xlangatangx wrote: » Adding an element of platforming to an MMO? Sign me up! Give me a 'disappearing floor' or 'floor is lava' theme while we are at it to add some intensity. If you're going to make me watch my step and timing, go all out! The only problem with 'timing' mechanics is the latency variable. Would be cool to test other mechanics or even have class-specific dungeons. Action targeting: A boss splits into 100 floating shards that can't be tabbed. You can only damage the shards with action abilities. Healing: Mere mortals cannot harm the immense god-like creatures that populate a dungeon. Fighting them leads to instant death as they crush you in a single blow. Healers however seem to be rather effective on them. Your mission is to follow an AI party of god-like NPCs as they try to clear out the dungeon of other god-like NPCs by healing them, their pets, and other healy/buffy related things. Be careful of the enemy AoE though! Crafting: Gelatenous cube contains a variety of crafting materials inside. As it moves around and as you attack it, it drops the materials required to defeat it. The smith needs to make the weapon that it's vulnerable to, the enchanter uses dusts to strengthen the weapon, the alchemist creates potions/poisons to apply buffs or debuffs. You get the picture... Dashing: Let's give one to the melee people too! The Gauntlet - A dungeon of nothing but traps. You must dash past obstacles/traps consisting of swinging axes, spike pits, from timers and pressure plates (you know the type)... The more you loot from the dungeon, the slower you dash. Indiana Jones your way to victory
Wandering Mist wrote: » Platforming in an mmorpg is one of those things that sounds great in theory but doesn't really work in practice (play GW2 end-game content for examples of this). In short, it is a nightmare because the game isn't optimised for precision-platforming meaning the controls won't be nearly as tight and responsive as they are in a dedicated platformer like "Super Mario", "Super Meat Boy" or "Ori and the Blind Forest". On top of that you have to factor in latency and false-inputs that are common in most online games, making the experience even worse. Anyone who has played "Super Mario Maker 2" online multiplayer knows what I'm talking about. That's why most mmorpgs don't design fights in such a way. If they do put in jumping mechanics it will usually be very mild or will be handled by a single ability that automatically moves your character for you from one set location to another.
Ishka wrote: » Well, this is just a "joke idea", if you want some "jump & dexterity fights", I think having fights similar to Shadow of the Colossus would be quite fun, imagine a full raid escalating a giant monster, trying to destroy its weak points. Would look like some gang of cockroaches attacking some unlucky human xD. It could be quite interesting for some classes to actually be able to jump onto giant monsters, if I remember correctly, when I played PSO2 in the japanese-version some years ago, we had bosses we could jump onto. Having too much players crawling on the skin of a giant would break the epicness Shadow of the Colossus gave, but giving this opportunities to some classes would be quite fun, time for these dudes to become heroes ! So a "legit idea" (in my eyes) would be that we fight a boss that takes place in a dungeon, some ancient magicals ruins, there is a huge golem in the center of some huge room, with some stairs on the walls spiralling up to the the top of the room. By going up you find some levers that activate some platforms, the party members have to cooperate by activating the lever at the right timing, if not it could be disastrous. These platforms are used to access weak points of the boss for a short moment, to hit its weak points. What do you guys think ? XD
vmangman wrote: » Wandering Mist wrote: » Platforming in an mmorpg is one of those things that sounds great in theory but doesn't really work in practice (play GW2 end-game content for examples of this). In short, it is a nightmare because the game isn't optimised for precision-platforming meaning the controls won't be nearly as tight and responsive as they are in a dedicated platformer like "Super Mario", "Super Meat Boy" or "Ori and the Blind Forest". On top of that you have to factor in latency and false-inputs that are common in most online games, making the experience even worse. Anyone who has played "Super Mario Maker 2" online multiplayer knows what I'm talking about. That's why most mmorpgs don't design fights in such a way. If they do put in jumping mechanics it will usually be very mild or will be handled by a single ability that automatically moves your character for you from one set location to another. That’s absolutely not true. With today’s systems and networks latency is rarely a problem anymore. Controls can absolutely be tight enough to make this possible. WoW for example has flawless movement that could easily allow for dexterity mechanics like this. GW2 is a bad example imo because its movement is not as fluid. Not to mention that that platforming isn’t the only way to engage in movement dexterity mechanics. The shockwave mechanic I talked about is a great example of this. By your logic fast paced PvP shouldn’t be a thing either because of latency...
Damokles wrote: » Oh my god, a floor is lava boss would be awesome! XD There is also another type of gauntlet: the infinitely spawning enemies. Imagine a challenge dungeon for players of every level. A round chamber deep in a mountain, 8 challengers enter, a crystal floats in the middle."ARE YOU READY TO RUMBLE?!", asks the crystal. They start, the doors snap shut and portals start spewing out weak monsters all around them. Round 1 has begun. At first its weak monsters, wolves mostly with some bears thrown in for fun. Between each round are 30sec to regroup. Round 10. A giant bear boss at lvl 10 spawns. Round 11 starts. Stronger monsters start popping out, the monster number increases. Round 50. Elite lvl 50 enemies are normal now. Round 60, lvl 50 boss monsters are everywere the eye can see. Our elite team gets wiped in round 61. They open the chest and each gets either an epic crafting material or something of equal value. "Same thing next week guys?" ... "Shure!"
Gimlog wrote: » A 3 phases boss where the second one is a chasing phase with the opportunity to deal damages, if ×% damages are deal you get a third bis phase. During the chasing phase there could be different way to go through with different difficulty ( platform, projectiles avoiding ect) More you take risk more you have excess to his week points. Stuff like this could be fun.
Wandering Mist wrote: » One thing to keep in mind (as a side note) is that high mobility fights might well favour some classes more than others. Practically this means that if you put too much required mobility in a boss fight you may deny some classes from even taking part.
Ventharien wrote: » Wandering Mist wrote: » One thing to keep in mind (as a side note) is that high mobility fights might well favour some classes more than others. Practically this means that if you put too much required mobility in a boss fight you may deny some classes from even taking part. I'd agree that they would have to be careful about going to heavy into a single mechanic, but this would also be an awesome way for certain classes to have their moment to shine, maybe to up the dps of the raid/ party.