Jump to content

mtchwin

Members
  • Posts

    27
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by mtchwin

  1. Really liked the old combat system; however, the one problem for me was multi-aggro.  If I was in even say Ciar dungeon solo back in 2008, I would get mauled by the weakest of mobs simply because I did not have the time to load any of my skills.  Yes, this made the game hard, which I loved, but it was an unfair sort of hard.  The combat should be strategic and skill based, requiring time and practice to completely master, but it should not be unfair in the sense that the player feels bombarded by threats that they cannot figure out how to counter in the few seconds they have between each attack.  I see two straight forward solutions to this:

    A: Allow for combo breakers, or skills similar to windmill to deal with multi aggro that can be used in pinch situations.

    B: Rework Aggro.  Take into consideration how many players are present in that room of the dungeon.  One player?  Maybe only allow for only up to 3 monster aggro at once depending on dungeon difficulty level.  Two, three, or even four players?  Allow for multi aggro, since the players are all able to help one another and adapt to pinch situations - they will most likely all not all be occupied with a monster of their own at any given time.

    Personally, I prefer the latter.  Combat should not feel button-mash or easy and linear (eg. get teamed up on?  Press a button.  This is your answer every time.  Boring).  Combat should feel adaptable, and players should feel accomplished when coming up with a way to deal with an intimidating situation.  My opinion.

  2. Ideas of what scope, basic gameplay mechanics?  Anything specific?

    Personally, I had no problem with Mabi's point and click, lack of any actual physics, system.  If combat is done through point and click, is there any real need for a good physics engine?  Again, I don't know if an approach on combat has been decided.  Personally, I really miss Mabinogi's pre-genesis strategy based combat system, but is Mabi's combat system even something you're trying to replicate?  Or are you just trying to capture the game's attitude and atmosphere?  Are you aiming for a new combat system all together?  Sorry for all the open-ended questions.  I'm trying to familiarize myself with the project as I don't know well what and what hasn't been decided on. 

    On a side note, I'd really like to contribute to this, but the extent of my programming knowledge is 2 semesters of Java in a high school comp sci class.  So what, learn C#?

    Hope the game prospers, I've seen many Unity based projects given up on due to lack of coders, and even more commonly, lack of animators.  Really hope this one sees the light of day.

×
×
  • Create New...