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08-17-2004, 05:03 PM
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Posts: 8
| | | Satisfied with the combat system? Well as most of you know the combat system that is going to be used in D&DO is that of a third person action/rpg kind of game. I want to know what you guys think. Would you rather have this new system or the classic click once and watch the fight.
Personally I think the new combat system is awsome. It'll be great for warriors and will introduce a great adventurous feel. More control over a character I suppose.
And I was also wondering what kind of characters you guys were gonna make.
For my first I was thinking of an Elven Dual-Wielding (scimitars) Fighter. I know that may seem a bit hollywood-ish but hey that's gotta be fun. As for my second one I was planning on going with a human paladin of helm (if it's possible to choose a diety). With sword and shield in hand he will stop at nothing to cleanse the world of evil. As for my third I was thinking of a chaotic evil sorceror.
Yea I'm really psyched about this. Oh how I wish they could release a small offline gameplay demo to give me a small taste. | 
08-17-2004, 07:12 PM
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Posts: 5
| | | I think the combat system is just what DDO and MMORPGs in general, need.
Haneth will be a Human Bard. | 
08-17-2004, 07:57 PM
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08-17-2004, 10:54 PM
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08-21-2004, 10:55 PM
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Posts: 4
| | Quote: |
Originally Posted by Haneth I think the combat system is just what DDO and MMORPGs in general, need.
Haneth will be a Human Bard. | I agree, I mean most games just have an auto-attack, games like AO actually added extra attacks to crank up the game a bit, but being able to completely take control of combat will give this game an edge others dont have.
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08-22-2004, 01:51 PM
| | Member | | Join Date: Apr 2004 Location: Toronto
Posts: 34
| | | Oh for certain it's a big step in the right direction, IMO. I think they just need to have scalable difficulty settings for the instanced dungeons. That way people who aren't very good at FPS style combat can choose and easy setting and not get overwhelmed, whilst those demanding a real challenge can select a hard difficulty setting. All you need to do is set the xp and loot tables to correspond to the difficulty setting. Easy means less loot/xp and hard means more loot/xp.
What I'd really love to see is the Die By The Sword combat system they had for swordfighting. That thing rocked!
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09-06-2004, 08:21 PM
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Posts: 8
| | | I'm not much of a 1st person shooter but this will just be more interaction then other MMPOG so I'm all about it. Never could stand playing a melee in any of them just to boring. I think I'll just have a micro macros for the common manuvers that I usually combo together.
Zee'X the rouge/acrobat/fighter does a one handed carwheel tumbling into the thick of battle, quickly assuming his flanking position fastdraws dagger and sneak attacks for 1d4 + 3d6 damage.
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Zee'X the rouge/acrobat/fighter does a one handed carwheel tumbling into the thick of battle,
quickly assuming his flanking position fastdraws dagger and sneak attacks for 1d4 + 3d6 damage.
Last edited by HAWK-ZX; 09-06-2004 at 08:51 PM.
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09-13-2004, 10:21 AM
| | Member | | Join Date: Sep 2004 Location: UK
Posts: 7
| | | The combat system has to do the pen and paper version justice. 1 click Auto Attack's are fine (you do swing your sword applying no feats now and then) but if im playing a fighter boy do I want to be able to whirlwind attack, Spring attack, apply combat expertise as I run through the thick of melee avoiding multiple AoO's from Orcs and of course apply a sliding scale of power attack vs the mob im fighting (double damage with that greatsword muwhhahaha)
I want to be able to tumble, sneak, use evasion when the nutter mage fireballs the badguys as i run into battle. The list goes on, the combat system has to support this. 3rd person is fine for me, I imagine itll take time to get used to, but the video looks very promising.
Character: Tough choice. Id rebuild my favourite pen and paper one if I could (female Shade/Monk lvl 4/3) but as shades wont be an option im guessing a human rogue or maybe a monk. Or the trusty Cleric. Everyone needs a cleric. Probably 1 of each to the maximum character level.
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09-13-2004, 10:53 AM
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Posts: 8
| | | well no MONK , or Druids
they said monk alters game balance to much, and druids would be a coding nightmare, with the morphing changes.
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Zee'X the rouge/acrobat/fighter does a one handed carwheel tumbling into the thick of battle,
quickly assuming his flanking position fastdraws dagger and sneak attacks for 1d4 + 3d6 damage.
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09-13-2004, 11:01 AM
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Posts: 7
| | | No monks? where they say that?
FFS they add warforged and talk about balance issues!! EVERY munchkin Fighter would be a warforged fighter with Mithril armour feat!
Monks are balanced against the other classes. They trade off so much over the long term. Fighters get uber feats, high hps. Monks get some interesting skills, medium hps, great saves, but they cant take the punishment of have the mix of attack options that a fighter or rogue could have.....
Druids - yes can see how they would be a codeing nightmare. SAd really I think druids have great potential
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Player: There's a *&$(%^ Terrasque in the lake?
DM: No its an AQUATIC Terrasque
Player: Right, like the difference matters.....
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09-13-2004, 11:07 AM
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Posts: 8
| | | my employee said it was in an interview that he read on warcry.com
he also said he really though it was going to be to big of a pain n the butt for them to accually do it. How do you do slow fall, quivering plam, or all the unique animations for the moves. He also said they save so much money that all they have to do is save up for wounderous items.
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Zee'X the rouge/acrobat/fighter does a one handed carwheel tumbling into the thick of battle,
quickly assuming his flanking position fastdraws dagger and sneak attacks for 1d4 + 3d6 damage.
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09-13-2004, 01:55 PM
| | Member | | Join Date: Sep 2004
Posts: 3
| | | Like like what they are doing with combat. It will make it more interesting. Do you know if they are using the 3rd edition rules? | 
09-14-2004, 08:13 PM
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Posts: 3
| | I plan to make a Dwarven fighter... and a human cleric.
I've played one or the other since I cut my teeth on D&D all those years ago.
From what I've seen and read so far, the combat implementation is straight forward and user friendly. That works for me.
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Last edited by Mongoose; 09-14-2004 at 08:17 PM.
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09-15-2004, 05:19 AM
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Posts: 8
| | | yes core 3.5 rules
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Zee'X the rouge/acrobat/fighter does a one handed carwheel tumbling into the thick of battle,
quickly assuming his flanking position fastdraws dagger and sneak attacks for 1d4 + 3d6 damage.
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09-15-2004, 11:46 AM
|  | Member | | Join Date: Dec 2003 Location: South Eastern Conference
Posts: 9
| | Going to have to go with a thumbs up for the combat concept at least. I prefer my combat a little more interactive than the click once methods provide.
SWG's combat system is a prime example, and I enjoy it immensely. (Despite the various problems that exist in regards to balancing) Quote: |
Originally Posted by Horrottis Like like what they are doing with combat. It will make it more interesting. Do you know if they are using the 3rd edition rules? | v3.5 if I am not mistaken. | | Thread Tools | | | | Display Modes | Rate This Thread | Linear Mode | |
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