[MUD-Dev] Better Combat

Darkwolf darkwolf at neo.rr.com
Thu Aug 12 16:27:31 CEST 2004


Douglas Goodall wrote:

> Downtime is a design flaw. It's (arguably) accepted as a design
> flaw in every other genre, unless you're talking about a pause
> button. CoH corrected this flaw. Socialization should be an
> unrelated problem, but it's connected to downtime because of the
> interface.

I would agrue that *some* downtime is needed to inspire people to
use good tactics, why bother to think something through when using
bad tactics wont get you killed... it'll just get you a few more hp
down.  COH did indeed create a game with nil downtime, however--
they also have the most boring combat I've ever engaged in during a
mmp game (I played to 41b, 27c, 22t).  My personal thought on the
combat is that it is functionally broken because most mmo's try to
remove *all* twitch elements from the game play.  A good example is:

Most people would agree that everquest combat is quite boring.
Melee classes especially.  Most classes more or a less except for
the enchanters... most good enchanters really enjoyed everquest
combat (at least early on before the plegretha of unmezable,
unstunable mobs.)  It was fast paced, you were targeting, stunning,
mezzing, tashing, trying to med, etc.  It was pretty twitchy if you
were much good at it... and at times it was fast enough and hard
enough to actually get that endorphin rush going and when you
finally stop fighitng for a second, hands shaking, and look around
the room and see 15-20 bodies of things, everyone is oom, everyones
hit points are at 20-30% and respawn happens again in about
15m... that's a real rush.  It functionally ruined me on all mmo
games since really.  I've never had that much fun, that kinda rush,
since. ever. and I've played every personal (read: non-ship based)
fantasy and sci-fi game that has come out since m59.

> I enjoy socializing. Given how social most humans are, I don't
> think socialization needs encouragement of any kind. Most players
> will socialize just by being human... So why don't they? Why does
> this need encouragement at all?

> Because the game makes it hard.

I would disagree here.  People who seriously play mmo games are
driven to achieve something (levels, loot, whatever).  The exact
thought process comes down to this: I can gain X exp per hour
roughly grouped, I can gain X++ exp per hour roughly solo... I'll
solo until I get Y goal, then I'll start grouping because I can
sacrifice my current fun to get some level/item/etc faster.  If game
mechanics allow someone to gain more loot, level quicker,
etc... solo, most non-casual gamers are going to do it and say
'screw socializing' -- because they have a skewed view that the end
game is more fun than the early game (and it is in some ways,
nothing fun about being smacked around by "common" monster be it
rat, thug, or whatever... Seeing and beating end game monsters is
prestige for alot of people contributes to this also.)

> accurately: my hands) to play. I also use the keyboard to
> socialize. I have to look at one part of the screen to play and
> another part of the screen to chat. This is the real flaw in the
> system and why downtime is considered necessary. If chat and
> combat occured simultaneously (as in multiplayer console games or
> while using Teamspeak), downtime would not be necessary at all.

I disagree, downtime for me appears to be there to generate tactics
for the most part.  I personally type fast enough that I've had no
problems chatting during fights on anygame except eq... and most of
the chat during combat is combat related... not really socialization
in my experience.  (so and so needs a ress, heal xx, mob at 20%, mob
on me, help, etc).  From my experience during combat in fps games
with teamspeak it's very similar there, while queueing up for the
game there is chat about whatever, once the game itself is on, the
only chat relates to combat.

Downtime isn't fun.  Downtime is necessary imo.  I'd say COH needs
more, EQ needs less.  There's a peaceful medium in there somewhere
or a better mechanic for it to be sure, but communication and
socialization isn't the prime driving force for needing it so far as
my experience dictates.

> Give me a better interface (or built-in voice chat or, preferably,
> speech-to-text-to-speech) and you can have your cake and eat it
> to. Easier said than done, I know.

> In exchange for simultaneous chat and combat, I'd even be willing
> to give up female avatars.

Now yer just talking crazy! :o)
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