -- something FPS-like.
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Aug 12, 2006, 05:49 PM // 17:49
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#50
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Academy Page
Join Date: Dec 2005
Guild: SL
Profession: E/
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Quote:
It's based on the card game universe, might and magic, which also serves inspiration for GW, I belive.
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No, GWs was based on Magic: The Gathering , a TCG. Heroes of Might and Magic is a computer game series.
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Aug 12, 2006, 05:59 PM // 17:59
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#51
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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NO!
but I would like to see such thing on a new game instead. (or A.net can creat a new game from ground up) Fury and Project Offset and Age of Conan look promising.
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Aug 14, 2006, 02:36 PM // 14:36
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#52
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Krytan Explorer
Join Date: May 2005
Location: aggro bubble
Guild: [RD];[FW];[GOTS];[baed];[kiSu]
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definitely no. i really like the guild wars combat system. i never enjoyed an rpg where i had to attack and block all by myself. i did not even play oblivion because of that combat system, no matter how good the game might be. guild wars combat system is good, and i do not want it changed
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Aug 14, 2006, 02:41 PM // 14:41
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#53
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Banned
Join Date: Jan 2006
Location: I is not canadien
Guild: Guillotine Tactics [GanK]
Profession: R/
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The one thing i def. miss about GW is the combat system.. I remember when i first started playing WoW, it felt like such garbage. So hard to see what i'm targetting, target new mobs, etc.
The GW combat system is the best in MMOs right now, imho.
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