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Topic: Why MMO Combat is what it is.  (Read 4540 times)

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Why MMO Combat is what it is.
« on: March 03, 2014, 02:40:21 PM »

    Offline Luke[Dumke]

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I believe this is a very informative video.

and if you have the time, you should watch it.
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Why MMO Combat is what it is.
« Reply #1 on: March 03, 2014, 03:05:32 PM »

    Offline Roku

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I believe this is a very informative video.

and if you have the time, you should watch it.

Lmao, I remember you posting this on group chat.
« Last Edit: March 03, 2014, 03:10:43 PM by Luke[Dumke] »

Why MMO Combat is what it is.
« Reply #2 on: March 03, 2014, 03:10:59 PM »

    Offline Luke[Dumke]

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Found it again, thought it was worth posting.
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Why MMO Combat is what it is.
« Reply #3 on: April 15, 2014, 04:48:47 AM »

    Offline Iceman

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Well, Age of Wushu have dif style.
If anyone try it, you know what I want to say here.
It is more balanced combat system.
IGN: IcemanBos
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Why MMO Combat is what it is.
« Reply #4 on: April 15, 2014, 05:40:05 PM »

    Offline Vroku

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Don't expect a tekken combat systems in mmo :3

Why MMO Combat is what it is.
« Reply #5 on: April 15, 2014, 07:20:19 PM »
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Ummmm wats that game at 8:30??? I NEED IT!!!!

Why MMO Combat is what it is.
« Reply #6 on: April 15, 2014, 07:27:54 PM »

    Offline Nemesis

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Ummmm wats that game at 8:30??? I NEED IT!!!!
The Witcher,great game

Why MMO Combat is what it is.
« Reply #7 on: April 16, 2014, 07:54:00 AM »

    Offline Xeyon

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Don't expect a tekken combat systems in mmo :3

Trust me when i am telling you this is way better than Tekken combat :P

Check our Recruitment Thread and join the Typocalypse  Guild ;)

Why MMO Combat is what it is.
« Reply #8 on: April 16, 2014, 10:35:15 AM »

    Offline Vroku

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Trust me when i am telling you this is way better than Tekken combat :P




LOL, how is that possible.

Why MMO Combat is what it is.
« Reply #9 on: April 16, 2014, 12:41:33 PM »

    Offline Kiyza

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Things I learned today:

1. Unpopular games can often be better because smaller server size can lead to more interactive gameplay

2. MMORPG combat will mostly suck until everyone has light speed internet and we work out those quantum computers.

3. As much as I hate Call of Duty and FPS games where the only point is the online mode, it does some important things for gaming.

4. The Elder Scrolls Online was even more of a mistake than I originally thought it was. There are reasons this series should stay single-player.


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Why MMO Combat is what it is.
« Reply #10 on: April 16, 2014, 12:43:52 PM »

    Offline Luke[Dumke]

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Trust me when i am telling you this is way better than Tekken combat :P



I was a monster at C9 once.
used to play that when i took a break from DBO.
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Why MMO Combat is what it is.
« Reply #11 on: April 16, 2014, 03:30:46 PM »

    Offline Xeyon

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I was a monster at C9 once.
used to play that when i took a break from DBO.

Lol i played it when i had a half year break from DBO until my PC didn't want to work anymore. I was just a lvl 50 assassine and i loved the gameplay. So much combos and stuff you could do. I was just about to learn my infinite combo XD


LOL, how is that possible.

Well don't ask me for exact details, but I guess one of the reasons is the gameplay in instances. It has no open world like other MMORPGs, where you can see other players killing mobs and stuff. The only place you can meet other players at is the city or you do the instances in parties of course. Give it a try if you like a lot of action in gameplay, it's worth it ;)
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Why MMO Combat is what it is.
« Reply #12 on: April 16, 2014, 03:32:56 PM »

    Offline Nia

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Well don't ask me for exact details, but I guess one of the reasons is the gameplay in instances. It has no open world like other MMORPGs, where you can see other players killing mobs and stuff. The only place you can meet other players at is the city or you do the instances in parties of course. Give it a try if you like a lot of action in gameplay, it's worth it ;)

So instead of having an open world, there's just a base hub world from which you take quests?
Reminds of White Knight Chronicles.
Although that was turn-based. Good memories.
Maybe I should look into it a bit.


"I am the bone of my sword
 Steel is my body and fire is my blood
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 Unknown to Death, Nor known to Life
 Have withstood pain to create many weapons
 Yet, those hands will never hold anything
 So as I pray, Unlimited Blade Works."

