combat-mechanics

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  • The Repopulation improves abilities and combat in May

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.02.2014

    May has finally come to an end, and The Repopulation comes ever closer to release with a larger pool of testers on both weekends and a regular basis. It also means that more big changes have been rolled out to the game, starting with Ability Enhancements. These slotted tricks fit into abilities similar to item fittings, with a variety of different enhancements available to improve a character's skills. The enhancement slots are limited, however, which forces players to think about how they want to specialize their characters. Combat has also received a major tuning tweak, with a new off-hand option for those who'd prefer not to dual-wield melee weapons and a number of improved abilities. The refined combat system includes new openings and counter-attack support, which makes the system play nicer in a group setting. You can see the full patch notes and read more details on the official site. [Thanks to J.C. Smith for the tip!]

  • EQ Next, Landmark to share combat systems

    by 
    MJ Guthrie
    MJ Guthrie
    10.02.2013

    Although we knew that combat was going to be present in EverQuest Next Landmark in some capacity (Franchise Director Dave Georgeson mentioned getting leather for crafting way back at SOE Live), no actual details were known. Now, thanks to a Forbes interview with Georgeson we know that the combat system will have the same mechanics as EverQuest Next. The two games will also share the same emergent AI system, although Georgeson said that Landmark may not use it in the exact same way. So if the two games are sharing so many things, what is the point of having two separate full-fledged MMORPGs? Georgeson answered by stating, "EverQuest Next is more of a focused narrative with story arcs and rallying calls, [and] emergent AI pushing things around. Landmark is very much an exploration in creativity and making things that are cool to show off to other players." While combat won't be in Landmark right at launch, it will be implemented very soon afterwards. We guess the big question now is will you be playing EQ Next, Landmark, or both?

  • The Nexus Telegraph: Still looking forward to WildStar

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.30.2013

    One of the analogies I keep coming back to is that choosing an MMO is a lot like being in a long-term relationship. That's also true of sticking with one for the long term. Some weeks, your MMO of choice just seems to do everything wrong, and sometimes you go through a period of time when you're just not sure if the relationship works any longer. WildStar and I are in a bit of a long-distance relationship at the moment, what with me steadfastly existing in the present and her not technically having launched just yet. And sometimes she finds ways to make me upset, with clueless design or business decisions that leave me wondering what in the hell went on in the background. But then there are things that get me excited, things that remind me of why I've been waiting for this game for a while. So let's talk about some of the stuff that still gets me excited.

  • Tamriel Infinium: Everyone's a clicker in The Elder Scrolls Online

    by 
    Larry Everett
    Larry Everett
    05.31.2013

    There is enough information on the interwebs to have at least a basic discussion of The Elder Scrolls Online combat. For those who don't know, I can tell you right now that ESO combat is not at all what we expect from a typical MMO, although it doesn't exactly play like the single-player versions of Elder Scrolls games either. For a long time, I've been itching for a highly interactive and highly skill-based combat system in an MMO. Until recently, we have been restricted by inherent issues of playing online, like bandwidth. But over the last couple of years, we have started to see games that are so dynamic that we literally have milliseconds to react to a given stimulus -- there's no more gameplay with a turn-based-cooldown system. This does raise some concerns for the traditional MMO gamer: Will we be able to adapt?

  • The Mog Log: Final Fantasy XIV beta phase 1 and 2 - combat

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.27.2013

    I've mentioned in the past that sometimes plans get changed dramatically between when I plan my next column and when I actually write it. This week, it turned out that I could stop being mum about the Final Fantasy XIV beta. So that meant throwing out plans and starting back over. In fact, it meant starting way over, since I found myself with so many things that I wanted to talk about it was difficult to figure out where to start. So I'm starting with the obvious. I'm going to talk about aspects of the first two beta phases in as much detail as I can realistically fit into a column starting with one of those obvious cornerstones of video games: combat. This isn't meant to be about impressions so much as dissecting and analyzing what I've played to this point, what is working, and what isn't. If you want to know my more in-depth impressions of killing things in Final Fantasy XIV's early test version, read on.

