I haven’t looked very hard so there very well may be one. However i
don’t know of it. What i want is a true hybrid of an action game and
roleplayer that’s MMO. Full with a large world, quests, parties, bosses
that need; tanks, healers, dps, heals, etc. This sounds like any good
MMORPG like WOW right? Well this has grown boring to me. I want to be
able to get in a fight and actually hit a button for each attack instead
of running up to an enemy, hit one button to start attacking and press
other buttons for spells.
You see an enemy in the distance and shoot an arrow at it to draw it’s
attention. Let’s say it’s a goblin. It starts to run at you but it can
shoot fire at you as it runs, or even has to stop to cast it. In any
other mmo there is nothing to stop this fire from hitting you unless you
kill the goblin from a range. But in this game you could run behind a
tree to avoid the blast. Maybe the goblin then hides to avoid other
arrow shots to lure you and shoots it’s own fire balls from cover from
time to time. So this could be a gun fight if you are a mage or
Now let’s say you are not a range class and you need to draw it to
melee range. When you draw it near you don’t just stand face to face
mashing buttons to do skills as you autoattack. You have to actually hit
a button for every slash of the sword like Kingdom Hearts or Dynasty
Warriors for example. If the goblin swings at you, you can actually roll
to the side to avoid that hit. Maybe it’s going to do a ground based
blast, then you could jump over it. Obviously it would be silly to be
able to avoid everything. Like boss battles could have moves that are
unavoidable. You would have much less life than other games too,
requiring you to actually maneuver and play smart and skilled.
Now with a tank, healer, and dps for bosses I could imagine this. Lets
say we are fighting a giant golem. The tank would use an aggro move to
keep its attention on it. But the tank would still need to try to avoid
the avoidable swings and spells of the golem. It could also throw rocks
in the air in a radius so dps and healers have to dodge that too. Maybe
the golems back is it’s weakpoint and he tries to keep moving so the dps
has to work for the hits. The healer could even have to fend off little
easy to kill golems too. Maybe kite them near the dps to kill them.
I realize this would require a LOT of scripting and time to pull off
such a game. But isn’t about time some developer walks up to the plate
and deliver it to us? Maybe my examples were a little vague or my
motives too grand. I would just drool over the chance to play such an
potentially amazing game. I would love to hear some other ideas and
feedback on this. Constructive criticism as well. Oh yeah, this game
would require a controller and a keyboard to type in cities and over
local areas. But a headset would be optimal to talk to parties in the
heat of battle.
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Also I have a lot more I can add to this, but I will wait to hear from
So basically what you are looking for is an MMO that requires skill to
play over RNG. Is this correct?
TERA, sounds like what you’re describing..
Bloodline Champions is a game that requires skill over RNG.
This sounds exactly like the MMO my team have in development right now.
I agree with you 100% on this. Most new MMO’s come out with some amazing
graphics but when it comes to combat… meeh snorefest.
Anyway I would love to hear more of your ideas.
love to hear you kids talking about the mmo’s… i want decent combat
too, i concer with you fellas.
what i would really like to see is an mmorpg that emphasises the
coonection between players and the enviroment around it. i wish it was
action too, but even if its not too action as long as i can change even
a little of the enviroment around me. like if im casting a spell, let me
see wind or some kind of effect happen around my character. its doesnt
have to be for every spell either and what would be worse is iff they
put the same effect on every spell. that just ruins the whole effect
addon like dragonball z, the charging your key efffect, i have that they
made charging every characters chi the same colr and the same size. all
the same. another very important aspect in games is the monsters, if a
monster lives in a cave but is the same species withe another monster
living in the forest, make it have at least a little physical
difference. like it if its a mushroom, the cave one should at least have
rocks on its head or have weird fungy emating from it. these small
things actually matter a lot for someone to get into the game. i mean if
im aatacking a monster that has a totally different name, why does it
have the same apperance. it just detroys the gaming experience. wow, i
adding a lot, hhehe. well the last part wish i would like to add is this
is not just something i loooove soo much but every fantasy or almost
every fantasy mmorpj should have flying in it. arrghh, i so wish the
did, i mean everyone loves the experience of soaring through the air or
watching how tiny things look up from the sky. i soo wish the did, like
have clouds in the sky and have another leveling aspect for the flying
so the player can fly faster or have a diving aspct just for fun. i mean
flyyff flying is cool, but why stop there. expand it more. its waaayy
more fun that way. oh well, i’ll stop there, i think i’ve just about
wrote an essay. well if anyone made it this far down reading my
giberish, thanks for listening to my thoughts. hope this can make a
difference to developers out there.
Our team is currently designing something of that type, the combat
system will be real-time and will feature a type of balanced environment
system, for instance if you were to kill five hundred herbivores you
would see an increase in the vegetation and a decrease in the carnivore
population, this is implemented through a logic system on the server
that keeps track of the population of different “animals” and “plants”
and uses certain variables to calculate the number that should be
spawned, the combat works as you might expect, when the user fires a
bullet from his gun it sends a message throughout the network that that
persons gun is firing, and what type of gun he has, then using this
information it updates the other clients to create the bullet, a similar
system works with ray-casting guns, substituting a ray-cast for bullets
of course, the key to this is making sure your sending as little data as
possible when this happens, so rather than making the bullet a networked
entity and updating it’s position and rotation across the server you
declare the state of the bullet being fired and since the same logic
applies across the network all clients will see the same effect. Note
that the other users in the scene are network entities, so the gun
attached to them is already in the scene as a remote object that is also
a property of the remote user, thus limiting the needed network entities
to the players inside the Area of Interest, this should technically
allow the player to use these combat methods while playing on a large
scale without any network problems, right now we’re projecting 500CCU
per arbitration server (the server that handles AI, database
connections, and other centralized logic) but that may be a bit hopeful.
Make sure you take a look at the Proof Of Concept videos when it’s ready
in a few months, or you can sign up to be in the POC as an investor,
developer, or player when we get further along in development. We have
basic combat, player sync, database management, and character management
ready, inventory, advanced combat, AI, and vehicle logic will be next on
the list. The environment system will be later on, and might only be
available in the POC as an early demonstration.
Theirs many MMo’s like this now:
Continent of the Ninth –C9
Guild Wars 2
Rusty Hearts Online
…the list goes on and many are in development, just wait to you see
id like an mmo that plays like an arcade game.
like debravman says, some companies do just this, and id be one of
them, i spose what goes into a good arcade game tho? lots of things.
have you guys heard about fallen earth? it’s like an mmofps and mmorpg
in one, the world is HUGE and the specialisation options are way too
Can’t say I’m for the more action oriented MMOs. As a guy who could
never pull off the six plus button combos in fighting games I hate to
see MMOs become dominated by the people who have the best reflexes. The
“standard” MMO format I like because it it at least keeps me competitive
in PVP and in dungeons/instances action oriented MMOs tend to reward
players who can pull off better combos than those who can’t.
I don’t think it’s really fair that a person such as myself with slower
relflexes should be punished by less reward on a consistent basis even
though I put up as much time and effort as everyone else but could only
pull off 3 buton combos instead of 8 button combos. It also removes any
chance of gamers like me from being able to enjoyPVP at all.
While doing dungeons and instances and boss fights in the “standard” MMO
combat scheme is a 1223224 rinse/repeat scenario there is still skill
needed in PVP and the combat system in most MMOs are balanced enough to
where I can stay competitive. In action oriented PVP combat I would be
And I just noticed that this forum doesn’t let my browser spellcheck for
me as I type.