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> <channel><title>Comments on: Your opinions for combat: part 3</title> <atom:link href="http://www.instantkingdom.com/2010/01/your-opinions-for-combat-part-3/feed/" rel="self" type="application/rss+xml" /><link>http://www.instantkingdom.com/2010/01/your-opinions-for-combat-part-3/</link> <description>Independent Games</description> <lastBuildDate>Wed, 28 Jul 2010 17:12:55 +0000</lastBuildDate> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <generator>http://wordpress.org/?v=3.0</generator> <item><title>By: Ville</title><link>http://www.instantkingdom.com/2010/01/your-opinions-for-combat-part-3/comment-page-1/#comment-616</link> <dc:creator>Ville</dc:creator> <pubDate>Sun, 07 Feb 2010 19:02:44 +0000</pubDate> <guid
isPermaLink="false">http://www.monkkonen.net/?p=764#comment-616</guid> <description>Thanks mmKALLL! I&#039;ll probably go for something like you described, some skills being necessary to win the game, but you&#039;d get them from quests. I&#039;ve always liked the loot gathering process of RPG&#039;s, so I&#039;m probably going to stick with most skills working with most weapons you can get, so I can&#039;t tie anything important to weapons in particular.@Spoons: I&#039;m pretty much right in the middle of trying to figure out the ranged combat in the new combat system. At the moment I&#039;m thinking it could be exactly like it was in the preview for the player, and the AI would obviously need some better tactics. The problem I&#039;m facing with both the player and the enemies is that you can run away indefinitely, and if the archer is faster at running away, he can best anyone coming after him.</description> <content:encoded><![CDATA[<p>Thanks mmKALLL! I&#8217;ll probably go for something like you described, some skills being necessary to win the game, but you&#8217;d get them from quests. I&#8217;ve always liked the loot gathering process of RPG&#8217;s, so I&#8217;m probably going to stick with most skills working with most weapons you can get, so I can&#8217;t tie anything important to weapons in particular.</p><p>@Spoons: I&#8217;m pretty much right in the middle of trying to figure out the ranged combat in the new combat system. At the moment I&#8217;m thinking it could be exactly like it was in the preview for the player, and the AI would obviously need some better tactics. The problem I&#8217;m facing with both the player and the enemies is that you can run away indefinitely, and if the archer is faster at running away, he can best anyone coming after him.</p> ]]></content:encoded> </item> <item><title>By: Spoons</title><link>http://www.instantkingdom.com/2010/01/your-opinions-for-combat-part-3/comment-page-1/#comment-611</link> <dc:creator>Spoons</dc:creator> <pubDate>Sun, 07 Feb 2010 05:33:02 +0000</pubDate> <guid
isPermaLink="false">http://www.monkkonen.net/?p=764#comment-611</guid> <description>I just thought up a way that you could do magic attacks/archery:
there would be two different stages of combat, distanced and close quarters. if you initiate battle with distanced att, then the AI would respond accordingly (a giant rat would either run away or just charge while an archer would take cover and return fire). If you get close to the AI (or vise versa) you switch to CQ and your attacks become sword thrusts and shield bashes.
