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Martial Arts in RuneScape - possible idea for JaGex?


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I was wondering - would Martial Arts in RuneScape work?

 

Things like Muay Thai, TKD, KickBoxing, Sanda, Ninjutsu, BJJ, Wing Chun, Silat, Krav Maga, etc. can all bring great things to RS, but would it be viable?

 

Examples of moves:

 

 

 

 

http://www.youtube.com/watch?v=_bPM7i-uuK4

 

 

 

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No, cuz weapon > bare hands..?

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I've always wanted melee combat to involve more than weapons, and actual brawling with just improv weapons or hand-to-hand.

Sadly I don't see how they could implement this, short of releasing a new attack skill.

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Easter lands>new skill>Martial arts attacks> `Can work

 

But ----------Jagex don't give a [bleep]:)

 

You may say "It will never work", "It's to much animations", "It will suck" and so on. But Runescape sucked big time in the beginning, and things improved from there on. Look at Runescape now.

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I could imagine a skill that improves unarmed combat but realistically it's never going to be more powerful than the strongest weapon, and people would just [bleep] about it making the weaker weapons literally useless.

 

I don't see how this could be implemented into the current game.

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It doesn't necessarily have to conform to the mechanics of conventional combat - There could be a totally new 'defense' system in this kind of combat. Certain types of attacks are more vulnerable to specific counter attacks, like a dodge + left hook against a spinning backfist in TKD/Muay thai.

 

I know it'll be difficult to implement within the current game, given the systems we have in place, but the concept could still work pretty good - perhaps a duel arena thing. It would make boxing a lot more fun too, and it could bring some 'skill' into staking.

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Cool idea, but I wouldn't welcome a new attack and defense skill nor hand-to-hand combat. Seems like too much to add to the game for something that won't/can't be as powerful as weapons we already have.

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Do note that martial arts aren't only about hand to hand combat - it's also about improving combat with weaponry too.

Still, the thing that I've noticed about martial arts is that it focuses on learning about the strengths and weaknesses of the human body. We need weapons, because no matter how many pressure points I learn about, I still need a freaking sword to kill a dragon. And to be honest I think the attack still is already supposed to do something like this, it's just that the amount of dedicated animations something like this would take up would be enormous especially since it would probably need to vary for enemies with different body types. I suppose this might work in some kind of pvp exclusive combat but at that point it'll probably become to niche to justify the enormous amount of dev time that would need to be sunk in order to make this effective.

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Do note that martial arts aren't only about hand to hand combat - it's also about improving combat with weaponry too.

Still, the thing that I've noticed about martial arts is that it focuses on learning about the strengths and weaknesses of the human body. We need weapons, because no matter how many pressure points I learn about, I still need a freaking sword to kill a dragon. And to be honest I think the attack still is already supposed to do something like this, it's just that the amount of dedicated animations something like this would take up would be enormous especially since it would probably need to vary for enemies with different body types. I suppose this might work in some kind of pvp exclusive combat but at that point it'll probably become to niche to justify the enormous amount of dev time that would need to be sunk in order to make this effective.

 

Fair point - but there's a large variety of monsters that are humanoids anyways, so the same would apply for them really. I guess Slayer is supposed to teach us how to effectively kill a monster too, maybe a tweak in Slayer and Attack will work...

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I like the idea, but as others have said, it's hard to see where it'd fit in in a practical manor. The main problem that I see is armor. Bare knuckled fighting might be cool if neither player is wearing anything, but throwing your fist into a guy's rune platebody isn't going to do much. I suppose they could always ignore that fact, as you can still damage with punches and kicks how they are now...but it just seems to me like something they'd want to take into consideration if they added such a considerable amount of content.

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Like others have said while it might be cool I can't see it fitting in too well.

Martial arts are mostly bare-handed.

Yes some use weapons, but weapon-based fighting is already well setup in rs and unlikely to merge into a new skill/ability.

 

Then you look at everyone with weapons and armours and what not and they just don't see so feasible; unless they were introduced as some sort of stealth combat class. eg you can sneak up behind a monster and use martial arts to try and ko it before it can even attack you, but even then thts epically limited.

