Make Combat More Interactive
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MorbiusMonster
Dark Avorian
The Empty Lord
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Make Combat More Interactive
First topic message reminder :
For the most part this idea only effects Ranged and Melee combat, and this will be difficult to amend so long as Magic is predominantly weaponless (or rather, without class-specific weapons). Ideas of mine such as Conjuring and Firearms would provide Magic the equipment it requires to truly utilise this idea; but wands and—to some extent—staffs will also allow it.
This update doesn't require that players interact more than they already do. In a nutshell, the entirety of the current Combat Styles panel can be found in the top and bottom line of the revised panel: the weapon name, combat level, attack styles (accessed via right click) and auto-retaliate. The special attack is the only feature to have changed (see on).
All weapons would be given a single "default" attack, likely one it's current combat styles (it's experience type can be changed via right-click). In addition, all weapons would be given the following;
• Between two and three perks (aka "abilities", "alternate attacks" or simply "attacks").
• A circle augment slot.
• Between zero and two specialized augments slots.
Augments too have effects, and come in two varieties: active and passive. Active effects come into effect when the icon is clicked (can be both one-off and duration based); whilst passive effects are always in effect whilst the augment is in use. "Active" effects have cool downs just like perks, and just like perks these cool downs will come into effect when the weapon is first equip (an active cool down will not effect any passive effects).
Regarding my comment at the top, the lack of special attack bar is the only part of this suggestion which impacts the current combat system (as all other features are optional). Special attacks will appear as active effects on augments (unless their effects are changed as part of the update, I reckon Excalibur's Sanctuary should have an area-of-effect passive too); removing the special attack bar. Players who use a single weapon will likely find this update beneficial, as they can use attacks more frequently; whilst players who weapon-hop will find this detrimental, as there is no global control for special attacks (and switching weapons will in fact reset any active cool downs).
Whilst I've jokingly used the little warrior icon to display a message, that icon could bring up a full list of personal effects (such as the Slayer Mask, etc.).
A player cannot be affected by any more than there are slots available - so a player that is poisoned and diseased cannot be further afflicted. You can ignore/remove boosts by right-clicking on them, however, curses cannot be removed without appropriate action (such as an anti-poison potion). In the event that you have no available slots and someone tries to use something, there are instances where your current effects might be temporarily (or permanently) replaced. For example, temporary boosts will take precedence over passive boosts (as you'll get the passive back when it's done). This isn't normally the case for curses, as getting poisoned might be considered a safe-guard to more powerful area-of-effect curses (which wouldn't be fair).
To make things easier, most effects would be given some sort of priority rating. Also, like-effects (such as poison and specific skill boosts) would replace weaker effects. Effects such as those aforementioned generally won't stack, but this would (again) be case-by-case.
For the most part this idea only effects Ranged and Melee combat, and this will be difficult to amend so long as Magic is predominantly weaponless (or rather, without class-specific weapons). Ideas of mine such as Conjuring and Firearms would provide Magic the equipment it requires to truly utilise this idea; but wands and—to some extent—staffs will also allow it.
This update doesn't require that players interact more than they already do. In a nutshell, the entirety of the current Combat Styles panel can be found in the top and bottom line of the revised panel: the weapon name, combat level, attack styles (accessed via right click) and auto-retaliate. The special attack is the only feature to have changed (see on).
All weapons would be given a single "default" attack, likely one it's current combat styles (it's experience type can be changed via right-click). In addition, all weapons would be given the following;
• Between two and three perks (aka "abilities", "alternate attacks" or simply "attacks").
• A circle augment slot.
• Between zero and two specialized augments slots.
- A modification to the interface to accommodate shield slots:
- This image includes some features that have yet to be explained, but read on.
Shields would be given a single slot, which isn't lost upon trade (similar to the circle slot). The shape of the shield-slot can vary (for weapons such as Anti-Dragonfire and Spirit Shields), but this for the most part this will be a standard shape.
Augments too have effects, and come in two varieties: active and passive. Active effects come into effect when the icon is clicked (can be both one-off and duration based); whilst passive effects are always in effect whilst the augment is in use. "Active" effects have cool downs just like perks, and just like perks these cool downs will come into effect when the weapon is first equip (an active cool down will not effect any passive effects).