in this way you could walk up to a wizard and attack him but he would stun you and run back a bit so he could shoot fireballs and lightning at you. you could either try to beat him up with Close combat where he would just stun you more (wizards rely on their skills not their tools) or you could pull out your own wand/bow and have a skirmish going on. this would be good for simulating character personalities,an archer would be content to stay at a distance, a knight, not so much, but maybe a troll would stay at a distance for a bit to throw some rocks at you before charging.The only problem i can see with this is when there are some enemies who charge first and some who stay back, it would be hard to fight the ones staying back.</description> <content:encoded><![CDATA[<p>I just thought up a way that you could do magic attacks/archery:</p><p> there would be two different stages of combat, distanced and close quarters. if you initiate battle with distanced att, then the AI would respond accordingly (a giant rat would either run away or just charge while an archer would take cover and return fire). If you get close to the AI (or vise versa) you switch to CQ and your attacks become sword thrusts and shield bashes.<br
/> in this way you could walk up to a wizard and attack him but he would stun you and run back a bit so he could shoot fireballs and lightning at you. you could either try to beat him up with Close combat where he would just stun you more (wizards rely on their skills not their tools) or you could pull out your own wand/bow and have a skirmish going on. this would be good for simulating character personalities,an archer would be content to stay at a distance, a knight, not so much, but maybe a troll would stay at a distance for a bit to throw some rocks at you before charging.</p><p>The only problem i can see with this is when there are some enemies who charge first and some who stay back, it would be hard to fight the ones staying back.</p> ]]></content:encoded> </item> <item><title>By: mmKALLL</title><link>http://www.instantkingdom.com/2010/01/your-opinions-for-combat-part-3/comment-page-1/#comment-597</link> <dc:creator>mmKALLL</dc:creator> <pubDate>Thu, 04 Feb 2010 20:13:32 +0000</pubDate> <guid
isPermaLink="false">http://www.monkkonen.net/?p=764#comment-597</guid> <description>Actually, I like the diablo style as seen in the preview rather than mine.But I&#039;m quite sure that I will like the output of Driftmoon even if the combat system turns out worse. Hopefully it will be better, though :)</description> <content:encoded><![CDATA[<p>Actually, I like the diablo style as seen in the preview rather than mine.</p><p>But I&#8217;m quite sure that I will like the output of Driftmoon even if the combat system turns out worse. Hopefully it will be better, though <img
src='http://www.instantkingdom.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p> ]]></content:encoded> </item> <item><title>By: mmKALLL</title><link>http://www.instantkingdom.com/2010/01/your-opinions-for-combat-part-3/comment-page-1/#comment-596</link> <dc:creator>mmKALLL</dc:creator> <pubDate>Thu, 04 Feb 2010 20:05:12 +0000</pubDate> <guid
isPermaLink="false">http://www.monkkonen.net/?p=764#comment-596</guid> <description>In my opinion, about the skills, one option would be:Have some basic melee skills everyone has(like some from the list DRL gave), get some more from leveling up, and have some major, but unusual skills Zelda style(like 3 or 4?) that would be used only in certain situations, and perhaps, even make you able to do some things that let you advance in the game hence forcing to get some/all in the course of the game to clear an obstacle or such. No idea what such skill could be though, lol.Then there is the possibility that you get a few weapons instead of skills(still speaking about the Zelda style), and more diversely much like in Ocarina of Time: You can use the Biggoron sword(big 2h blade) to deal alot of damage, but you have the master sword(1h), which you can use shield with, and which in this game could allow you to do some &#039;combos&#039; with both a shield and the 1h sword. But my point is that the other one is much better than the other in some situations. Then, if they were skills rather than equipment, there would be all the other fighting skills that you get from leveling, which would be better than those two others in some situations..... Just a random thought. And sort of messy one, too.</description> <content:encoded><![CDATA[<p>In my opinion, about the skills, one option would be:</p><p>Have some basic melee skills everyone has(like some from the list DRL gave), get some more from leveling up, and have some major, but unusual skills Zelda style(like 3 or 4?) that would be used only in certain situations, and perhaps, even make you able to do some things that let you advance in the game hence forcing to get some/all in the course of the game to clear an obstacle or such. No idea what such skill could be though, lol.</p><p>Then there is the possibility that you get a few weapons instead of skills(still speaking about the Zelda style), and more diversely much like in Ocarina of Time: You can use the Biggoron sword(big 2h blade) to deal alot of damage, but you have the master sword(1h), which you can use shield with, and which in this game could allow you to do some &#8216;combos&#8217; with both a shield and the 1h sword. But my point is that the other one is much better than the other in some situations. Then, if they were skills rather than equipment, there would be all the other fighting skills that you get from leveling, which would be better than those two others in some situations.</p><p>&#8230;. Just a random thought. And sort of messy one, too.</p> ]]></content:encoded> </item> <item><title>By: Ville</title><link>http://www.instantkingdom.com/2010/01/your-opinions-for-combat-part-3/comment-page-1/#comment-573</link> <dc:creator>Ville</dc:creator> <pubDate>Fri, 22 Jan 2010 19:34:30 +0000</pubDate> <guid
