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 Post subject: Let's take a look at Space Marine/Diablo 3. (Theory)
PostPosted: Fri Sep 23, 2011 7:58 am 

Joined: Fri Sep 23, 2011 7:05 am
Posts: 21
Ok, so,

Wtf Dalek this is liek ur second post wtf.

Ok, here we go; here's the theory.

We know we're not going to have a screen covered in buttons to press, (source, that interview,) and we also know, (maybe,) that the game will be made using the same engine that they used for both Darksiders and Space Marine. (source, some interview? I'm sure I read this.)

I honestly believe that the game will handle very much like Space Marine, in that say, left click is to shoot your classes standard gun, and right click is your standard melee weapon. So it'll give you a hack and slash + TPS/FPS/WPS core combat system, which I think would fall into the more action-y style that they're going for with DMO. And I think that could work.

But now; Diablo 3; and I say Diablo 3 just because it's coming soon, and it's something I'm looking forward to, but I know several other games have similar systems.

So, Diablo 3 has ... 1 through to 5 as keybinds for abilities. These slots are unlockable with levelling.

Now, and here's the theory, and I can see it working;

Marry those two systems. So you've got Space Marine + a limited amount of keybinds for say, cooldowns.

So, perhaps throwing a grenade in the direction of your crosshair is a cooldown. Perhaps equipping an alternative weapon (say, that nice c'tan phase broadsword you got from that Necron Raid, or that Multi-Melta you crafted just the other week) for a limited amount of time/shots (like a self buff) is another cooldown. Or maybe you'll have things like 'charge,' 'battle shout,' 'Full auto volley,' as abilities. Who knows.

Now, you can stick this actionbar over in a corner, maybe underneath your health bar bubble or whatever so it's not so intrusive, and there you go. Action-y fighting, with a system WoW players will recognise and feel comfortable with. ('herpderp, so I put my abilities on this buttons and press one when I want to use it? Seems familiar.')

Actually, the Diablo UI set up would probably be better, and correct me if I'm wrong, because I could be, but wasn't the WoW UI based on the Diablo UI in the first place?

Anyway; I think this would A) work quite well, B) be different, C) be fun.


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 Post subject: Re: Let's take a look at Space Marine/Diablo 3. (Theory)
PostPosted: Fri Sep 23, 2011 8:18 am 
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I really like this idea, and was thinking of something similar myself.

By making the left mouse key your primary weapon, it will automatically give this game a more FPS/TPS, action kind of feel, which is exactly what the developers have said they are shooting for (no pun intended). Additional abililities can then be bound to hotkeys, ala traditional MMO control scheme, so it isn't just limited to shooting your primary weapon.

Thumbs up from me.


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 Post subject: Re: Let's take a look at Space Marine/Diablo 3. (Theory)
PostPosted: Sat Sep 24, 2011 5:06 am 
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I'm pretty sure they said somewhere it won't be twich based


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 Post subject: Re: Let's take a look at Space Marine/Diablo 3. (Theory)
PostPosted: Sat Sep 24, 2011 9:16 am 
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Posts: 159
Diablo is a named insparation to the combat form of DMO, OP.

Quote:
Tim Campbell Interview - RockPaperShotgun
Quintin Smith: Okay. And will the shooting be skill based? Do you aim with the mouse?

Tim Campbell
: Ah… I will say it’s more action oriented. One thing we wanted to make clear is that it’s not hardcore shooting. The weird analogy that I always give is that on one end of the melee combat spectrum you have WoW, and on the other end you have Devil May Cry. But there’s stuff in the middle, like Diablo. It’s not WoW, but it’s not Devil May Cry. Translate that to ranged combat and you can maybe start to see what we’re doing here.


Quote:
David Adams Interview - PCgamer
Your mouse-handling skills will play more of a role than they would in a standard MMO, but the team agree that it’s not going to be a twitch-centric shooter. Dave clarifies: “It’s still an RPG. There’s still stats. Your ability as a character is related to your level and the kind of loot you have.” Loot! See, other MMOs: DMO might flip its middle finger at you when you turn around, but it’s still one of the guys.


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 Post subject: Re: Let's take a look at Space Marine/Diablo 3. (Theory)
PostPosted: Mon Sep 26, 2011 5:16 am 
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I think you guys need to look at games that are coming out in 2012/are out which have more of a 'Action' feel to them.

E.g. Dragon Nest and TERA.

Both games have 'aimed' combat, but I would hardly say they are twitch based. The aiming isn't hard and there is 'soft locking'. So if anything, I would think DMO40k's system would try to mimic these in some shape or form.

So it doesn't necessarily equate to just 5 skills. But a small number of skills, say 8 is definitely in the agenda imo.

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 Post subject: Re: Let's take a look at Space Marine/Diablo 3. (Theory)
PostPosted: Wed Oct 05, 2011 12:43 pm 
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First post so hello folks. :D

This is something (the DMO combat) that I have been wondering about for some time. Especially since they have hinted/said vehicles would play a part.

