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View Full Version : What Darkfall is Banking On (What we havent seen):


Stormsblade
09-10-2008, 02:27 AM
1. A good combat system.

2. Latency being handled well.

Hell, I have no idea how they plan to complete the above, but for 1 and 2, here are my thoughts on what should be changed/included.


1. Counters, lots of them. Most basic attacks/defenses should be able to be countered.

2. Make sure that swings are wide arcs, and that they can hit moderate distances.

Discuss, post your own ideas.

darknessedge
09-10-2008, 03:04 AM
1. A good combat system.

2. Latency being handled well.

Hell, I have no idea how they plan to complete the above, but for 1 and 2, here are my thoughts on what should be changed/included.


1. Counters, lots of them. Most basic attacks/defenses should be able to be countered.

2. Make sure that swings are wide arcs, and that they can hit moderate distances.

Discuss, post your own ideas.


tay er bakan on taken teh phat lewtzz of all teh choob sausezz that r ull lik
"lul WE ara haxzor own lulululululul"

all so banking on no prone and super tanks with flame throwers....

























jk. i wood say one of the big things for me is "good" enemy AI...wich is unheard of in mmorpgs

Zolcos
09-10-2008, 03:32 AM
There was a mod for UT2004 that replaced all the guns with melee weapons and gave a 3rd person view. How did that turn out?

Ausei
09-10-2008, 03:59 AM
Truly i think this game will keep growing... better have some friends when you start lol

Rhambo
09-10-2008, 04:19 AM
2. Make sure that swings are wide arcs, and that they can hit moderate distances.

Discuss, post your own ideas.

well from the gameplay trailer if you see them swinging their weapons on the mounts, they were doing fairly broad, sweeping swings.

Drunkenork
09-10-2008, 04:34 AM
Latency for sure, and the controls have to be on spot. Bad controls for me are the worst thing. I also prefer a flexible GUI, preferable to allowing total used freedom.

CosmosEmeritus
09-10-2008, 04:35 AM
I like the idea of move-countermove.

But I couldn't help but think of this:


Inigo Montoya: You are using Bonetti's Defense against me, ah?
Man in Black: I thought it fitting considering the rocky terrain.
Inigo Montoya: Naturally, you must suspect me to attack with Capa Ferro?
Man in Black: Naturally... but I find that Thibault cancels out Capa Ferro. Don't you?
Inigo Montoya: Unless the enemy has studied his Agrippa... which I have.

Morster
09-10-2008, 05:14 AM
I do not thing the combat system will be very complex. It would be nice but in an MMO with thousands of players per server the sheer amount of calculations needed to replicate a realistic style word and board combat would mean that in large battles the servers would drag to a crawl and that is not in keeping with the theme of DFO. Their best bet is to have a system that is easy to understand and use, which still allows for some good variation in the fights and allows player skill to win through, while still allowing the battles to become very large, without significant server slow down.

The way it looks to me, based on the videos, reviews, dev logs and other sources, is that is will be less complex that it could be to allow for larger combat encounters. The fact that active blocking only increases mitigation and does not block all damage tell me that fights will no be as tactical on a one on one basis as some hope but will prove very tactical in group fights.

As for lag, I think that because of the more streamlined combat and I assume the streamlining of other core systems will keep it in check even if it means we as players loose a little fidelity in what we can do.

Tomigutt
09-10-2008, 10:00 AM
#2 If you have too wide a arc on your weapon, you will smack into your groupmember everytime you swing the weapon..
Remember, there are no targeting reticule.. you hit friends as well as foes.. :)