  • The Elder Scrolls Online answers more fan questions about combat

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.25.2013

    How do you keep character skills interesting and relevant when you've only got six slots to equip them? According to the latest series of community answers for The Elder Scrolls Online, the key is what kind of abilities are relevant. The skills on those slots are meant to serve as utility rather than raw damage, with your main attacks serving as your primary means of doing damage. Although a few skills will have added damage under certain circumstances, that's not the overall goal. Beyond that, the answers also address the issue of charging attacks and moving, which is both allowed and encouraged. Crowd control can be reliably broken out of with Stamina, but if your Stamina bar is low you can be caught and held for a while. You can also rest easy knowing that there will be no ammunition in the game, freeing archers from the tedious process of acquiring arrows at the worst possible time. Check out all of these answers and more in the full rundown.

  • The Elder Scrolls Online serves up a stack of answers about combat

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.11.2013

    The Elder Scrolls Online is going to feature combat, which should come as a shock to precisely no one. But how is that combat going to work? How important will the holy trinity be in practice? How ornate will your attacks and counterattacks be? These and more are all excellent questions, and they're also questions that have been answered in the latest installment of community answers over on the official site. And that's only a small fraction of the information. At the moment, the trinity setup is not vital but is certainly helpful, as tester groups without a dedicated tank have managed to clear content (albeit with some difficulties). The soft lock system is based more around offense than defense, as healing abilities are not targeted. Players can also feel free to join in when they see other players fighting things, as all players who participate gain the rewards of fighting as in Guild Wars 2. For more information about the particulars of combat, check out the full set of answers.

  • The Daily Grind: What game makes the best use of positioning in combat?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.02.2013

    Guild Wars 2, The Secret World, and WildStar all have something in common: They all ask characters to jump around. Or roll around or dash around or just generally get out of clearly marked fields that indicate Something Bad Happens Here. Unlike some older games, none of these titles allows you to just fight by staying in place and swinging until your opponent drops. Of course, positioning has always played a role in MMO combat. Final Fantasy XI had Bards splitting effects between party regions and Rangers jockeying for the ideal range. World of Warcraft loves having damage fields in raid fights. TERA pretty much expects all players to be moving constantly. Then you have Star Trek Online's ship combat, where damage is almost entirely based on where you hit consistently. So what game do you think makes the best use of positioning in combat? Is it a system that would work in other games, or is it unique to one setting? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • The Daily Grind: Would you welcome more games with turn-based combat?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.16.2012

    There have been a lot of MMOs over the years with a lot of different combat systems, but the vast majority of these systems occur in something resembling a real-time system. There's no pausing the battle, no stopping and considering your options, just timing your abilities and watching buffs tick down in terms of minutes and seconds. But that's not the only way to manage a game engine. Pirate101 is embracing turn-based combat, allowing players more time to plan moves and consider options. Other games have played in the turn-based waters before, but they've always been quieter titles. For some, the idea of a battle in which you take strictly ordered turns will seem like a boring slog, especially if you have to wait for that one guy in your party who always takes forever to enter a command. On the other hand, the turn-based setup can lead to some great strategies based upon your tactical planning rather than your reaction speed. Would you enjoy more games with turn-based combat, or do you prefer it stays in a few niche offerings? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • WildStar Wednesday shows off the telegraphs of combat

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.12.2012

    It makes sense that in the space western atmosphere of WildStar you'll have to worry about telegraphs. But these aren't the sort of telegraphs that communicate a message over long distances. No, these are combat telegraphs, the red areas that show up on the battlefield to let you know that something is about to happen. In this week's WildStar Wednesday, executive producer Jeremy Gaffney narrates a video showing off the telegraphs in the wild. While the telegraph system is universal in notifying players that something is about to happen, every warning requires a different response. Some are attacks that can be dodged by a quick sidestep, some require fast movement, and some require unorthodox movement by jumping behind the monster. Gaffney also shows off how environmental triggers can be used against enemies by luring them into one another's attacks or into unsafe areas, creating a dynamic combat environment. Take a look at the full video just past the break to see just how the telegraph system gets the message across to players in the game.

