
Gulnar |
Goblinworks shouldn't 'take inspiration' from the other big D&D MMORPG - ddo (Dungeon and Dragons online, by Turbine). It implements what could be called a twitch system (by pressing the 'attack' button, your character begin the combat animation, and swing at whatever is in front of him; the outcome of this swing is determined by the virtual dice roll). You could also roll (with a different animation based upon your acrobatic skill rank) and block (Decresing incoming damage). Activating a combat ability (trip, stunning fist, and so on) would make your character execute a special animation instead of the next 'normal' attack.
There were problems like the difficulty of implement iterative attacks (each attack beyond the first one, instead of giving a to-hit penality and a speed bonus, gave you a to-hit bonus with the same speed, so you had a better chance to hit but had the same number of attacks / second), the difference between weapon speeds (the animation of swinging a 2h was longer that the one of swinging a 1h weapon, so the damage difference was more complex than 'it does more damage'), and the fact that with sufficient manual dexterity you could literally dodge a enemy attack by moving in and out of his attack zone.
The only good points of the combat system was that the combat was very fast-paced and exciting, but not very D&D-ish.