Combat Systems

Any sufficiently advanced technology is indistinguishable from magic.
- Arthur C. Clarke

Having different kinds of attacks trough different main hand items is also important, but skills like I mentioned would still be a good way to enrich the gameplay while letting the skill of the player still be superior to the power of his characters abilities :wink:

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i think the next survey should involve

how do you want fights to be?

  • I want fights to be driven by Abilities - COD
  • I want to fights to be driven by player skill and equipment based - Halo
  • Abilities are cool and nice but i want to be able to play to win fights without ever touching abilities but have the option. - Battlefield

I agree with you that we need such a question in the next survey, however i think you phrased it badly.
Combat systems with abilities are still skill and equipment based.
In my opinion the questions should rather be:

  • Should there be a hotbar for skills?

  • If previous yes: How many skills should fit into the hotbar?

  • If previous no: Where should the focus of the battle mechanics be?

  • Do you want target locking or aiming?

  • What ressources do you want for fighting (stamina, rage, cooldown management,…)?

IĀ“m still hoping that they go for the ā€œborderlandishā€ style like ben said in the post @Zouls posted :smile:

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just rephrased slightly

For the point of target locking I think at least for basic attacks the answer will be truely NO, but it is good to know if it would or should be there for skills (at least a a smart chosen auto aim like in eso)

I would prefer if all skills (not special arrows for instance) which may target an enemy should have a small area where they hit and where not, like a 20° to 30° angle. But that is not a must.

…

But for another point of combat: what do you think about casting times, movement hindering while casting and ways to interrupt skills or attacks of others?

Some points:

  • There is no reason you need to have a hotbar or any other bulky HUD,
    you can use something along the lines of a Commo Rose.

  • When someone says three skills they do not mean three skills in
    the whole world they tend to mean three active skills.

  • You can have things like AOE skills that do not need to lock but
    fill the gap of non skill shot.

  • From a fun standpoint casting times are not very good, managing a
    skills power with cooldowns tends to work much better. You can also
    use activation delay.

  • In a similar vein There should be no lockdown or stun, these could
    be replaced with things such as Slows and knockback/ups.

  • You do not even need to have skills, you can have items with an
    activation, be it a Grimoire, Wand, or Magic Sword.

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Well i think you should be forced to actually aim with any skill. Mainly for immersion but also because its ā€œfeelsā€ more epic if you are actually shooting and there is no %hit vs %dodge calculation in the background.

Good point @TheBirne
I think there should not be any type of casting time (maybe a short animation like the casting in Skyrim at most). I expect that the combat in Oort is going to be very dynamic and fast paced. Big casting times (like the humongous 6 sec casting time a pyroball in WoW had) combined with moving restrictions wont fit into this game.
Interrupts could work like in Skyrim: You perform some sort of interrupt action (shield bash, counterspell, etc.) and if the enemy isnt blocking this action of yours he gets knocked back and is therefore not able to start a new cast or any other action for a second (or is maybe even silenced in case of ā€œcasters/techmagesā€.

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True and full support. I also didn’t ment such a calculation (that are only ment for pure rpgs) but something like a light auto aim for skills (not attacks of weapons) in the form of a small degree burst (10°-25°). Clicking LMB or RMB ā€œin the right momentā€ while aiming with the mouse is much easier then doing the same with a hotkey the same time, so some help may be ok :wink:

Well, I hate such roses … but also I understand that a hotbar may be annoying. But if such skills are linked to slots in the equipment screen there is no need for such bars. I would then simply use 1 for shoes, 2 for backpack, 3 for belt, 4 for gloves and 5 for my potion/consume item in the quickslot (for example). If there are only few slots the bar is no need and can be purely optional as a small help for the helplessly demented players in our circles :stuck_out_tongue_winking_eye:

jepp, true, especially in a fast paced combat. Having a small ā€œactivation time/animationā€ would be ok for me as well. Also that is enough to quickly use a side dash or shield dodge :wink: On the other side for creatures it may be cool if they have longer activation times, like a charger who loads up for a second or two before charging directly into your direction :wink: … For interrupting the short activations may also be enough (Interrupting could happen through knockbacks, knockdowns or silencing effects of skills).

On the point of total stuns or knockdowns I agree with you that they are sometimes fun breakers, but for a short duration they may be ok (for example a second from incomming hit to standing/moving again). Snares or knockbacks/ups should be more common then those total disablers :wink:

wih fights i dont want to be able to know what my opponent will do next so i agree with that alot i like more of a surprise

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[quote=ā€œTheBirne, post:69, topic:2049ā€]
Well, I hate such roses … but also I understand that a hotbar may be annoying. But if such skills are linked to slots in the equipment screen there is no need for such bars.[/quote]

In the end it would be best to have this sort of HUD very customizable. The Rose can also be used for more specific thing IE: Selecting a spell from a Book with 2 or 3 in it, or switching from a one handed to two handed combat stance. It is just another menu option that is invisible until used.

Creature, and titans do not need to follow the rules of the players. Casting times on titans may indeed be a thing and are something I would highly support.

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As long as I don’t need the rose and can bind the options onto my keys it is ok, but some games have hotbars AND a rose or two, which is very annoying ^^ … For me it is hotbar OR rose, while a rose is nothing more then a hotbar deformed to a circle right in the middle of my view ;D

PS: Roses would be good for players using a pad instead of mouse and keyboard, a feature Oort would be supported I think (the use of a XBox-pad is possible in the moment).

yes the pad is used and i will be getting one shortly to help with speedbuilds

I do not have a strong opinion about this and these are very good thoughts overall in my opinion. I am not sure how much the combat will define the game, but I hope it works out for the best.

I just want to say that TERA is hands downs the best MMO combat by far in my opinion. It is so engaging. It is so good, I think it is the combat to TERA is like building to Oort. I think the magic dust in TERA is more about the MOB animations and making the mob’s move at a realistic pace. Plus the BAM’s are fantastic.

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NO. SCREW THE BAMS. i have had so many 10 minute fights with them and died at 1% hp QQ

But yeah i also liked tera’s combat, standard attack had softlock though, but other than being beautiful it was pretty clever, one thing that i thought was aweomse was a heal circle in the game, the healer could decide how big or small it was, but the bigger it was the less it healed, meaning somebody who could aim well could get some massive singletarget heals in.

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https://forum.oortonline.com/t/combat-mechanics/1747/29?u=zouls

just remembered i had this one, i love these things for menus, but mid combat it seems less than ideal. might be wrong though

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Yeah it is just a type of sub menu you can do it with lists instead of wheels like the Arma series does.

Japp, a wheel would only be optional for pad using players. With an xbox pad you have three directional controls. So you have one for the wheel and the others like always for move and view. Never to be used with a mouse or keyboard :wink: