I'm sorry for the spam, it's not my intention, I don’t know
what’s happening, but I have been having issues to post even text, some people started
spamming weird messages on the previous post I did and when I tried to reply some
comments I couldn’t because the post was broken
Damage types
▶I was wondering how the combat
system is going?
▶I like the concept of tab target,
but I don't like how it have been implemented in a poor way in many games, such
poorly that makes the combat boring instead of strategic.
▶So I was thinking on 1 way (or more)
to make the combat more strategic without making it too complex, and I thought
about damage types.
▶I think damage types haven't been
relevant in the last MMOs more than just "adding RPG flavor" to the
skills.
▶Like "fire damage places a fire
DoT and poison places a poison DoT"
▶I think damage types should be easy
to track and relevant, so players don't ignore them, they should provide
strategic bonuses if used correctly.
▶They are often divided in 2 main categories:
Magic/elemental damage and physical damage (with their respective resistances),
but...
Different Health bars
▶What about giving different
"Health bars" to mobs and players? And these "Health bars"
having different colors and vulnerabilities (and maybe resistances) against the
different damage types?
▶The different color of the "health
bars" will only be there to explain of what is mostly composed that mob,
and this will give the player's a hint of what damage and skills are more
effective against that "health bar" in specific.
Example:
▶Creatures made mainly of flesh will have a red bar as main HP bar. Like beasts and playable races.
▶Creatures mainly made of energy will have a purple bar as main HP bar.(EHP) Like Elementals, Ghosts and Spirits.
▶Creatures mainly made of solid materials will have a yellow bar as main HP bar. (AP). Like Stone Golems, Automatons or Machines.
▶Of course most of the creatures will have a combination of these 2 or 3 bars. Like Dragons and Pangolins, they have natural armor but are mainly made of flesh. Or Ghosts with armors, Mana Golems, Lava Golems (rock and fire). Or a Stone Golem with a Magic Shield protecting him.
▶Even a Ghost with a Magic Shield will have 2 purple bars. Because each bar type will have different damage mitigation. Maybe his main EHP has 15% damage reduction and the Magic Shield HP bar has 30%.
▶This is easy to track and adds
strategy to the combat, without making it too complex.
▶Each bar type having resistances and
vulnerabilities against different damage types, can help preventing 1 class
dominating the DD role.
▶Example: An Assassin can have huge
Poison and Slash damage. These damage types can be strong against Flesh (red
bars), but weak against Armor (yellow bars) and Energy (purple bars).
▶If you're going to fight in a hard
dungeon where mobs and bosses will have the 3 bar types the Assassin can't
dominate the DD role, at least in that dungeon.
▶The team will have to include for example a Ranger that can use Corrosive damage from their beasts against the Armor (yellow bars) and maybe a Witch that can use Chaotic damage against the Energy mobs and magic Shields (purple bars).
▶Something so simple like that can
help to add a bit more strategy to the game, even in PvP, imagine Assassins
having to actually hide and wait for the right moment when the other players
don't have Armor and Magic Shields to strike instead of bursting without the
need of thinking.
How to grow the 3 different
HP bars?
▶The intention of the Armor Bar is
not to replace the damage reduction, but just to add a bit more strategy.
▶Of course, light, medium and heavy
armor will add more or less armor points and damage reduction to the yellow
bar, depending on the armor type, of course medium armor pieces will add more
AP than light armor pieces.
▶Perhaps each time your armor bar
reaches 0, your gear will lose 1-5% of durability.
▶Maybe to get your yellow bar again you have to use a consumable, like a repair kit or something similar.
▶Stats can also play a more relevant role, example; let's say each "Constitution" point adds 10 HP to your red bar.
▶Also maybe "Willpower" adds 10 HP to your purple bar, and "Concentration" adds EHP regeneration
Death mechanic
▶Even there can be a 4th bar called
"Spirit HP" and instead of players "Dying", they can be
"Wounded" (or something) and move slowly and they can be
"Reanimated" without a special skill by other players (like PUGB)
before truly dying.
▶We will have limited time to be reanimated, that time, will be represented by the Spirit HP bar. After that time ending, players will need a resurrection skill to be resurrected while in combat at least.
▶Also, these bars can be used by the
racial abilities. Maybe Humans having an increased Spirit bar, Undead being
able to use some skills while "Wounded"(like SION from LoL), Infernal
Demons and Elves with more EHP regeneration, etc.
