What i feel would help improve a game we all love.
I disagree. In the spirit of not fixing what ain't broke, I'd rather the developers kept their hands away from completely and totally revamping the combat system. You've seen how well that worked for PvP, and that had at least a tangential reason to be changed. There's NO REASON to mess with the PvE game other than for the sake of changing it, and on the scale of bad reasons to do something, "Just to change it." ranks among the worst, slightly above "Why not?"
I don't want to get into the specific ideas. I just want to say that the system does not need to be more complex as far as I'm concerned, and making it more complex has the potential to make me like it a whole lot less. |
It's just always bothered me that fire blasters are usually the preferred type role for a team seeing as how they deal more damage than the others; because let's face it, that's what the blaster's specialty is, so why not want the best of the best? With the above mentioned topic, it would give team leaders something else to think about, like say "Hmm, we have a fire blaster, an ice blaster would really compliment him." Same idea applies to any others powerset made to compliment each other.
It's a theory that I strongly believe could benefit CoX, but hey - To each, his own.
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If the PvP of WoW is any indication; allowing animations on the run for melee can be accomplished by doing two things simultaneously. All animations could be made extremely short (1 sec or less) and involve minimal or zero lower body solutions. It works, but you lose EVERYTHING that is cool about CoX's animations. "whirling hands" anyone ?? That one would be gone, and probably replaced with a "silly hand wave" or something just as unimpressive.
Even IF you went to all the effort of altering animations to "work on the run", Guess What ?
Melee ATs will STILL be at a serious disadvantage against ranged focused toons. Anyone with a Status effect, Root, Hold, etc.. will dominate a melee easily.
There were only TWO melee mechanics that gave anyone a solid shot in 1 on 1. Warriors had a "Charge" power which let them instantly close the gap to an opponent. This allowed them some measure of opportunity because it also "Stunned" the opponent for a short time.
The second mechanic that worked was "Stealth". Big Surprise here. Being able to get the first shot on a "squishy" non-melee AT often turned the tide for Rogues.
(Its been a couple years since I was involved in that, so please forgive me if my memory is not perfect. Additionally, I have not followed (nor care to) any recent changes to that game)
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
That's only because the attacks of CoHs were imagined while *not* moving. That doesn't mean it's impossible to make attacks on the run.
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What was suggested was to have separate animations for lower body and upper body, which by its very nature kills both running AND standing animations because for an attack to feel powerful and impressive, it needs to involve the entire body, not just a torso pivot-mounted on a chariot-like lower legs rig.
And even IF these animations were specifically reanimated to be done while running, I can guarantee they'd lock you in motion for their duration. You could probably do a jump-kick while running, but chances are you probably wouldn't be able to steer it. In a fighting game, them's the breaks. You miss, you stumble. Not quite as much here, with homing boulders.
Basically, it's a very large undertaking for a game which neither supports it mechanicall (we don't have any attacks that move us outside of teleportation ones) nor actually gives us the terrains to do this over, what with warehouses full of crates, overturned chairs, forklifts and pillars and such.
It's not a bad idea, and games have pulled it off. It's just hugely impractical in a game with this many unique animations.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Yeah, that's something to point out. "Charge" attacks, as far as we know, don't work in the engine. Shield Charge was originally supposed to be a "moving cone" from what I remember, but instead had to be changed to a Lightning Rod clone due to difficulties in getting it to function right.
Now, I'll admit, that probably had more to do with its cone effect and how it was put together on the whole. An interesting compromise would be if they could make leap-attacks. Think something like Eagle's Claw, but you jump across the room, as part of the attack's animation/range, to deliver it.
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That's only because the attacks of CoHs were imagined while *not* moving. That doesn't mean it's impossible to make attacks on the run.
Yeah, I can't think of any way for Whirling Hands to be used while running...but then Whirling Hands, by it's nature, is an attack you use while *spinning*. But a drop kick? A charging battering ram? A clothesline? Anime-esque samurai speed slash? Melee can be used while running...but only if it was designed to be used while doing so. If they ever expanded the primary/secondary powersets by adding 1-2 powers, a cool little utility power for melee sets could be a power usable while moving. -MA = Shadow Boxing (slightly longer range, PBAoE, leaves trail of body shapes as you move, any direction) -SS = Clothesline (normal range, narrow cone, can only move forward/sideways) -Dark Melee = Tentacle Swipe (slightly longer range, ST, a tentacle of darkness reaches from your arm and slams foe, any direction) etc. etc. |
Which is not what I was arguing against. Multilateral melee attack motion. This means Omnidirectional. Using that "Clothesline" attack which requires forward movement negates the argument. Shadow Boxing, Tentacle Slame... Use them while moving backwards or strafing left.