IF the combat is like Space Marine I can honestly see it working well for vehicle combat too and being that little bit more than a trad MMO.

I hope the combat is like SM. I think it will be slightly more complicated tho. Essentially the same but with special actions on an action bar with cool downs that you can activate in addition to normal combat moves. So take the SM template, that handles your weapons etc fine. Then maybe you have an action bar with like Psychic attacks if your an Inquisitor/Librarian, Squad orders if your a Guard, Repair Construction or Servitor commands if your a Techpriest and who knows for normal smurf types, sorry sorry space marines. :D

So basically similar to Daleks theory but slightly different.

It is just a thought im not saying I want it that way or it will be or anything concrete or that Daleks idea is wrong or I disagree with it and so on (in other words im not trolling and not intending any offense, i know how stuff can get misinterpreted in new mmo discussions). Merely my own very similar thoughts.

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 Post subject: Re: Let's take a look at Space Marine/Diablo 3. (Theory)
PostPosted: Thu Oct 06, 2011 12:28 am 
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I'm thinking it's gonna work like the away team action in STO and maybe some aspects of CO. Instead of pew pew pew it's gonna be Dakka Dakka Dakka.

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 Post subject: Re: Let's take a look at Space Marine/Diablo 3. (Theory)
PostPosted: Thu Oct 06, 2011 5:10 am 
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Since we're theorycrafting, I'd like to see a system than keeps the actions on the hotkeys and frees up the mouse buttons for crosshair control and camera control. For example, firing a single shot from a ranged weapon would be a hotkey press and firing an auto burst would be a press and hold on that same key. Single press of the left mouse would center the crosshairs on the forward fire arc, but press and hold and you can sweep the reticule across the screen. Right click could center the camera behind but press and hold the right button and you can pan the camera around. Melee abilities could default to the forward 90 degree arc for simple strikes and possible 180+ for sweeping strikes. Do away with the tab targeting lock and just have the melee abilities potentially hit any targets withing the arc of that ability and its range.

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 Post subject: Re: Let's take a look at Space Marine/Diablo 3. (Theory)
PostPosted: Thu Oct 06, 2011 6:37 am 
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Malefactour wrote:
Since we're theorycrafting, I'd like to see a system than keeps the actions on the hotkeys and frees up the mouse buttons for crosshair control and camera control. For example, firing a single shot from a ranged weapon would be a hotkey press and firing an auto burst would be a press and hold on that same key. Single press of the left mouse would center the crosshairs on the forward fire arc, but press and hold and you can sweep the reticule across the screen. Right click could center the camera behind but press and hold the right button and you can pan the camera around. Melee abilities could default to the forward 90 degree arc for simple strikes and possible 180+ for sweeping strikes. Do away with the tab targeting lock and just have the melee abilities potentially hit any targets withing the arc of that ability and its range.


Yeah..try doing that and circle strafing! Doesn't work out too comfy ;).

Like I said before. Tera's control mechanism is how it should be like. They manage to do both melee combat and aimed combat very well.

Mouse Aim
Left Click - Attack (Normal Firing mode...DoT)
Right Click - Evade/Special Skill (Perhaps Dodge? Or Change Firing Mode?)
KB Buttons - Skills (Insert whatever skills here, maybe something like Righteous Zeal, Hammer of Destruction, Battle Charge, To Victory, Shield of Oath)
WASD - Move

Could incorporate elements from Vindictus as well for melee goodness... E.g. Left + Left + Right Click is one move, Left+Right + Left is another

Space Marine's command system is similar all you need are more hotkey abilities. Tbh, just give Space Marine + MMO elements! :lol:

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 Post subject: Re: Let's take a look at Space Marine/Diablo 3. (Theory)
PostPosted: Thu Oct 06, 2011 9:04 am 
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Ranged Combat works like this:

When a Black Templar Space Marine charge fires at a Cultist undercover.

-- To fire at it he must aim his crosshair (currently a simple red circle; beta cursor?) at the enemy and then issue a fire command (Do you click or enter an action icon?).

-- There is almost definitly a chance modifier in the equation as well as cursor aim. If they miss while an enemy is under cover they do not do any damage at all; the round hits with a blue *cover* *cover* hit. This is reminiscent of how the tabletop functions. It is possible that the crosshair (a circle) increases circumference when:
your weapon overheats during rapid fire,
fire at a long distance enemy
affected by weapon & character stats
enemy effects
as well as any other possible miscellaneous modifiers.

-- If the shot is successful the target will take damage, the amount of damage taken will be shown in red. Red numbers eg. *18*, *18* will fly of the target. The damage in regards to the enemy's total health can be seen floating above their sprite and on the HUI in greater detail.

I do not know what happens when a player aims the crosshair away from an enemy. Melee combat has only been seen from a third person "cinematic maker" format so the basic function is still unknown.


How do I know this? Are you making this up.

Watch the combat scenes from gamescom 2010 trailer (HD 1080) in slow motion (x0.4) and you'll see everything I've said. If you want the exact times and screens, just ask.


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