Regarding my comment at the top, the lack of special attack bar is the only part of this suggestion which impacts the current combat system (as all other features are optional). Special attacks will appear as active effects on augments (unless their effects are changed as part of the update, I reckon Excalibur's Sanctuary should have an area-of-effect passive too); removing the special attack bar. Players who use a single weapon will likely find this update beneficial, as they can use attacks more frequently; whilst players who weapon-hop will find this detrimental, as there is no global control for special attacks (and switching weapons will in fact reset any active cool downs).
- Augment information:
- Augments come in an array of shapes, such as (although this list may change to become more/less specific);
• Circle - Non-specific
• Ellipse - Shortbows and crossbows
• Semi-circle - Other bows
• Triangle - Daggers and shortswords
• Square - Longswords, scimitars and maces
• Rectangle - Warhammers, battleaxes and broadswords
• Pentagon - Quarterstaves, staves and wands
• Hexagon - Polearms
• Circle - Generic augments (inc summoning)
• Cross - Moderate generic augments (inc summoning and constitution)
• Crossed-circle - High-levelled generic and bound augments. (inc summoning, prayer and constitution)
• Triangle - Ranged-based augments.
• Square - Melee-based augments.
• Pentagon - Magic-based augments.
• Hexagon - Ranged-strength augments.
• Rectangle - Melee-strength augments.
• Heptagon - Magic-strength augments.
• Semi-circle - Light weapon augments. (most are speed-based effects)
• Rhombus - Standard weapon augments. (mix of speed, damage and defence).
• Trapezium - Heavy weapon augments. (most are damage/defence based effects)
• Kite-shield - Shield-augments.
• Dragon - Draconic Visage.
• Spirit - Spirit Sigils.
Augments can be obtained as direct drops, from weapons/weapon drops and as rewards. Some augments are bound to the weapon that they are found in, such as Dragon Weapons and most existing weapons with special attacks or set-effects. A bound augment is always circular.
A weapon with customized augments cannot be traded. If dropped, any non-bound augments will be dropped loose (inadvertently this will probably be the quickest way to clear augments from an item)(non-tradeable augments won't be visible to other players). Upon being traded a weapon will lose one of it's default number of specialized augment slots (this can remove all specialized augment slots)(the circle slot is not affected by this). Hopefully, this loss can occur at the recipient's side so that players can drop and reprise their own items (such as in event of death) without damaging their weapon... although, this could be a penalty of death (and thus don't bother, just have it happen when dropped)(although this would make my dropping-to-remove comment undesirable).
The premise of slot loss is to award getting it an item for yourself without making it non-tradeable, and thus no longer worth obtaining.
Some example augments;
• Frenzy (Triangle) — Increases weapon speed by 2 for 10 seconds. (active)(30 sec)
• Dragon's Rage (Pentagon) — Increases magic damage by 15%. (passive)
• Dragon's Eye (Ellipse) - Increased attack ranged. (passive)
It's possible that augments could have level requirements to insert, or to use. Although, ideally, the requirement to wield the weapon should be the only limitation on this system. Percentage effects would be the best solution... something such as Dragon's Rage isn't overpowered at low levels (although I'd imagine it's expensive), as it's 15%. An added pro to the slot-loss system is that, unless the low-level acquires the item themselves, the item may not have a pentagon slot in the first place.
Proposed that augments could be player-made, or at least some of them. For example, unstrung amulet could be enchanted as that to create augments. These would be circular, and thus generic/non-specific in their effects.
- Description of the image:
- Air Staff
- Attacks:
- - Default: Assertive, Stab, Attack XP
- - Perk 1: Focus
- - Perk 2: Pound
- - Perk 3: Shunt
- Augments:
- - Circle: Empty
- - Pentagon: Warlock's Rage
- - None
The image shows that Pound has recently been used. The Shunt attack, which the player is viewing, knocks the enemy back one pace, and stuns them for one second. This perk is designed to stall, and his no impact on the damage dealt (although damage dealt would still be required for the effect to activate). The player is also using the Warlock's Rage augment, which has two abilities: a passive ability that will occasionally save runes; and an active ability that will cast a free spell (with a 5 second cool down). Warlock's Rage is not bound, and can be removed and placed in another weapon.
- An altercation:
- This spoiler denotes a now-unused functionality. The difference in the image is the default attack, here "Bash", now "Assertive" to denote the experience type. The reason for this change was that the reasons behind it did not outweigh the predicted public outrage.
