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This is a discussion on "MUD Combat systems" in the Top Mud Sites Advanced MUD Concepts forum : So I had a shot at ClandestineMUD after seeing it recommended as good PvP, but I quit very shortly after realizing it was based on the D&D system from the first dikus - a system I personally consider to be quite archaic by now and severely uninteresting. That got me wondering, aren't PvP MUDs moving ahead with new and more exciting combat systems? So I thought I'd list the ones I knew about and comment on them and then I hope others can post and introduce me to new ones. Diku's combat system, which is actually ... |
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#1 |
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Member
Join Date: Jan 2006
Posts: 99
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So I had a shot at ClandestineMUD after seeing it recommended as good PvP, but I quit very shortly after realizing it was based on the D&D system from the first dikus - a system I personally consider to be quite archaic by now and severely uninteresting.
That got me wondering, aren't PvP MUDs moving ahead with new and more exciting combat systems? So I thought I'd list the ones I knew about and comment on them and then I hope others can post and introduce me to new ones. Diku's combat system, which is actually D&D rules-turned-code. A lot of the time it's just a matter of who has the higher level and better stats on their eq/race/class. I find it to be very uninteresting to use because it usually stacks statistics versus statistics and winning is usually a matter of plain old D&D powergaming. It leaves too little in the hands of the combatant and too much in the statistics making for a fairly detached experience. Godwars II's combat system. I tried it out for a week or so and I did like it. I didn't particularly like what looked like underlying old D&D attack/defence rolls and such (especially with the 5% chance to hit/miss looking precisely like the 20 roll. It provided a fair bit of variety and some tactical thought and was actually pretty entertaining, although I didn't like how the power shifts were somehow too sudden. I either destroyed something or it destroyed me when the middle ground is usually where the most fun is to be had at. It is a pretty good system though, in my opinion. Rapture/IRE/Avalon(?) system. This is the one I've got the most experience with and I do rather like it. It's very deep, very tactical and nicely paced. I love the idea of status effects being a major part of combat because it creates a great deal of complexity and variety when it comes to attack and defence. It can be pretty difficult to get into though and is very vulnerable to scripting, which in my case is a good thing, but to most casual gamers is an inpenetrable wall. Luckily there are combat systems being given out for free on all IRE games currently. Dragonball mud.. I don't know which. It basically had a system of entering a command, getting the message of the attack being prepared and then being launched and the enemy could react with a dodge or another attack. It was based on good reflexes and flexible thought. I really liked it a lot, thought I think that MUD either disappeared or I just for some reason didn't log in after a while. The MUD was highly interesting to play, barring the boringness of having to accumulate power-level. So what fighting systems do you know about? What do you like/dislike about them? Share your thoughts. |
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#2 | |
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Moderator
Join Date: Jan 2006
Location: Seoul
Posts: 192
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Rapture is nothing more than a engine, a simple yet powerful enough scripting language tied in with the networking needs of a mud, nothing more. We at Persistent Realms use Rapture, but that doesn't mean we will have the exact same combat system. We are using their style as a model, and improving(or so we think, heh) upon it more. EDIT: Shameless plug, check out our forums for a little more detail on what we have released on our PK system. Last months teaser(we do monthly teasers of history and/or game systems each month) we gave a pretty important piece of our PK system out to the public. Also feel free to join our forums and give us your idea's for a perfect system, you never know... we might just agree with you and use it! |
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#3 | |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,518
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D&D uses a d20 attack roll, plus Strength, plus magic bonuses, and compares it to your opponent's armour class (AC), which is their Dexterity bonus plus armour bonus plus any magic bonuses they have. If you successfully hit, you roll a damage dice based on the weapon used plus strength plus magic modifiers (regardless of how well you hit), and apply it directly (regardless of how much armour they've got). GW2 uses one of your four independant Attack ratings, depending on which location you're attacking with. Each attack rating is initially based on your Brawn, Grace, Size and Tenacity. It then adds a modifier depending on which of the 6860 fighting techniques you're using, another modifier for your weapon (depending on how damaged it is and how skilled you are with it), and applies any magical bonuses the item has. It then adds your Combat skill and appropriate weapon skill together and applies them as a percentage modifer, then applies the percentage modifier for a two-handed grip (if appropriate), and another percentage modifier depending on which of the 25 fighting styles you're using. Finally, you add spell and pain modifiers. The mud then selects the best of your opponent's Defence ratings which are capable of blocking the attack (eg a sword cannot stop an arrow or parry two weapons at once, nor can a forearm block a sword, so those Defence locations would be ignored). The three Defence ratings are calculated in much the same way as Attack, and if none are available (eg if they're in cooldown from recently being used) your opponent will have a Defence of 1. If the attack hits, the mud will then calculate the damage inflicted. Your base damage is calculated per-location in a similar way to Attack, adjusted according to your opponent's Resistance (so that tough people take less damage). The actual amount of damage caused is then calculated from the final result, depending on how well you hit your opponent, with additional modifiers based on how good your Attack rating is compared to their Defence - thus if you have a very good chance of hitting your opponent, you'll also typically cause a larger percentage of your maximum damage on a successful hit (and if you only barely hit them, you'll almost certainly cause negligible damage). The inflicted damage then has to make its way through each layer of armour protecting the location struck - for example, if you hit your opponent in the chest, it might have to go through a breastplate, a chainmail shirt, a regular shirt and a vest before being applied to them (assuming they have no natural or spell armour, or damage immunities). Each piece of armour covering the location will absorb a percentage of the damage, depending on the damage type - a steel breastplate won't help much against a lightning bolt for example. The more damage a piece of armour absorbs, the more damaged it becomes, reducing its ability to soak further damage. Certain powers, talents, weapons and magic bonuses can give your attacks the ability to bypass a certain amount of soak, however. Depending on the weight of your armour, a small amount of the remaining damage will also be negated after applying the soak. Obviously that's only the basic system (there are countless more modifiers and special cases which are also taken into consideration), but as you can see it's nothing like the D&D system. |
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#4 | |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,518
