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Open Testing for Eternity (RPG)

06-07-2006, 09:15 PM#1
MysticGeneral
Ok, this is a Multiplayer RPG that I have been working on for a while. All there is so far is a bit of terrain and the incomplete combat system.

I will be posting all tests in this thread. What I'd like to get is some feedback/suggestions on what I'm currently testing and ways to improve the system.

ATM, I am looking for opinions on the combat system and if there is a way I can improve it. Here is a quick rundown on how to use the combat system:

Combat System

The combat system disables the use of normal attacks (it is on a 3600 second cooldown). Instead, attacks are done through abilities. These attacks are on a cooldown. (Set to 1 second in the demo) Damage is all triggered in. You can perform special combos by executing your attacks in the right order. These combos deal extra damage or give a buff and usually have a special effect. So far, the only Combo I triggered in is with the Blademaster. To perform his combo, use the following abilities in exact order: Slash --> Hard Slash --> Hard Slash --> Pummel. I know this is a crappy combo, but it was for testing purposes and will be edited in the future.

Combos have a set duration you can perform them. In the demo, you have 8 seconds to perform a combo, or it'll reset.

~Thanks for reading, hope I get some positive feedback. If I forgot anything, please put a reply up.

EDIT: Ahh, one more thing. The only hero with all abilities working is the Blademaster. And if you're a triggerer curious of some stuff... Type in "now" for a 30 second attack cooldown.
Attached Files
File type: w3xEternity Alpha v.15 DEMO.w3x (449.4 KB)
06-11-2006, 12:34 AM#2
Aray
Before reading anything else, I need everyone to realize that I made this post mainly to shake up some thoughts, not to encourage Mystic to add these features. Please test the demo and read though this post, then maybe later you'll have some ideas or suggestions for improvement on Mystic's combat-system. If you don't want to waste your time reading the entire post, then I suggest you read alll the "style of combo"s. Good luck.

Well, (saying this for at least the 5th time now but...) I really like this system, and I'm wondering why noone else has said anything about it yet... Why don't you make another post about this map in your other thread again? Requesting some people to test it. And edit your 1st post as well, providing this link.

Okay then, this might not fit your map, and it may include too many changes/problems, but I feel that it's about time an idea is posted here :P

It's not really my idea though. I would love it if you could make your combat-system something like the combat in Golden Sun works. Have you tried it? It's a turn-based RPG on GB Advance. Well, There are 4 ways to engage with the enemy:
  1. Physical dmg (weapon)
  2. Casting spells
  3. Using items (smokebombs, magical items)
  4. Djinnis
Now, Djinnis is the thing I think could really fit your combat-style, but I'm gonna make some examples of how all of these could fit in, though that would probably get too much.
  1. Weapon: In GS, there are normal weapons, and magical weapons. The magical ones have a %chance of dealing some sort of special blow, like KO'ing creeps, or a slow etc. Both normals and magical (I think) has a chance to do critical damage as well.

    Style of combo: Every type of weapon (sword, staff etc.) has its own kind of abilities. And the magical ones has two combos (special blow and critical).


  2. Casting spells: I find some of the spells in GS a litle bit boring. Most of them do just one thing. Either some statuseffect (sleep, curse) or a nuke.

    Style of combo: Maybe this is a way of styling them up a bit. Let's say each spell-combo requires 2-3 spells to be used. And these spells will not be cast before a combo is completed. So, you use Earthquake (nuke) and you use slow. This is cast as one spell. An alternative, could be Earthquake+knockback. The spells they are able to cast should somewhat match though. Sending a meteor on someone and then causing them to sleep doesn't seem so right.
    This is starting to sound a little bit like Thunder_Eye's casting-system though :/ I don't want to be copying other peoples ideas... Well, let me just hear what you think of it first anyway ^^


  3. Using items: Items do have a big role in GS, but not when it comes to using them to attack the enemy. Items for healing- and revivingpurposes though, have great value.