▶Status effects now can be a bit more
relevant, Fire can place a DoT on Flesh bar(red) only, Corrosive damage places
a DoT on Armor bar (yellow), and
Electric damage places a DoT on Energy bars (purple), even Holy and Curse
damage can have a X% probability o damaging the Spirit bar, and increased
damage against the spirit bar, etc.
▶Those are just some of the
applications I can think to a system like that.
▶Hope you consider it and even
improve it. Already some games have it, I took inspiration from Borderlands and
mainly from Mass Effects sagas (one of my favorites) and adapt it from sci-fi
rpg to fantasy rpg the best I could.
HP bars vulnerabilities
suggestion
▶I thought about these damage types,
but maybe I’m forgetting an important one
Thanks for reading!
I'm sorry for the spam, it's not my intention, I don’t know
what’s happening, but I have been having issues to post even text, some people started
spamming weird messages on the previous post I did and when I tried to reply some
comments I couldn’t because the post was broken
Damage types
▶I was wondering how the combat
system is going?
▶I like the concept of tab target,
but I don't like how it have been implemented in a poor way in many games, such
poorly that makes the combat boring instead of strategic.
▶So I was thinking on 1 way (or more)
to make the combat more strategic without making it too complex, and I thought
about damage types.
▶I think damage types haven't been
relevant in the last MMOs more than just "adding RPG flavor" to the
skills.
▶Like "fire damage places a fire
DoT and poison places a poison DoT"
▶I think damage types should be easy
to track and relevant, so players don't ignore them, they should provide
strategic bonuses if used correctly.
▶They are often divided in 2 main categories:
Magic/elemental damage and physical damage (with their respective resistances),
but...
Different Health bars
▶What about giving different
"Health bars" to mobs and players? And these "Health bars"
having different colors and vulnerabilities (and maybe resistances) against the
different damage types?
▶The different color of the "health
bars" will only be there to explain of what is mostly composed that mob,
and this will give the player's a hint of what damage and skills are more
effective against that "health bar" in specific.
Example:
▶Creatures made mainly of flesh will have a red bar as main HP bar. Like beasts and playable races.
▶Creatures mainly made of energy will have a purple bar as main HP bar.(EHP) Like Elementals, Ghosts and Spirits.
▶Creatures mainly made of solid materials will have a yellow bar as main HP bar. (AP). Like Stone Golems, Automatons or Machines.
▶Of course most of the creatures will have a combination of these 2 or 3 bars. Like Dragons and Pangolins, they have natural armor but are mainly made of flesh. Or Ghosts with armors, Mana Golems, Lava Golems (rock and fire). Or a Stone Golem with a Magic Shield protecting him.
▶Even a Ghost with a Magic Shield will have 2 purple bars. Because each bar type will have different damage mitigation. Maybe his main EHP has 15% damage reduction and the Magic Shield HP bar has 30%.
▶This is easy to track and adds
strategy to the combat, without making it too complex.
▶Each bar type having resistances and
vulnerabilities against different damage types, can help preventing 1 class
dominating the DD role.
▶Example: An Assassin can have huge
Poison and Slash damage. These damage types can be strong against Flesh (red
bars), but weak against Armor (yellow bars) and Energy (purple bars).
▶If you're going to fight in a hard
dungeon where mobs and bosses will have the 3 bar types the Assassin can't
dominate the DD role, at least in that dungeon.
▶The team will have to include for example a Ranger that can use Corrosive damage from their beasts against the Armor (yellow bars) and maybe a Witch that can use Chaotic damage against the Energy mobs and magic Shields (purple bars).
▶Something so simple like that can
help to add a bit more strategy to the game, even in PvP, imagine Assassins
having to actually hide and wait for the right moment when the other players
don't have Armor and Magic Shields to strike instead of bursting without the
need of thinking.
How to grow the 3 different
HP bars?
▶The intention of the Armor Bar is
not to replace the damage reduction, but just to add a bit more strategy.
▶Of course, light, medium and heavy
armor will add more or less armor points and damage reduction to the yellow
bar, depending on the armor type, of course medium armor pieces will add more
AP than light armor pieces.
▶Perhaps each time your armor bar
reaches 0, your gear will lose 1-5% of durability.