Why MMO Combat is what it is.
« Reply #13 on: April 16, 2014, 03:42:02 PM »

    Offline Luke[Dumke]

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Those types of games are called "Instance based"
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Why MMO Combat is what it is.
« Reply #14 on: April 16, 2014, 03:43:41 PM »

    Offline Nia

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Those types of games are called "Instance based"
The type with a hub world and quests?
I think I have heard that term before, but I'm pretty forgetful.  :P

Still, nice to have a word to put to it.


"I am the bone of my sword
 Steel is my body and fire is my blood
 I have created over a thousand blades
 Unknown to Death, Nor known to Life
 Have withstood pain to create many weapons
 Yet, those hands will never hold anything
 So as I pray, Unlimited Blade Works."

Why MMO Combat is what it is.
« Reply #15 on: April 16, 2014, 04:12:56 PM »

    Offline Xeyon

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Those types of games are called "Instance based"

So how is then with the instance based mmos? Is it the same as shown with Chivalry, action prediction plus a small amount of people?
I mean it is not a small amount of people on one server, only in one instance, and i am guessing they don't use a server for each instance that is running, because that would be kinda ridiculously expensive and probably hard to connect as a functional and efficient network.
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Why MMO Combat is what it is.
« Reply #16 on: April 16, 2014, 04:19:46 PM »

    Offline Nia

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So how is then with the instance based mmos? Is it the same as shown with Chivalry, action prediction plus a small amount of people?
I mean it is not a small amount of people on one server, only in one instance, and i am guessing they don't use a server for each instance that is running, because that would be kinda ridiculously expensive and probably hard to connect as a functional and efficient network.

Well, if WKC was any indication, it's usually a few servers made up of interchangeable "rooms." Each room could hold around 16 players, then 1-6 players could go on quests together. I wouldn't really call it a true MMO, but maybe it was.
You could contact players in the other rooms, though, which was really cool, so it was easy to team up with your friends, rather than needing to be on a specific sever (or god forbid needing a separate character on another server).
But the best thing? Everyone was a team player. Maybe it's because there was no PvP, but everyone was always kind and helpful to everyone else. Veteran players would work side-by-side with everyone else.
There was also an offline story mode, and your characters carried over, which was also nice. Shame story mode couldn't be played online.

But I'm getting off topic.

I don't really know if that's the norm for instance games, but that was WKC in a nut-shell. It was still a grind-fest, go here, farm that type game, but the level of customization was great. I hope DBOR can grab my attention like it did.


"I am the bone of my sword
 Steel is my body and fire is my blood
 I have created over a thousand blades
 Unknown to Death, Nor known to Life
 Have withstood pain to create many weapons
 Yet, those hands will never hold anything
 So as I pray, Unlimited Blade Works."

Why MMO Combat is what it is.
« Reply #17 on: April 16, 2014, 04:34:50 PM »

    Offline Luke[Dumke]

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So how is then with the instance based mmos? Is it the same as shown with Chivalry, action prediction plus a small amount of people?
I mean it is not a small amount of people on one server, only in one instance, and i am guessing they don't use a server for each instance that is running, because that would be kinda ridiculously expensive and probably hard to connect as a functional and efficient network.

Instances are in almost every mmo, it's just that C9, instance based is the main game mechanic.
an instance doesn't need another server per instance, they need nothing more at all.

http://en.wikipedia.org/wiki/Instance_dungeon
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Why MMO Combat is what it is.
« Reply #18 on: April 16, 2014, 04:46:59 PM »

    Offline Xeyon

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Instances are in almost every mmo, it's just that C9, instance based is the main game mechanic.
an instance doesn't need another server per instance, they need nothing more at all.

http://en.wikipedia.org/wiki/Instance_dungeon

Quoting from wikipedia:
"Having players participate in instances tends to spread out populations of players, instead of concentrating them, which may reduce or level the workload for both the server and client by limiting the number of potential interactions between players and objects. Because the player characters in the instance do not need to be updated on all the information going on outside the instance, and vice versa for the characters outside the instance, there is an overall decrease in demands on the network, with the net result being less lag for the players."

So basically this is the solution for C9 and other instance based MMOs to realize real time action combat in a way that lag doesn't take too much impact on the gameplay, isn't it?
Check our Recruitment Thread and join the Typocalypse  Guild ;)

Why MMO Combat is what it is.
« Reply #19 on: April 16, 2014, 04:55:01 PM »

    Offline Luke[Dumke]

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Quoting from wikipedia:
"Having players participate in instances tends to spread out populations of players, instead of concentrating them, which may reduce or level the workload for both the server and client by limiting the number of potential interactions between players and objects. Because the player characters in the instance do not need to be updated on all the information going on outside the instance, and vice versa for the characters outside the instance, there is an overall decrease in demands on the network, with the net result being less lag for the players."