 

I think a martial arts area that would be feasible would be to add an assassin type hybrid-class that combines magic, ranged and melee elements to be stealthy but deadly with poison etc. It'd have to be a class that is weak (in direct combat) to all 3 normal classes, but executed correctly could overpower them. But even then there is the issue of how far it could be applied beyond specific monsters etc.

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I can't imagine a combat system based around weapons and armour, while at the same time having a martial arts combat system where you don't really use weapons/armour. You'd need some sort of class system to separate the hand-to-hand fighters from the shield/sword users. And RS isn't a class-based game at all.

 

Really, in a RPG game like RS, martial arts fighting is just another combat style. All it offers is being able to save money by not getting weapons/armour.

 

What I'm getting it, all that martial arts would be is an alternative to melee combat. Having a character with access to both simply means that the meta-game determines which one is better, and the other one becomes obsolete.

 

To me, this is the sort of thing that can only work in a class-based game. At which point they are called monks.

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You have martial arts. I have a chaotic crossbow/rapier.

 

Come at me bro.

 

Edit: And don't talk about bringing skill into staking. All you would do is ruin something that people love.

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It's a lot easier then that for an idiot to sound smart on the internet.

 

That's exactly what you're doing right now... just saying.

 

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Martial arts does incorporate weaponry too.... watch some of the vids on the OP and you'll see

 

I think the proposal would be viable if it were in a designated arena, much like the Duel Arena Tournaments, or the Fight Pits. Or, as others have stated, stealth combat.

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Martial arts = combat skills. The animations for different punches etc. are just that, visual aid to imagine what the combat actually looks like (or just an annoying distraction from the metagame).

 

If you want more varied unarmed combat I'm not with you, I don't care at all for using fists. It's not an efficient way to dispose of someone.

If you want more varied attacks with weapons in general, I'm not with you either; I don't see the difference between, say, a diagonal cut or a horizontal one being of any use in the current game. It would require such a major revamp that the actual attacks become minor details.

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My concern is that it'd mess with the combat mechanic. I.e. because combat works on a dice roll system, each type of punch/kick/whatever would have a different max att/str/def roll. This would mean that there's going to be one move that's higher dps than the others, and that would mean it wouldn't take any skill at all.

 

This would only work if Jagex completely changed the way that combat works, and I'm not convinced it'd be for the better.

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@Quyneax; My proposal is no trivial matter - I'm proposing a combat mechanic overhaul in mainly unarmoured combat, preferably within some form of minigame like Duel Arena Tournaments. There is no exclusive attack in Martial Arts that's good against everything - every attack will have a weaknesses. As I've said many times already, Martial Arts does incorporate weaponry - like the Ninjutsu move with the swords. I realise that it's difficult to implement in this kind of game, but it's not impossible. Difficult, maybe. Impossible, no.

 

I do like the idea of a 'hybrid class', which, when executed correctly, can be devastating although it may be weak in general against the other combat styles (melee, mage, ranged).

 

Unarmed combat is a significant part of staking, it's just working out how to implement the idea to be feasible. I think it'll work - it'll just take some time.

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@Quyneax; My proposal is no trivial matter - I'm proposing a combat mechanic overhaul in mainly unarmoured combat, preferably within some form of minigame like Duel Arena Tournaments. There is no exclusive attack in Martial Arts that's good against everything - every attack will have a weaknesses. As I've said many times already, Martial Arts does incorporate weaponry - like the Ninjutsu move with the swords. I realise that it's difficult to implement in this kind of game, but it's not impossible. Difficult, maybe. Impossible, no.

You speak of "Martial Arts" like it's a certain collection of movement or whatever, but it really isn't. Martial arts: "Martial arts are extensive systems of codified practices and traditions of combat, practiced for a variety of reasons, including self-defense, competition, physical health and fitness, as well as mental and spiritual development." (Wikipedia). From that we gather that the term 'martial arts' refers to the collection of such systems but is not itself one of them (also I don't see where I ever denied that martial arts involve weapons...?).

 

Secondly I would argue that implementing any such system in Runescape is useless and doesn't actually improve the game.

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Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace

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