November 18, 200817 yr I have noticed a few details in combat that could be changed to give the game a more realistic feeling, and ultimately, a much better gameplay in combat. First of all, what logic is there to the 'block' fighting style? None, because the style isn't actually defensive, it does not even concentrate you on defending yourself, as far as i know. And, what logic is there to gaining defense every time you hit someone? Hitting someone, with any fighting style should yield you strength and attack exp, while defense skill should automatically increase every time you successfully block a hit. These would, of course, be altered by the level of the monster, hitting or blocking a higher level monster will give more experience than for a lower level opponent. This is where the style of attack will come in, 'block' will concentrate you on defending yourself, making you hit worse but defend better, hence more defence will be accumulated and vice versa. Actually, there could be a slider which will determine the concentration of attack and defence, being a maximum of 90% on each side. Secondly, i relised how corny the graphic emotes of a battle are. They are actually very, very boring to watch, the only thing changing being the amount of damage. In real, the opponents would circle around each other, pressurise and retreat. The greater demon would be intimidating for the more unexperienced player, and they would mainly retreat and defend, but occasionally advance to attack the monster, but the experienced player will keep on pursuing the greater demon, causing it in turn to act defensive and gain disadvantage. Also, when any being dies, they basically just throw themselves up and collapse. This also needs to be altered. A monster should be flying back from a hard hit from an anchor and falling off the wall they hit, or they should wither to the floor if they die of poison, or just normally, if they die from a normal wound, thy would cluth their wound, if they have time, and fall in a random direction, of in the case of demons, burn and enter back into hell! These are my suggestions to improving combat, if you agree or disagree, join me in my debative mood and explain your reasons please.
November 18, 200817 yr A problem: to redo the combat system and death scene will require longer animation, not to mention the number of bits that needed to reprogrammed to suit what you suggested (which can take up considerable amount of time). Just a sample preview, go kill a cow and watch its death scene (crouching on its forelegs and then laying down), which is a lot slower than other monster's. You will be glad that Jagex did not make all monsters to have extra long death scene. The Haraguroi Club: Where Yandere Thrive for Chopping
November 19, 200817 yr Author yes, i know the reprogamming will take up loads of time and effort, but look how much it will acheive, like when they re-animated the mining. Yes, it is a bit slower, but it actually led to mining getting to be a bit more fun than before, when the person was just effortlessly swinging the pick back and forth. And, i didn't actually mean that the animations should take longer, but they should be realistic, and so what if it actually does go 2 seconds slower? Who cares? 2 seconds isnt actually too much, and personally, when getting cowhides, I dont even notice the animation being slower.
November 19, 200817 yr do you realize that they'd have to make a new animation for every monster in every place? then they'd also have to anylize the postion and where it will get thrown. i highly doubt that.
November 20, 200817 yr i agree with the first part of your post.. the second however isnt too througly thought through? seeing that a game will never be anything like real combat, imho i would get mad or annoyed if my character started circling the opponent thus decreasing the amount of attack.. just look at any other game theres only age of conan that have a somewhat different combat system. and animation i agree with the above posters any longer deaths would be annoying as thhey are long enough imo as is. // Aza i live my life alongside crabs
November 20, 200817 yr I have noticed a few details in combat that could be changed to give the game a more realistic feeling, and ultimately, a much better gameplay in combat. First of all, what logic is there to the 'block' fighting style? None, because the style isn't actually defensive, it does not even concentrate you on defending yourself, as far as i know. And, what logic is there to gaining defense every time you hit someone? Hitting someone, with any fighting style should yield you strength and attack exp, while defense skill should automatically increase every time you successfully block a hit. These would, of course, be altered by the level of the monster, hitting or blocking a higher level monster will give more experience than for a lower level opponent. This is where the style of attack will come in, 'block' will concentrate you on defending yourself, making you hit worse but defend better, hence more defence will be accumulated and vice versa. Actually, there could be a slider which will determine the concentration of attack and defence, being a maximum of 90% on each side. Secondly, i relised how corny the graphic emotes of a battle are. They are actually very, very boring to watch, the only thing changing being the amount of damage. In real, the opponents would circle around each other, pressurise and retreat. The greater demon would be intimidating for the more unexperienced player, and they would mainly retreat and defend, but occasionally advance to attack the monster, but the experienced player will keep on pursuing the greater demon, causing it in turn to act defensive and gain disadvantage. Also, when any being dies, they basically just throw themselves up and collapse. This also needs to be altered. A monster should be flying back from a hard hit from an anchor and falling off the wall they hit, or they should wither to the floor if they die of poison, or just normally, if they die from a normal wound, thy would cluth their wound, if they have time, and fall in a random direction, of in the case of demons, burn and enter back into hell! These are my suggestions to improving combat, if you agree or disagree, join me in my debative mood and explain your reasons please. The first suggestion instantly faces a huge problem: afk rat (other low-lvls) training. You can't do the exp too low, because low-lvl players would be in a way too high disadvatadge over high level ones. And if you don't do it low enough, high levels with 90+ defence will easily train afking without much danger (evil chicken vs. Melee armor). You're forgetting RuneScape isn't an action/fps game. We do NOT need an active combat system! Then, with the animations: there are several most monster looks, the death/attack animation count could be increased, because most people would loathe the higher loot drop times, except those of the boss monsters. And about the pushback: if i'm not mistaken, dragon spear has a special attack that knocks back enemies, so that wouldn't be much work. Altering/making up new models takes much time, but if i'm not mistaken jagex keeps increasing the graphics team constantly. The actual coding shouldn't take up more than 10% of the time; but I don't know about the project's code structure and the creativity of the designers. R.I.P. oO000oO0oO00, RS2 range pure transformed to a maxed PvM char in EoC, ten years of time completely wasted.Good to be gone :)
November 20, 200817 yr Honestly It isn't a bad idea, but imo this is a case of fixing what isn't broken. I like the current system the way it is. "It's not a rest for me, it's a rest for the weights." - Dom Mazzetti
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