    Style of combo: Ehm, for now, my only suggestion here is to do this like the spells... I had an idea in my head when starting this, but I've been writing so long now :(


  4. Djinnis: Okay, here's the one I really like :) In GS the Djinni-"combos" are mostly nukes though, but that should not be the case with you ;) In my oppinion, Djinnis have the greatest role of all in GS. Together they perform the ultimate spells, and they also grant the heroes extra stats and spells. I'll have to give you a quick rundown of all the things these Djinnis really do:
    - The djinnis can be used (as in engaging) in two ways: 1) Each one of them can perform a special attack, like dmg+armordecrease, of the cost of being set on hold (untill used or set ready again) 2) The more djinnis you have on hold, the more powerful summons you can use. These
    summons[/i] are basicly just incredibly powerful spells. When you use a summon, the djinnis used in the summon will the start resting, wich mean after some time they will be ready for use again.
    [Some additional information: - By using these summons, the caster gains magical power during that battle. There's some other complications about this, wich I will not go further into unless you want me to.
    - There are really 4kinds of djinnis, and by combining different djinnis you conjure differen summons...]
    - The more Djinnis you have, the better stats you will have. One Djinni will grant Xamount of hp, Yamount of mana and so on. If you should use the enemy in combat though, this statboost fades, because the Djinni is resting
    - Also, the amount of Djinnis you have can decide if you can use a specific spell or not. Ex: You can use the X-spell when you have 4 djinnis who are not resting, but if another one starts resting, then you can't cast the X-spell again, untill another djinni is rested.

    Ehm, I think that's just about it, I'm starting to get a little bit disoriented here though

    Style of combo:Okay, I'd better get started on this one before I faint. After reading the Djinni-description above, hopefully you have already started making up some thoughts about how it could be done. And the ways are many. I'll just see what I can think of now My version will basicly just be a copy of the way it's done in GS though.
    Let's say you have 6djinnis. Each djinni gives you +20 hp (and other stats, but I don't want to make this needlessly complicated). You currently have no resting djinnis. Your max hp (djinnis included) is now 600. Then you engange your foe. You use the djinni Mr.Freeze. He damages the enemy, and stuns him for 2 secs. You fight some, and then you use another djinn, Mr.Blizzard, who first deals a decent amount of dmg to the enemy, and his attack leaves cold behind it, hurting the enemy some more over time. You fight some more, then you use a 3rd one as well, Mr.Snowball, who throws a snowball and damages the enemy. Your max hp is now 540. You can now cast a really powerful summon by using these 3 djinnis wich are on hold but the enemy you are fighting is so weak now, that you only need the summon wich 2 djinnis can provide. You use this summon. What happens now, is that the two djinnis that were first used, are the ones who are used in the summon. Wich means, you use Mr.Freeze and Mr.Blizzard to summon KingWinter (ye, it's getting silly here, but I'm very sleepy, so shut it ). You kill the enemy by using KingWinter. Now, the two djinnis start resting. Mr.Freeze will be rested before Mr.Blizzard because Mr.Freeze was used before Mr.Blizzard. Now, what has happened to Mr.Snowball? He is still on hold. When the two other djinnis are rested, your hp will be 580. Mr.Snowball will stay on hold untill you ready him again, or put some new djinnis on hold (by either putting them on hold or using them as spells) so that you can use summons.

    I'd just like to add very quickly, that a part of what I really like about these djinnis, is the fact that you always have to think far ahead when using them. Ex: Currently you have enough mana, and enough djinnis to perform a healing spell. If you use one djinni you can kill one of those foes, but will you be able to cast that healing spell so that you can keep up the fight?

I hope Someone took their time to actually read this long post, and I hope someone actually understood it. And I also hope that someone gets some inspiration out of this, so that you can provide Mystic with some brand new, original suggestions.

Going to bed now, gonna do some small edits to the post tomorrow... Good night!
06-11-2006, 02:10 AM#3
MercyfulJester
Yeah I tested it a bit. Don't know what to say, seems good to me. One think I would like to see, is customisation. Let players choose their skills and change them during the game, to get more powerful attacks and maybe find new intriguing combos. Atleast some sort of change should occur during the course of play, to ensure that no one gets bored.
06-11-2006, 09:43 AM#4
Aray
Quote:
Yeah I tested it a bit. Don't know what to say
- That answer seems to fit everyone else here as well ^^ At least you finally got around to making a post and some suggestions, GJ! ;) Let's hope there are more people who ends up doing the same thing soon. Would probably be nice with some more downloads first as well