isPermaLink="false">http://www.monkkonen.net/?p=764#comment-573</guid> <description>Thanks for the list DRL! I&#039;m still interested in hearing more, even some weirder ones, or cooler ones. Some skill you&#039;d be really glad to get at some point because it&#039;s so cool.I&#039;m probably not going for realism, since basically we&#039;re dropping realism the moment we have things like hit points and fast healing. I&#039;m going for a pretty simple system that can be easily understood, and allows for many different strategies in combat.</description> <content:encoded><![CDATA[<p>Thanks for the list DRL! I&#8217;m still interested in hearing more, even some weirder ones, or cooler ones. Some skill you&#8217;d be really glad to get at some point because it&#8217;s so cool.</p><p>I&#8217;m probably not going for realism, since basically we&#8217;re dropping realism the moment we have things like hit points and fast healing. I&#8217;m going for a pretty simple system that can be easily understood, and allows for many different strategies in combat.</p> ]]></content:encoded> </item> <item><title>By: DRL</title><link>http://www.instantkingdom.com/2010/01/your-opinions-for-combat-part-3/comment-page-1/#comment-572</link> <dc:creator>DRL</dc:creator> <pubDate>Fri, 22 Jan 2010 18:45:48 +0000</pubDate> <guid
isPermaLink="false">http://www.monkkonen.net/?p=764#comment-572</guid> <description>Thanks :wink:. That would actually be a good idea because the victor in a battle with these skills would be the one with the best skills, compared to the standard &quot;more expensive stuff is best&quot; aproach which many games have.Come to think of it, ville said that the &quot;now the attack is the one using the weapon&quot;. I agree completely, but of course some types of weapons work better for a type of attacks than others. Like I said, Fencing could be done with any &quot;sword-like&quot; weapon, but I think there should be a bonus if you use a weapon &quot;specific&quot; for the skill. I mean, a fencer with a dagger can be effective if his skill is good, but a fencer with a rapier would be far more effective...</description> <content:encoded><![CDATA[<p>Thanks <img
src='http://www.instantkingdom.com/blog/wp-includes/images/smilies/icon_wink.gif' alt=':wink:' class='wp-smiley' /> . That would actually be a good idea because the victor in a battle with these skills would be the one with the best skills, compared to the standard &#8220;more expensive stuff is best&#8221; aproach which many games have.</p><p>Come to think of it, ville said that the &#8220;now the attack is the one using the weapon&#8221;. I agree completely, but of course some types of weapons work better for a type of attacks than others. Like I said, Fencing could be done with any &#8220;sword-like&#8221; weapon, but I think there should be a bonus if you use a weapon &#8220;specific&#8221; for the skill. I mean, a fencer with a dagger can be effective if his skill is good, but a fencer with a rapier would be far more effective&#8230;</p> ]]></content:encoded> </item> <item><title>By: VenoM_31</title><link>http://www.instantkingdom.com/2010/01/your-opinions-for-combat-part-3/comment-page-1/#comment-571</link> <dc:creator>VenoM_31</dc:creator> <pubDate>Thu, 21 Jan 2010 19:48:19 +0000</pubDate> <guid
isPermaLink="false">http://www.monkkonen.net/?p=764#comment-571</guid> <description>Nice points there, DRL! If I were Ville, I would&#039;ve asked some professional fencer and fighter to help with knowing the melee fights&#039; metadata. If you don&#039;t want to spend years to balance out all system (like Blizzard had to do with Starcraft), you may just want to make fights close to the real ones. [Also in case of failure, you may claim you achieved realism :)]</description> <content:encoded><![CDATA[<p>Nice points there, DRL! If I were Ville, I would&#8217;ve asked some professional fencer and fighter to help with knowing the melee fights&#8217; metadata. If you don&#8217;t want to spend years to balance out all system (like Blizzard had to do with Starcraft), you may just want to make fights close to the real ones. [Also in case of failure, you may claim you achieved realism <img
src='http://www.instantkingdom.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> ]</p> ]]></content:encoded> </item> <item><title>By: DRL</title><link>http://www.instantkingdom.com/2010/01/your-opinions-for-combat-part-3/comment-page-1/#comment-570</link> <dc:creator>DRL</dc:creator> <pubDate>Thu, 21 Jan 2010 19:25:36 +0000</pubDate> <guid
isPermaLink="false">http://www.monkkonen.net/?p=764#comment-570</guid> <description>Mmm... For ranged weapons?Sniper: Higher accuracy and slight damage bonus. Movement penalty.
