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 Post Posted: Sun Jan 15, 2012 12:49 am 
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I played Dead Island lately, a melee focused first person RPG. There is a system in the game called analog combat, where the player can swing his weapon in any direction. There were this big slow zombies that I would often hit in the arms so they couldn't throw punches at me (their main attack). The faster zombies I usually tried hitting in the legs to trip them up. There are definitely situations where limb targeting is cool, but in a game like this, I'm not sure it would matter. Still, it's cool to have that much extra freedom and strategy if it can be worked out somehow.


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 Post Posted: Sun Jan 15, 2012 11:31 pm 
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CenCal wrote:
Neverest wrote:
While I like that CoS is striving for a higher level of detail I'm not sure how I feel about that being applied to create specific injuries and wounds. If a character, for example, lost the use of a hand or foot, wouldn't it make sense to try to get killed as quickly as possible to respawn with a new, and presumably, intact body?

Though it's considerably less realistic, applying short term effects might be a way to place shots that would be tactical and fun. Head shots could give a stun effect, legs could slow a target and arms might temporarily disarm a target.

Good point. It would really be tough to have a developed character and have him/her lose a hand or foot and potentially, for the lack of a better term, "gimp" a character.


This is not something we are planning on at all, too many issues as you guys noted. Remember, CoS is an Ability Icon based game, not a Twitch game. We are incorporating lots of strategy to make sure it does not become an icon 'Wack a Mole' but combat is still more about strategy than physical selection.

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 Post Posted: Mon Jan 16, 2012 3:46 pm 
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Jatar wrote:
CenCal wrote:
Neverest wrote:
While I like that CoS is striving for a higher level of detail I'm not sure how I feel about that being applied to create specific injuries and wounds. If a character, for example, lost the use of a hand or foot, wouldn't it make sense to try to get killed as quickly as possible to respawn with a new, and presumably, intact body?

Though it's considerably less realistic, applying short term effects might be a way to place shots that would be tactical and fun. Head shots could give a stun effect, legs could slow a target and arms might temporarily disarm a target.

Good point. It would really be tough to have a developed character and have him/her lose a hand or foot and potentially, for the lack of a better term, "gimp" a character.


This is not something we are planning on at all, too many issues as you guys noted. Remember, CoS is an Ability Icon based game, not a Twitch game. We are incorporating lots of strategy to make sure it does not become an icon 'Wack a Mole' but combat is still more about strategy than physical selection.


'Whack a mole' is bad just like Morphael.

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 Post Posted: Sat Aug 18, 2012 5:18 am 
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Morphael's not bad!!!!!!
So whack a mole's also not bad???
U did say as bad as.....

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 Post Posted: Sat Aug 18, 2012 4:34 pm 
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devilzxdemon wrote:
Morphael's not bad!!!!!!
So whack a mole's also not bad???
U did say as bad as.....


The Embodiment of Evil; Everythinjg this game is geared to fight against and destroy; Other than common politics the Goal in game is the same ........

Whack a mole , is a mindless unchallenging passtime. Too many games adopt it ; Everything that Jatar has ever said aboiut this game is it cant be played AFK , attention span is required.

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 Post Posted: Thu Nov 01, 2012 12:38 pm 
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We have been forced into this trend that keeps on merging RPG with FPS game elements..i have not and will never be a fan of it..most especially when in an MMO..it used to be about socialising, exploring, escapism, roleplaying, relaxing..and hundreds of choices..your alternate reality..where you had e-q-u-al rights, abilities, and potential with every other co-player. If i want twitch (i am still not sure how that is meant) based intense combat, crosshairs that forced me to manually aim and maintain a sharp focus, precision in my aiming and a steady untiring grip on my fingers, i would simply go and play some FPS?

I can understand how the genre evolving had to factor this in to some degree, as it appealed more and more to the casual (or even console type) of gamer, but as i do not see this game appealing to just everybody, i cannot see the justification for any such mechanics placed in. I am in fact hoping that the answer i read just above regarding strategy is a literal one, i.e. combat entailing mental processing, rather than finger bashing.

And you know what? :)
If they have pushed this 'strategic' element to a degree regressing CoS in terms of time to forms that actually made RPGs popular, it could be a blast. Merely because here again, it would not only differ, it would actually pay practical homage to something everyone praises. We used to think once..not faceroll on our keyboards.


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 Post Posted: Thu Nov 01, 2012 12:44 pm 
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Max wrote:
I can understand how the genre evolving had to factor this in to some degree, as it appealed more and more to the casual (or even console type) of gamer, but as i do not see this game appealing to just everybody, i cannot see the justification for any such mechanics placed in. I am in fact hoping that the answer i read just above regarding strategy is a literal one, i.e. combat entailing mental processing, rather than finger bashing.

And you know what? :)
If they have pushed this 'strategic' element to a degree regressing CoS in terms of time to forms that actually made RPGs popular, it could be a blast. Merely because here again, it would not only differ, it would actually pay practical homage to something everyone praises. We used to think once..not faceroll on our keyboards.


I would say yes to both.

As my signature said, you haven't really seen a combat system like ours before. When we say strategy, we don't mean button mashing rotation (this will likely get you killed).

Our AI is only one of the elements of combat. We also have terrain (high ground for example) and cover (rocks, trees). Another major element is something we can't discuss until Alpha.

Combat will NOT be boring, and no two fights will likely be the same. We know how important Combat is and we surely aren't going to skimp on this area.

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 Post Posted: Thu Nov 01, 2012 12:53 pm 
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..you can't see me smiling.. ^^

p.s. and on a more general topic..i do hope you have plenty of NDA clauses all set and legally checked and double checked..

Thank you for making this sound promising :)


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