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#5 | ||
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Member
Join Date: Jan 2006
Posts: 99
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I'll say again I really did like the combat system though, it was pretty fun. Quote:
A) You can never code a system to act as an automated combat system - the feedback you get isn't perfect, hence open to many shapes of interpretation. There's a lot of room to be creative there and those with a better understanding of the system will build scripts which are much more responsive than others. B) An automated system will never give you the liberty of a system you scripted yourself. You have multiple options at every possible crossroad and they are differently viable in different contexts. The simplest example I can think of right now is that if fighting a class that can kill you at half mana, you'd want to keep mana above that border while letting health drop lower than that, but there's a class that can kill you at half health. You can't predict everything and the calls are a matter of sentient judgment. You can try and put a lot of intelligence in your scripted system, but it's your intelligence you're putting in there. The script will only work as well as you make it. C) More often than not, there's no perfect solution. An automated system can't make the decision for you because it might actually a bad decision in your own biased point of view and it might come into conflict with longer term strategy. |
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#6 | |
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Member
Join Date: Feb 2006
Location: Seattle
Posts: 119
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o Auto kill/damroll/thaco (DIKU) o Tactical action point queue based (Godwars II) o Buff-heavy balance based (IRE &c.) o Turn based (DBZ?) Another interesting system is at The Inquisition, which has the option of a combat emote system (where you phrase your attack in an emote), though it's important to note that The Inquisition is not a H&S mud. I'm developing a slightly different approach, a tactical round-based closed narrative system, where basically players have pre-combat tactical setup and three chances during combat to modify tactics. After three rounds the combat is over. The problem I have here is this kind of combat probably only suits me, so it might not be the best system to implement on a multi-user game |
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#7 |
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Member
Join Date: Jan 2006
Posts: 99
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How does that actually work at The Inquisition? Are there actual combat rules wrapped in under the emotes? It sounds pretty interesting.
The DBZ one wasn't really turn based as you usually had to react within a special time-frame, too early or too late and you'd have gotten hit, for instance. Then again, that might fall under a broader definition of 'turn based'.. Hard for me to tell. Your strategical system sounds like an interesting take on things. Will it allow for any interference from players after the initial three commands? It looks suited to handling large-skale battles between armies and such. Even if it doesn't work out as a 1vs1 combat mechanism, it will probably make a very decent mass battle mechanism. |
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#8 | ||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,518
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Quote:
The "highest damaging combination" depends on many factors, not least of which are the tactics your opponent is currently using, and how your 'combination' complements the other techniques you're using. If they suddenly shift the grip on their battleaxe to one hand and unsling a target shield from their back, for example, you're going to need to alter your tactics accordingly. Regarding the 5% chance for a critical/failure - this is common for most combat systems, for obvious reasons, and I've never heard of a mud which didn't have it (or something similar). If you can never hit or be hit, then you remove entirely the element of chance from certain situations. Quote:
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#9 |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,518
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I wonder if each combat system could be broken down into something like:
Automated Elements (choose one of the following): * None: If you type nothing, you do nothing (i.e., "manual combat"). * Partial: You hit each round, and may also type commands (eg Diku). * Full: Combat is fully automated - you cannot type any commands (eg Gladiator Pits). * Optional: You may toggle automated combat on or off. Manual Elements (choose zero or more of the following): * There is a delay after each inputted attack executes. * There is a delay before each inputted attack executes. * Each inputted attack costs resources (movement, action points, etc). * Each inputted attack applies a negative modifier to your character. |
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#10 | |
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Member
Join Date: Jan 2006
Posts: 99
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But the elements which determine the strategy seem to be fairly static to me. I.e. you look at your opponent's setup and then simply adjust yours after which the fight is fairly linear. Or that's how it looked to me at least. Meaning, you adopt a single strategy from the start of the fight and stick to it unless the opponent's status changes - and that seemed to be the exception rather than the rule. I didn't get too far into the combat system, but that's what I thought I saw in it - there was usually one or two attacks that would be really useful for any particular fight and the rest could be ignored.
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And it does sometimes seem like putting up one piece of code against another, but fights do require a lot of active input as well. There are too many situations to script without going into the depths of complex AI. |
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#11 | |
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Member
Join Date: Jan 2006
Posts: 99
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#12 |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,101
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Maybe my imagination is failing, but I cannot conceive of a text MUD combat system that can't eventually be automated to be at least as good as the best human can be. Depth is no barrier. Chess is already scripted, for instance, to be better than any human is. It's just a matter of time before Go is as well. Heck, the main reason we don't have competitive chess tournaments in Achaea (something people have requested for a long time) is because they can just be 'scripted' by using any commonly available chess program to play.
--matt |
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#13 |
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Member
Join Date: Jan 2006
Posts: 99
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Oh that is most certainly the case. What I rather meant was that the more complex and fast-paced a system is, the more open it is to scripting. The more simple and slower a system is, the less necessary it is to script. Finding a balance is going to be very difficult, of course.
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#14 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,101
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--matt |
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#15 | |||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,518
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#16 | |||
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Member
Join Date: Jan 2006
Posts: 99
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What would transferring the scripting capabilities into the MUD itself accomplish, actually? Quote:
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