  • The Elder Scrolls Online designers talk combat and PvP in a new video

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.30.2012

    For all the talk about the latest entries in The Elder Scrolls series being single-player MMOs, there are some pretty big issues translating the mechanics of the single-player games over to The Elder Scrolls Online. For starters, there's the simple fact that the combat in single-player entries is built around the idea that you can pause and pick out your abilities at a slower pace if necessary. A new interview with designers Brian Wheeler (lead PvP designer), Maria Aliprando (creature combat designer), and Nick Konkle (lead gameplay and combat designer) discuss how the team overcame these issues and what players can expect from the game's battles. In PvE, players will find that each given monster has a very unique set of behaviors that players can react to, as well as elements that play off one another in the environment. Rather than rewarding players simply for defeating monsters, players will be rewarded with a rating called "finesse" for how the monster is defeated, with greater rewards coming to players with high finesse scores. The goal is to make combat less a matter of winning or losing and more about defeating enemies skillfully. But that only scratches the surface of the full interview, so click on past the break for the full 17-minute discussion.

  • Lineage Eternal trailer shows off drag-and-hold combat

    by 
    Jef Reahard
    Jef Reahard
    11.10.2011

    Lineage fans have a lot to be excited about this week, as NCsoft has finally announced the third franchise entry at G-Star 2011. Lineage Eternal is shaping up to be a throwback to the original Lineage title due to its overhead camera, and it also sports a fairly unique "drag-and-hold" mechanic designed to make combat more immersive via drawn mouse patterns for various actions like spell-casting. We say fairly unique here because while the mechanic is new to AAA MMO franchises, a similar idea was employed earlier this year in the Shadow Cities iPhone game. You can get a look at the mechanics in action, as well as over 14 minutes of Lineage Eternal gameplay, in the trailer after the cut. [Thanks to John for the tip!]

  • Lifting the beta curtain: Larry's hands-on with SWTOR's beta

    by 
    Larry Everett
    Larry Everett
    10.20.2011

    Many of my friends in gaming media have speculated as to why BioWare has allowed some media outlets to report on the heavily veiled Star Wars: The Old Republic beta, but frankly, I don't care. It doesn't matter to me that BlizzCon happens to be tomorrow or that there is a possible connection between the start of that event and the lift of this embargo. All I really care about is that I can finally tell you about actual gameplay for this new Star Wars MMO that I've been personally following for over three years now. However, it will be extremely difficult to contain all my experience of SWTOR within the confines of this one article. However, I will do my darnedest. Over the past couple of weeks, BioWare allowed us access to the Republic side of this highly anticipated MMO and pretty much set us free. We can report on nearly every gameplay aspect within the first two planets. Two weeks -- that's enough time for me to run more than one class! And that's exactly what I did. Originally, I wanted to run through two classes that weren't going to affect me much when the game goes live. I accomplished this goal with the Jedi Consular. However, when I started to play the Smuggler class, I just could not stop. I was completely engaged in the story. Jump past the break and I'll tell you all about that -- and more.

  • Aventurine reveals a few Darkfall 2.0 changes

    by 
    Jef Reahard
    Jef Reahard
    08.14.2011

    Aventurine has updated the Darkfall Epic Blog again, and this time there's a good bit of info regarding the upcoming 2.0 reboot. Producer Tasos Flambouras reiterates that 2.0 is "a new game created on top of the current game rather [than] simply an expansion." He also states that the devs don't want to get too specific and give everything away just yet. That said, this week's entry does provide a very interesting list of changes "that are already implemented." First and foremost is the game's new skill set customization which is in turn tied to a new armor system. In a nutshell, your armor choice will affect your usable skills by rendering certain abilities ineffective and leading to highly specialized character roles (as opposed to the current game where every character can learn every skill, given enough grinding). Skill and attribute gains have also been tweaked, and players who focus on skilling up a single role will excel at it in short order through "casual play." The catch, though, is the inability to have more than one specialization active at a time. Crafting has also been overhauled, and the world map has been "completely changed." There's more big news where that came from too, including UI tweaks, alignment tweaks, incapacitation, dungeon and magic school redesigns, and new combat mechanics like momentum and crosshair wobble. Read all about it at the official Darkfall website.

  • Fallen Earth dev blog talks builds, combat mechanics, and more

    by 
    Jef Reahard
    Jef Reahard
    07.12.2011

    Let it never be said that the devs at GamersFirst and Icarus fail to communicate with Fallen Earth players. The latest wasteland-flavored dev blog is longer than your average George R. R. Martin novel, and just about as complex. This week's installment is heavy on builds and mechanical info following the recent combat revamp, and theorycrafters, min-maxers, and folks whose eyes don't glaze over at the thought of number-driven minutiae will no doubt find it instructive. There's also a brief mention of current subscriber rewards, as well as some hinting at the various subscriber levels (and premium access benefits) that the dev team is still in the process of tweaking. Read all about it at the official Fallen Earth dev blog.