Shooter: Slight damage bonus and more movement allowed. Accuracy penalty.
Fast-Shoot: Faster shoots; slight accuracy and damage penalty.For melee attacks:Rampart: Same as Berseker, but does slightly more damage and does not takes damage if it hits. You should not be able to use this if your armor is to heavy; additionaly, it makes you more vulnerable during your attack (Thus a fast stab from another enemy would do you some serious damage).Fencing: Attemps to block another sword-like weapon with said weaponry (provided you have a sword or likewise). Practically useless with other tipes of weapons; but cheap to adquire. A good level of Fencing should be able to block an enemy´s thrust.Thrusting: Another sword-like based attack. Does good damage if the enemy is not well-defended; also, it reduces your defence slightly during attack.Bash: Attempts to stun the enemy, althrough in a more &quot;primitive&quot; way. Practically you can use any hard stuff (rock, hammer, etc.) to attack an opponent (preferably an opponents head), however damage strictly depends on the weapon (and maybe no damage is done at all if your &quot;weapon&quot; is too weak).For in-combat movements:Evasion: Attempts to evade an enemy´s attack. However it reduces your defence considerably; so if it fails it would only give the enemy an advantage.Charge: Push hardly against your opponent; does great damage, but it greatly reduces your defence, too. Also during it defencive equipment such as shields are less effective, and maybe useless at all.Guard: Attepmts to block an opponent´s attack, or at least reduce it´s damage. Any defencive equipment such as shields or helmets are more effective if you use this; however your attack power reduces considerably, like 50% or so. Same to evasion chances.I have been thinking ville; why also not to make &quot;combat stances&quot;? I mean, the previous movements could be converted to &quot;Offensive&quot;, &quot;Defensive&quot; and &quot;Evasive&quot;. Thus each &quot;stance&quot; gives a specific bonus an a penalty... Maybe equipment could also affect it?
It´s just an idea... Well you are the game´s designer ville, you decide what to do next :wink:!</description> <content:encoded><![CDATA[<p>Mmm&#8230; For ranged weapons?</p><p>Sniper: Higher accuracy and slight damage bonus. Movement penalty.<br
/> Shooter: Slight damage bonus and more movement allowed. Accuracy penalty.<br
/> Fast-Shoot: Faster shoots; slight accuracy and damage penalty.</p><p>For melee attacks:</p><p>Rampart: Same as Berseker, but does slightly more damage and does not takes damage if it hits. You should not be able to use this if your armor is to heavy; additionaly, it makes you more vulnerable during your attack (Thus a fast stab from another enemy would do you some serious damage).</p><p>Fencing: Attemps to block another sword-like weapon with said weaponry (provided you have a sword or likewise). Practically useless with other tipes of weapons; but cheap to adquire. A good level of Fencing should be able to block an enemy´s thrust.</p><p>Thrusting: Another sword-like based attack. Does good damage if the enemy is not well-defended; also, it reduces your defence slightly during attack.</p><p>Bash: Attempts to stun the enemy, althrough in a more &#8220;primitive&#8221; way. Practically you can use any hard stuff (rock, hammer, etc.) to attack an opponent (preferably an opponents head), however damage strictly depends on the weapon (and maybe no damage is done at all if your &#8220;weapon&#8221; is too weak).</p><p>For in-combat movements:</p><p>Evasion: Attempts to evade an enemy´s attack. However it reduces your defence considerably; so if it fails it would only give the enemy an advantage.