The motivation behind using only a single experience type per default attack was to create a need for unused weapons types as players would not be able to easily train all their melee-combat skills on a single weapon choice. For example, a dagger would only be useful for training Attack, whilst a battleaxe would be used to train Strength and spears still being used to train both at once. Note I said "easily train", as most weapons will feature perks that would earn experience in the other skills and so training all combat stills is still possible with one weapon (it's just not pure-friendly).
This was replaced with the ability to right-click.
In this version, Defence is unlikely to have any weapons that their default attacks are defensive (on principle)(you may disagree, admittedly I didn't think very hard here). On the fly, I could only think of four solutions (assuming that the right-click isn't used in general practice);
• Defensive be the only option available via right-click, perhaps even not available on all weapons.
• There is a toggle to enable defence, but this wouldn't allow defence-only.
• Defence experience from perks is substantial enough to replace the lack of defence-style, but this still doesn't allow for defence-only.
• Perhaps one-handed weapons may only have a maximum of two perks, and equipping a shield or secondary weapon will add an additional perk that will allow for defence experience (again, this doesn't allow for defence-only.
- An alternative with 6 affliction slots:
Whilst I've jokingly used the little warrior icon to display a message, that icon could bring up a full list of personal effects (such as the Slayer Mask, etc.).
- ...like this!:
A player cannot be affected by any more than there are slots available - so a player that is poisoned and diseased cannot be further afflicted. You can ignore/remove boosts by right-clicking on them, however, curses cannot be removed without appropriate action (such as an anti-poison potion). In the event that you have no available slots and someone tries to use something, there are instances where your current effects might be temporarily (or permanently) replaced. For example, temporary boosts will take precedence over passive boosts (as you'll get the passive back when it's done). This isn't normally the case for curses, as getting poisoned might be considered a safe-guard to more powerful area-of-effect curses (which wouldn't be fair).
To make things easier, most effects would be given some sort of priority rating. Also, like-effects (such as poison and specific skill boosts) would replace weaker effects. Effects such as those aforementioned generally won't stack, but this would (again) be case-by-case.
Last edited by 3mptylord on Sat Apr 09, 2011 8:09 am; edited 32 times in total
Re: Make Combat More Interactive
Proc is an effect that activates itself when certain conditions are met. An example of one already in-game: "When the player takes more than 200 damage, X% of the excess is reduced". X being the damage absorption stats.
Which I suppose could be our solution to having weapon-detection.
Also, I meant League of Legends combat style. There is no accuracy in League of Legends... the only luck are procs (special effects), dodge and critical. Basic offence and defence is consistent and predictable.
Which I suppose could be our solution to having weapon-detection.
Also, I meant League of Legends combat style. There is no accuracy in League of Legends... the only luck are procs (special effects), dodge and critical. Basic offence and defence is consistent and predictable.
Re: Make Combat More Interactive
Apparently, there was a lot of talk at RuneFest about introducing a system very very similar to this... And that's not suggestions, that's JaGex plans.
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Make Combat More Interactive
well... let's just hope this might actually happen
Dragon78114- Partisan
- Number of posts : 1668
Age : 31
Location : Annandale-On-Hudson, New York
Re: Make Combat More Interactive
That feeling when you know you liked this idea - you know it was something creative and effective, yet you've forgotten so much, and it's a hell of a thread to wade through.
Blaze FF8- Forum Mod
- Number of posts : 496
Age : 32
Location : Scotland
Re: Make Combat More Interactive
Haha, the majority of this thread was summarized in that flash thing I made.
Also, is there any information on the update? If it's something to be proud of, then we're taking credit, else we pretend we never said anything...
Also, is there any information on the update? If it's something to be proud of, then we're taking credit, else we pretend we never said anything...
Re: Make Combat More Interactive
Oh, goody, I'll have a look at that, then.
Something else I've forgotten: what was it I contributed again? I'm credited on the first post.
By the way, nice to see you again, 3mpty.
Something else I've forgotten: what was it I contributed again? I'm credited on the first post.
By the way, nice to see you again, 3mpty.
Blaze FF8- Forum Mod
- Number of posts : 496
Age : 32
Location : Scotland
Re: Make Combat More Interactive
Do you think JaGex developers actually check this site? Can we honestly claim credit for this if they don't??
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Make Combat More Interactive
It's on DeviantART (in a handful of the RuneScape groups) and was posted on the RSF for a while.
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