How about the MA attacks? We're not talking about a single move per powerset after all. We're talking about completely removing the "Rooting" mechanic and recreating every powers to animate while moving. So how about Eagle's Claw Kick without any kind of rooting. So I can hit it, then move straight back, and kick you from across the room, in mid-air? No. You'd have to remake EVERY SINGLE MELEE ATTACK POWER just to get this idea to work loosely. And even then:
It'd still look Weak. When you throw a punch or a kick you brace or balance, shift your weight on your feet, twist your hips, and put force behind it. You can't run backwards and throw off a haymaker or a spinning back kick.
-Rachel-
My comment was directed at the line "it's impossible to make melee attacks while running look good". I'd agree that attacking and running like suggested by the OP wouldn't look good at all, but that's far and away from the generalized statement you made.
That said, it's not that melee attacks look bad while running. It's that Haymaker doesn't look right while running or crane kick or storm kick or the plethora of other melee attacks...because they are currently animated in a fashion that doesn't entail movement. In martial arts, a strong knee to the midsection is an overall stationary attack. A flying knee attack would entail movement forward or to the side but not while running (can't run on one leg, of course). But you can make a jab and still move away.
Amending movement to attacking is not how it works in real life either so that is why I suggested attacks specifically designed to be used while moving. It's taking in the thoughts and suggestions of everyone while moving a step closer to some kind of solution. And there have been players asking for added powers or branching powersets so it'd be interesting to add, IMO.
My comment was directed at the line "it's impossible to make melee attacks while running look good". I'd agree that attacking and running like suggested by the OP wouldn't look good at all, but that's far and away from the generalized statement you made.
That said, it's not that melee attacks look bad while running. It's that Haymaker doesn't look right while running or crane kick or storm kick or the plethora of other melee attacks...because they are currently animated in a fashion that doesn't entail movement. In martial arts, a strong knee to the midsection is an overall stationary attack. A flying knee attack would entail movement forward or to the side but not while running (can't run on one leg, of course). But you can make a jab and still move away. Amending movement to attacking is not how it works in real life either so that is why I suggested attacks specifically designed to be used while moving. It's taking in the thoughts and suggestions of everyone while moving a step closer to some kind of solution. And there have been players asking for added powers or branching powersets so it'd be interesting to add, IMO. |
Perhaps. It could be a step toward "Devil May Cry" gameplay, which many people seem to like. The issue then becomes "Marching" one enemy into aggro range of other spawns, since 90% of attacks would wind up with forward movement.
Yes. It is possible. No. It would not make the game better or improve it. If anything it would further imbalance PvP and either create frustration on all parts (Months or years of reworking animations instead of making new ones, months or years of reworking systems to allow for motion mid-combat instead of developing new systems, Taking movement control out of the people who have gotten used to the system as it is, forcing a new learning curve on combat).
-Rachel-
Just curious, how many melee characters do you play that are trying to run *away* from the enemy? Not even my stalkers are in an effort to get away from the enemy. The closest I come in most cases is doing 'the hop' after the interruptible part of AS and even that is primarily to either put myself closer to the next target or so that the bugger only gets 1 hit off me before I placate him.
Yes, I think it could add more dynamic to combat, at least for melee combat. The difficulties and work involved, yes, has already been mentioned and acknowledged. Now I'd kinda want to see discussion on how it *could* work or how balance would affect this.
As I see it, *some* attacks could aesthetically be used while moving. Of course there are exception (you can mention them if you like...like the whirling attacks, footstomp, hurl, lightning rod, etc) but then there are those that could work (Flashing Steel and Sting of the Wasp come to mind...hell, Broadsword might actually not look like crap if you could put some movement in those dull weak-looking attacks).
I can even imagine attacks like Thunder Kick, Storm Kick and Crippling Axe Kick working with movement...but locked into 'Jump only' movement during the animations. Add in a front/back flip during the jump, a la Ninja Run and tweek the animation of the kick a bit...