</p><p>Charge: Push hardly against your opponent; does great damage, but it greatly reduces your defence, too. Also during it defencive equipment such as shields are less effective, and maybe useless at all.</p><p>Guard: Attepmts to block an opponent´s attack, or at least reduce it´s damage. Any defencive equipment such as shields or helmets are more effective if you use this; however your attack power reduces considerably, like 50% or so. Same to evasion chances.</p><p>I have been thinking ville; why also not to make &#8220;combat stances&#8221;? I mean, the previous movements could be converted to &#8220;Offensive&#8221;, &#8220;Defensive&#8221; and &#8220;Evasive&#8221;. Thus each &#8220;stance&#8221; gives a specific bonus an a penalty&#8230; Maybe equipment could also affect it?<br
/> It´s just an idea&#8230; Well you are the game´s designer ville, you decide what to do next <img
src='http://www.instantkingdom.com/blog/wp-includes/images/smilies/icon_wink.gif' alt=':wink:' class='wp-smiley' /> !</p> ]]></content:encoded> </item> <item><title>By: DRL</title><link>http://www.instantkingdom.com/2010/01/your-opinions-for-combat-part-3/comment-page-1/#comment-569</link> <dc:creator>DRL</dc:creator> <pubDate>Thu, 21 Jan 2010 18:47:18 +0000</pubDate> <guid
isPermaLink="false">http://www.monkkonen.net/?p=764#comment-569</guid> <description>Not much? It would actually be interesting because, in most games, you just buy a new movement and you want to try it out with the first guy that dares to fight you. If you are not a master at such skill, you will first try it out will less powerfull enemies and then (when you at &quot;normal&quot; level) you use it´s &quot;full&quot; potential...</description> <content:encoded><![CDATA[<p>Not much? It would actually be interesting because, in most games, you just buy a new movement and you want to try it out with the first guy that dares to fight you. If you are not a master at such skill, you will first try it out will less powerfull enemies and then (when you at &#8220;normal&#8221; level) you use it´s &#8220;full&#8221; potential&#8230;</p> ]]></content:encoded> </item> <item><title>By: VenoM_31</title><link>http://www.instantkingdom.com/2010/01/your-opinions-for-combat-part-3/comment-page-1/#comment-567</link> <dc:creator>VenoM_31</dc:creator> <pubDate>Wed, 20 Jan 2010 14:32:22 +0000</pubDate> <guid
isPermaLink="false">http://www.monkkonen.net/?p=764#comment-567</guid> <description>Yeah, but what I&#039;ve seen in rogue-likes was the long and thorough use of some skills to make it &quot;better&quot;. What I&#039;m talking about is almost the same idologically but played differently. &#039;Tis lowering down some good sides of a new-learnt skill as it is &quot;inefficiently&quot; used at first (or raising up some negatives, like stamina drain), and comparably fast become &quot;normal&quot; (and no longer gain anything) with use. You may ask, what it gives to the game system... Well, not much, I must admit :(. Just proposing for some realism as everyone lately is so keen about.</description> <content:encoded><![CDATA[<p>Yeah, but what I&#8217;ve seen in rogue-likes was the long and thorough use of some skills to make it &#8220;better&#8221;. What I&#8217;m talking about is almost the same idologically but played differently. &#8216;Tis lowering down some good sides of a new-learnt skill as it is &#8220;inefficiently&#8221; used at first (or raising up some negatives, like stamina drain), and comparably fast become &#8220;normal&#8221; (and no longer gain anything) with use. You may ask, what it gives to the game system&#8230; Well, not much, I must admit <img
src='http://www.instantkingdom.com/blog/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> . Just proposing for some realism as everyone lately is so keen about.</p> ]]></content:encoded> </item> </channel> </rss>
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