  • Faxion Online gets its wings... and some combat overhauls

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.23.2011

    Faxion Online has only been out a short while, but the staff at UTV True Games is hard at work trying to make the game better from the start. The newest patch for the game, 1.58, has just gone live, bringing with it a variety of improvements and the addition of two brand-new wing styles. But those aren't the centerpiece of the patch, which is instead focused (pun unintended) around a rebalancing of the Focus stat and some large-scale combat changes. The short version is that Focus was doing too much and has had some of its functions as a stat moved elsewhere. The long version goes into detail about how values will affect characters differently in the post-1.58 world. Faxion Online players can take a peek at the full list of patch notes right here, or they can just log on and start picking up some fallen angel wings post-haste.

  • What's your style? Guild Wars 2 game designer elaborates on the combat system

    by 
    Rubi Bayer
    Rubi Bayer
    02.02.2011

    The unusual combat system in Guild Wars 2 has been one of the hallmarks of the game for fans as development progresses. ArenaNet's commitment to breaking away from the holy trinity has been consistent, and now that we know five of the eight professions in Guild Wars 2, game designer Jon Peters is able to build on the information he gave us back in July. The newest ArenaNet blog entry revealed several new details on combat mechanics, including an explanation of boons and how they work as well as the fact that allied targeting will not exist in GW2. There's much more to see -- this blog entry is a great read not only for Guild Wars 2 fans but for any MMO player who is interested in combat mechanics.

  • The Mog Log: Saturday afternoon's all right for (discussing) fighting

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.06.2010

    Here's the hangup I have with writing guides: I like writing them so long as I'm fairly confident in my understanding of the game. Unfortunately, unlike many others who are reasonably sane, I have a definition of "understanding" that goes into theorycrafting and design space issues. I don't feel that I understand Dragoons just through knowing their abilities; I need to understand why they have those abilities instead of others, how those abilities work in concert with other parts of the game, and so on and so forth. That's the reason I haven't talked a whole lot about guides for Final Fantasy XIV, because I'm still figuring a good chunk of this out. That having been said, there was no shortage of positive response (mixed with the usual omnidirectional vitriol) to the first guide-ish piece that I ran. So we're dipping back into that well with a look at the violence inherent in the system. It's time to get down and dirty with combat, and this time around we're going to look at the system as a whole, at tricks you can use that you might not be aware of, and at some useful low-level abilities to consider before you start picking "main" disciplines.

  • Final Fantasy XIV expands details on the battle system

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.07.2010

    While Final Fantasy XIV doesn't go out of its way to be massively accessible, Square-Enix is clearly making a conscious effort to avoid confusion wherever possible. The official player site has been steadily receiving updates about how game systems work and what's going on behind the scenes, with the newest update discussing Battle Regimens and incapacitating body parts in combat. The systems had never been discussed in-depth before, but they now offer players a chance to understand exactly what each system entails. Battle Regimens are distantly similar in theory to the skillchains that ruled Final Fantasy XI's combat, but they have many differences in practice. Rather than being a chained deployment of specific skills, chains of general ability types will both buff the party and debuff the enemy party. Body parts, meanwhile, are targeted and damaged by certain weaponskills, with a helpful chart explaining what skills target what and which types of monsters can be affected. While it doesn't reveal the full details of Final Fantasy XIV's combat, it should provide players with an excellent place to start understanding the system.

  • A Mild-Mannered Reporter: Community lives!

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.22.2010

    The community for City of Heroes got a big shot in the arm when the expansion came out. While it hadn't exactly died in the last few years, it was certainly on a lower pulse. These days, I can't log in without seeing pretty much every server near capacity. Even with a month having passed since the initial release, it seems that Going Rogue is doing a fine job of keeping people wrapped up in the game. You can rail about the lack of endgame all you want, but Praetoria's a pretty good starting ride. Of course, it's high time for us to do another community roundup post, so the fact that the community has rallied back serves my own purposes. We've got more than just a surfeit of content to talk about -- we've got a whole collection of new missions and gameplay types to work with. And, of course, there are those "just 20 levels" of starting content to chat about. So click on through to see what City of Heroes players have been chatting about for the past month.