▶Maybe to get your yellow bar again you have to use a consumable, like a repair kit or something similar.
▶Stats can also play a more relevant role, example; let's say each "Constitution" point adds 10 HP to your red bar.
▶Also maybe "Willpower" adds 10 HP to your purple bar, and "Concentration" adds EHP regeneration
Death mechanic
▶Even there can be a 4th bar called
"Spirit HP" and instead of players "Dying", they can be
"Wounded" (or something) and move slowly and they can be
"Reanimated" without a special skill by other players (like PUGB)
before truly dying.
▶We will have limited time to be reanimated, that time, will be represented by the Spirit HP bar. After that time ending, players will need a resurrection skill to be resurrected while in combat at least.
▶Also, these bars can be used by the
racial abilities. Maybe Humans having an increased Spirit bar, Undead being
able to use some skills while "Wounded"(like SION from LoL), Infernal
Demons and Elves with more EHP regeneration, etc.
▶Status effects now can be a bit more
relevant, Fire can place a DoT on Flesh bar(red) only, Corrosive damage places
a DoT on Armor bar (yellow), and
Electric damage places a DoT on Energy bars (purple), even Holy and Curse
damage can have a X% probability o damaging the Spirit bar, and increased
damage against the spirit bar, etc.
▶Those are just some of the
applications I can think to a system like that.
▶Hope you consider it and even
improve it. Already some games have it, I took inspiration from Borderlands and
mainly from Mass Effects sagas (one of my favorites) and adapt it from sci-fi
rpg to fantasy rpg the best I could.
HP bars vulnerabilities
suggestion
▶I thought about these damage types,
but maybe I’m forgetting an important one
Thanks for reading!
i also had a bug where my post got sent 3 times XD i love your ideas concept.
And yes having multiple layers of bars makes the gamers adapt for each and every fight, wich for me makes the content enjoyable instead of a basic smash keyboard for HP to get 0.
i also had a bug where my post got sent 3 times XD i love your ideas concept.
And yes having multiple layers of bars makes the gamers adapt for each and every fight, wich for me makes the content enjoyable instead of a basic smash keyboard for HP to get 0.
Right, you got my main point, and I think it can work better on a fantasy RPG like this one because the combat isn't going to be as fast as a shooting combat like Borderlands or Mass Effect sagas.
Some MMOs tend to create lot of skills for each class, and at the end, players just use like the same 4-5 skills, and with a system like this all those "extra" Skills can be useful.
Imagine being a Mage with Arcane, Fire and Ice skills, you can have different set up against each type of bar.
If you have to fight a boss that can change between bars by conjuring magic Shields or more Armor, you will have to change between rotations, instead of just using the same rotation forever.
I mean, at the end repetition is part of the games, but I think 3 different rotation depending on your enemy are funnier than 1.
Right, you got my main point, and I think it can work better on a fantasy RPG like this one because the combat isn't going to be as fast as a shooting combat like Borderlands or Mass Effect sagas.
Some MMOs tend to create lot of skills for each class, and at the end, players just use like the same 4-5 skills, and with a system like this all those "extra" Skills can be useful.
Imagine being a Mage with Arcane, Fire and Ice skills, you can have different set up against each type of bar.
If you have to fight a boss that can change between bars by conjuring magic Shields or more Armor, you will have to change between rotations, instead of just using the same rotation forever.
I mean, at the end repetition is part of the games, but I think 3 different rotation depending on your enemy are funnier than 1.
Totally agree, you cant have infinite original bosses but your gameplay can be, by rotations.
Love your idea!
Glad and honored to read that, in that case I'm gonna save this in a document in case the post breaks.
I think it has its complexity but I have faith that it isn't too complicated to do it, and at least is worth the risk to try!
Thanks for reading!
This is an excellent example of how the MMO genre can evolve in new and exciting ways. Take some old concepts and change them to make them new and exciting.
Everyone is so afraid to break the MMO "mold" that EQ, Lineage and WoW created all those years ago that the entire genre has become stagnant. Action MMO's became a "thing", but that was just the mixing of genres and not a true MMO evolution. Part of what makes an MMO and MMO is thoughtful, strategic combat...not flashy sword dancing.
The addition of armor and energy types to add an additional level of strategy to combat is an amazing idea and deserves consideration as an addition to any MMO.
Thank you for sharing this!