So basically this is the solution for C9 and other instance based MMOs to realize real time action combat in a way that lag doesn't take too much impact on the gameplay, isn't it?

Bingo.

Although, it's not very popular to do this.

Unless you do it, like GW2, then it's pretty awesome.

GW2 is an absolutely beautiful game, it's all completely instance based.
Extremely well made also, you don't even feel if it's an instance based game.

C9, I don't believe was a huge funded game, where GW2 had huge funding.



If you remember walking around Korin, in about channel 4, You had to load, every users gear, current spot, titles, and everything else, and every time, that player would move, you would have to redownload that players spot, x120, that's alot of stuff happening. this is going on at the exact same time as everything else.

If you ever went to West city, you would almost never have laggy experience, as that was an instance.
meaning it was completely separate to anything else.
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Why MMO Combat is what it is.
« Reply #20 on: April 16, 2014, 05:05:19 PM »

    Offline Xeyon

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Unless you do it, like GW2, then it's pretty awesome.

GW2 is an absolutely beautiful game, it's all completely instance based.
Extremely well made also, you don't even feel if it's an instance based game.

C9, I don't believe was a huge funded game, where GW2 had huge funding.

Hm how can I imagine this? (Never played GW 2). Is it like a lot of instances for one place and players are equally distributed to those instances to keep lag at a minimum, kinda like channels?
That's what I experienced on the ESO betas, since a friend of me were in the same area sometimes and we had the same quest progress, but he had to change to my "channel" via teleport.
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Why MMO Combat is what it is.
« Reply #21 on: April 16, 2014, 05:08:27 PM »

    Offline Nia

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Hm how can I imagine this? (Never played GW 2). Is it like a lot of instances for one place and players are equally distributed to those instances to keep lag at a minimum, kinda like channels?
That's what I experienced on the ESO betas, since a friend of me were in the same area sometimes and we had the same quest progress, but he had to change to my "channel" via teleport.
Only lag problem I ever had in WKC2 was I once transformed into my Incorruptus (basically a soul powered giant robot in the form of knight armor), and I immediately reverted as the battle started raging. Then I re-transformed, de-transformed, and re-transformed again.

It was actually kinda funny.


"I am the bone of my sword
 Steel is my body and fire is my blood
 I have created over a thousand blades
 Unknown to Death, Nor known to Life
 Have withstood pain to create many weapons
 Yet, those hands will never hold anything
 So as I pray, Unlimited Blade Works."

Why MMO Combat is what it is.
« Reply #22 on: April 16, 2014, 05:09:33 PM »

    Offline Luke[Dumke]

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Hm how can I imagine this? (Never played GW 2). Is it like a lot of instances for one place and players are equally distributed to those instances to keep lag at a minimum, kinda like channels?
That's what I experienced on the ESO betas, since a friend of me were in the same area sometimes and we had the same quest progress, but he had to change to my "channel" via teleport.

an Instance, is just a place that isn't part of the current world. It's separate.

I.e walking into narnia.

Wardrobe is in your house, Narinia is somewhere else.
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Why MMO Combat is what it is.
« Reply #23 on: April 16, 2014, 05:12:37 PM »

    Offline Nia

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an Instance, is just a place that isn't part of the current world. It's separate.

I.e walking into narnia.

Wardrobe is in your house, Narinia is somewhere else.

That's just about the best explanation ever.

For a game that had such massive environments, it was spectacular how smooth WKC was.
I've heard some people had trouble, but I think that was just their own personal internet. Although, Geo.net (the game's client... I think) was tempermental at times.

I like the idea of an open word too, though.
I've never played an MMO like that, so it's gonna be a unique experience.


"I am the bone of my sword
 Steel is my body and fire is my blood
 I have created over a thousand blades
 Unknown to Death, Nor known to Life
 Have withstood pain to create many weapons
 Yet, those hands will never hold anything
 So as I pray, Unlimited Blade Works."

Why MMO Combat is what it is.
« Reply #24 on: April 16, 2014, 05:17:03 PM »

    Offline Xeyon

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an Instance, is just a place that isn't part of the current world. It's separate.

I.e walking into narnia.

Wardrobe is in your house, Narinia is somewhere else.

So many little narnias, connected via wardrobes creating the whole world :P, instead of one big world.
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