What Game Is Has The Closest Combat System to What You Want from PFO?


Pathfinder Online

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Valdemar Stor wrote:

DAoC.

Want to zerg? No problem. Find the army and join up. You'll fight open field and in sieges.

Want to run as an 8man? As long as you are a good team player with TS/Vent, you can find a group. Great open-field stuff and, if you play well, you can beat small armies with your group.

Want to small-man? As long as you have speed and CC, it can be a lot of fun. The challenge of finding people to kill and getting away from the ones you can't never grew old for me.

Want to solo? You can do that too. Not my cup of tea but a lot of classes could do it if the player knew his business.

Quoted for Truth. Ah, the beloved 8-man... Good times indeed.

Nihimon, Keovar, or someone who also isn't lazy, why don't you tally the votes up on this? I'd do it myself but... look at the time, I g2g.

Goblin Squad Member

A system which could be scaled up to massive combats or scaled down to solo or small group play would be ideal. Can you give any details about what in DAoC made its system flexible enough to do that (anybody who's played it could fill me in)?

Goblin Squad Member

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I'm more of a quoter than a tallier :)

Goblin Squad Member

I don't think a tally is really necessary. The game will have the combat system it will. I'm not sure what a tally would get you here.


Drakhan Valane wrote:
I don't think a tally is really necessary. The game will have the combat system it will. I'm not sure what a tally would get you here.

Whoa, somebody doesn't like the results. Or are you just "anti-tally" in general? lol

Goblin Squad Member

1 person marked this as a favorite.

Try to be civil, Qallz.


Just jokin with you my man, take it easy.

Scarab Sages Goblin Squad Member

DAoC just had a good mix of utility and damage. Every class had one that was it's weakness. It all worked well, position, mechanics, situationals, etc. You just had to know your strengths and their weaknesses and you were good. And where you needed to fast, it wasn't twitch based.

Goblin Squad Member

Jazzlvraz wrote:
SAMAS wrote:
...when you press the attack button again at the very end of the attack animation...
Sounds like the first Witcher game. I did indeed get the hang of that...eventually :-).

Witcher was initially interesting but once you got out of button mashing habits and got the hang of timing your swings it turned into another variant of the left click till you kill it games.

A combination of the swing timing needed for Witcher and the combat variation you found in Gothic I and Gothic II (the later Gothics tried to appeal to the US market by dumbing the combat down and brought back left mouse button mashing) would be awesome.

Goblin Squad Member

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I really liked the stanza system in Saga of Ryzom. To briefly explain, imagine instead of learning whole skills, one learns the fundamental building blocks of skills....and you could then build your actual actions as your play-style suited.

"Power Attack" would constitute the sub-skill "increased damage" and would require adding penalties to counter the addition (when compared to a zero cost base attack); these penalties could be "Stamina Use", "Decrease Attack Speed", or even "AC penalty". The more "increased damage" you add, the more penalties it took to build the stanza. Once a balance was found, the stanza is built and can be saved for use on action bars and/or shortcuts.

"cleave" would teach you the sub-skill "Additional target", etc...

The customization options and room for improvisation and experimentation were awesome.

Goblin Squad Member

Shane Gifford wrote:
A system which could be scaled up to massive combats or scaled down to solo or small group play would be ideal. Can you give any details about what in DAoC made its system flexible enough to do that (anybody who's played it could fill me in)?

A couple of elements were essential. You had commands like /follow, which allowed any number of characters to follow closely whoever was targeted when the command was issued. This enabled massive numbers of characters to move as one body while the most experienced/successful players led us to battles.

It had fast movement that was shared by everyone in your team within range.

It had lots of AoE damage types that you could throw around without worry that you might harm your own.

It had a useful and intuitive system of triggering enough but not too many attack skills.

It had a /face command that would keep you pointed at your opponent no matter how hard he tried to get behind you unless you were stunned or mesmerized.

And every power had its counter.

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