We've actually been flatly told that "charging" attacks simply do not work with our engine. I don't remember the exact technical reasons, but as I remember it, there's just too much "crap" to get in the way of a decent running attack, especially if you want to activate it from some ways away. Most MMOs tend to have flat, barren, BORING terrains that are essentially either empty moors or great halls. In them, it's fairly easy to be charging across terrain as there's precious little to get in your way. Our instances are littered with crap like overturned chairs, cubicle walls, crates, catwalks, railings, stairs, pillars, narrow doorways, tight corridors, etc., etc.
In fact, as I understand it, they actually tried to make running attacks way back when, but they failed to work well in the slightest. Attacks like Lightning Rod and Shield Charge are about the only alternative we have for "attacks on the move," and even they are down dirty cheats when it comes to how they are rigged.
*edit*
Mind you, I'd LIKE to see it, but I just don't think it's feasible.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Yeah, I've heard some of the talk about charging attacks when they were discussing the Shield Charge issue (and a couple other ideas where such a mechanic was brought up).
What I'm talking about though, is more akin to "Specific power l, m and n do not root and have custom movement animations. Power l lets you move in any direction while powers m and n only let you move in x and y direction".
The problem is, imagining powers that would work thematically and aesthetically.
Just wanted to say that I pretty much agree with everything that Aett and Dechs said.
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Just wanted to say that I pretty much agree with everything that Aett and Dechs said.
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Just wanted to say that I pretty much agree with everything that Aett and Dechs said.
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Just wanted to say that I pretty much agree with everything that Aett and Dechs and Trashcan said. And I need a higher post count. I don't have any real opinions to offer. I am a tool.
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"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat
1. Fighting on the move mechanics - Not sure how impossible this would be but the ability to fight and move i have come to see is a real deciding factor for some, if the move roots them in place no matter how amazing the power is, people will overlook it.
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2. More combinations of powersets - This i was hoping would come during GR, however i am not certain if that is the case. I believe we have enough powers to keep us busy for quite sometime, however i for one would like to see more diverse amount of builds instead of being restricted to the Tank/Dps/Ranged Dps/Healer/CCer combination. In a world like CoX the freedom to be is the greatest super power of them all. |
They're not going to diverge from the AT system though, which after experiencing the 'open' power choices of CO I think is a good decision. That's one case where more isn't necessarily better.
3. I love all the improvements so far, and seeing everything that CoX has become has always put a smile on my face, the game has been around for 6 years now and many of it's players are core players, they live, breathe,play CoH/V. And although many of the farms/AE farms have been taken down by miles, i think faster xp is a real plus. I was thinking of possibly an XP critical system where as you are fighting along doing your thing and you defeat a mob and instead of giving standard xp from level 1-50 you have a chance for an Xp crit where you get *Up to* double the Xp you would normally get. (How many of us don't have X amount of level 50s?) |
4. this is a personal awesomeness idea, i would like to see more options for our characters (Costume wise). Now booster packs are a great idea in my opinion, i believe we have enough free costume pieces to keep us all going for a long time. I for one do not mind paying money for booster packs for costume designs emotes and such, i also believe that CoH/V should take full advantage of the fact people love making their characters look good. Booster packs (Brought out in small doses to ensure the money/time ratio of the animators is efficient) i believe are a great source of income for the game. (I for one have bought every booster pack/Version of the game minus Science/wedding...i'm a nerd...i know.) |
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Yeah, I can't think of any way for Whirling Hands to be used while running...but then Whirling Hands, by it's nature, is an attack you use while *spinning*.
But a drop kick? A charging battering ram? A clothesline? Anime-esque samurai speed slash?
Melee can be used while running...but only if it was designed to be used while doing so. If they ever expanded the primary/secondary powersets by adding 1-2 powers, a cool little utility power for melee sets could be a power usable while moving.
-MA = Shadow Boxing (slightly longer range, PBAoE, leaves trail of body shapes as you move, any direction)
-SS = Clothesline (normal range, narrow cone, can only move forward/sideways)
-Dark Melee = Tentacle Swipe (slightly longer range, ST, a tentacle of darkness reaches from your arm and slams foe, any direction)
etc. etc.