Combat Mechanics

Since this is a topic that has already been discussed many times I´ll just refer to my previous answers regarding to this topic:
This one refers to a post from @Grey707 where he suggested a Skyrim like combat system-
https://forum.oortonline.com/t/combat-mechanics-how-to-make-oort-a-real-fighter-game/1312/14?u=vastar
And this one where I briefly explained the combat system:

I´m not saying that your idea is bad but its way too complex for a game like Oort. Let alone the effort it would take to make such a detailed hit detection system (which would already take ages to make properly) the devs would also have to animate each swing pattern for each angle plus balancing this beast of a combat system. Wonderstruck consists only of about 20 people. So as @ben already said in his post : https://forum.oortonline.com/t/design-how-a-tiny-team-makes-an-epic-game/464?u=vastar , suggested ideas should be simple and/or efficient.

This sounds like something with reasonable effort to implement.

The Witcher 1 has done something similar with 3 different combat styles, each effective against another type of enemy (light armor, heavy armor, packs of weak enemies). Maybe this could work out for PvE combat.

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I don’t get why a lot of people are saying the circle system won’t work. Once you’ve used a weapon for a while it becomes instinct and you know, “for this attack i drag left” and it becomes instantaneous.

I think most people think of the circle as some sort of hotbar like on other mmos where you have to activate something every second. In my opinion the selected option should just reflect a general stance of your character (offensive, defensive, …), each stance activating another (slightly different) hit-combo and therefore you dont have to access to the “skillwheel” too frequently.

EDIT:
This “stance” idea really got me so i thought a little bit about it. This could add some neat stone-paper-scissor battle mechanic.
For example:
Defensive stances include: parry-, dodge- and block(requires shield) stance.
Offensive stances include: brute force stance (bonus vs players in parry stance), agility stance (bonus vs players in blocking stance), …
(With “bonus” I´m just talking about some additional % on crit chance, dmg,… so nothing too complex)
This would (in my opinion) add much dynamic to (PvP) combat because players would not just camp in their favorite stance but rather would aim to detect the enemy´s stance (regarding to the animations the enemy character performs) and adjust their stance according to it.
But maybe I´m getting a little bit over the top myself now^^.

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Don’t get me wrong - I take into account what you are proposing. And circle menus - hell yeah! It is only I would not want to activate a menu for every single strike or blow. Thats all. I hope I did not get you wrong with your ideas, and if though - then you have my apologies.

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It’s not that I think it won’t work, I just think its a there are better ways to implement skills. I mean, why bother just using the mouse when I have this entire keyboard over here to play with? If we are going to use the mouse, I’d prefer to see skills be implemented as LMB/RMB combos similar to DCUO.

as mentioned. with a wheel system like this, it can only turn out 2 ways in my mind, which are both bad.

  1. when you use the wheel with rightclick you cannot move your view
  2. when you use the wheel you move your view too, meaning you might completely turn around and not face the enemy anymore

it would feel too clunky either way, which is why i think people would be against it (i know that is my reason) i think wheel menus are bloody brilliant, but it should not be used in the middle of a fight, given the 2 possible outcomes i just mentioned.

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Okay, all you naysayers - it’s your turn to suggest something better! I think Zouls summed up the problems, so how would you solve them?

not having a wheel. thats for sure. i basically proposed 2 possible things that could be done like it, and somebody else proposed a combo system. but again, its a hard discussion given that we dont really have a clue as to how the combat is going to be, one of the biggest factors being that atm we dont know if the ocmbat will be in first of third person view.

i still think the grandchase charge system would be an absolute genius way to add these attack, while making it skillbased, while reducing the amount of hotkeys needed for the game.

but again, i would need some time to think up a better answer.

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Do we know for a fact that there will be skills to use in combat? I haven’t seen anything about it, but I’ve not been keeping up as well as I’d like either :neutral_face:

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I’m kind of with Bokke on this one :x I want it simple and easy to play, but still very enjoyable and addicting.

I don’t have any suggestions myself but it’s nice seeing all these different playstyles that I never knew of :smile:

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yes. if there is hotbar skills or not we dont know yet, but i seriously hope so, if not then i imagine the combat would get pretty simple and just about spamming. i have mentioned the trove system a few time, which i see working well, basically you can press tab and you switch between you build hotbar with your blocks and your combat hotbar with your skills

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The way I understand that chart is not that people want ‘action skills’ that they can press a button to use, but that combat will require skill to be much good at it. One must take time and aim if they want to get a headshot and/or critical hit on an opponent, know how to bob and weave around an enemy’s attacks, etc.

I know. it is not neccesarily proof for action skills, but i sincerely hope they do add it, a few games can pull off combot based combat with no skills, but since it seems it will be first person that wouldnt really work, even if it was thirdperson then i dont think such a simplistic combat will feel good in the game. which is why i think we need hotbar abilities. a limited amoun as i have said everywhere, but still.

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yeah i think thats good.

Currently in game we select weapons from our toolbar and can attack with them or charge them up.
The bow, charge it up, more damage and effects.

Based off of what is already in the game, holding the mouse button for a charge attack may be used for other weapons.

As for abilities and skills that you can’t equip in your hot-bar (since items are already 1,2,3…)
I figure:
A) Different group of buttons will be assigned.
B) Most skills and abilities will be auto-assigned or used on your weapons (like passive skills)
C) Abilities will be in a different hot-bar on your screen.

C. i dont like the other ones

Cough
https://forum.oortonline.com/t/building-vs-combat/518

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In another thread someone suggested that you can switch between build- and battle mode. I think it was explained somewhat like this: In build mode you have all your blocks and tools in your hotbar and in battle mode you have your skills/abilities slotted in the hotbar. (I think it was also suggested that the rest of the interface also changed according to the mode you are currently in)
So its basically some altered version of your option C.

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still cough. but it is the only system i see working properly, that can make bot hthe builders and the fighters happy. to go up a say ‘‘you are not at all going to be affected by the other sides menu’’ so builder wont have to deal with the fighting bar, and fighters wont have to deal with the builders bar.

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This is probably the best compromise I have seen. I saw some mentioned wanting to build walls to cut people off, but cycling through modes with TAB could easily give you this ability. Admittedly, I don’t know much about how PVP/PVE zoning will work, but if there are dedicated PVP areas, perhaps it could automatically switch you to the combat bar upon entering.
The one thing I don’t like about what I can see from the screenshots of the trove system ( I have never played ) is that the hotbar slots and health/mana/stamina/whatever are in different places for each mode. I’m sure I could get used to it, but lets KISS and leave them in the same spots. I understand that it is an easy way to identify which mode you currently are in, but I think that’ll be easy enough to figure out when you try to break a block and swing your broadsword instead. Or hell, change the health bar from green to red when switching from building to combat.

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