I’m still working on it !!
the handle is not done at all aswell as the firing pin.
I’ve experienced both of these too on chrome for a long time.
A game doesn’t need to have, for example, tens of thousands of players to make it an MMO. The term just states the game has the capability to hold a large number of players in a single instance. There is no specific number defining what a large amount of players is MMO. Take for example one of the first popular MMOG, “Air Warrior”, which only had dozens of players per day.
Right now we have a system in place for most of the entities in the game to run client side. This greatly reduces the lag of the server, and allows more to be able to play the game without needing to worry too much about server lag. That being said, the game itself is going to be quite large and it has many other mechanics working to make it a unique game. Combine that information, and the limitations of what ROBLOX allows, and even with the more basic combat system, we still have to work incredibly hard so that most players can have a hopefully less laggy experience with a game that does so much. Replacing the combat system, that has less impact on our engine, with a real-time combat system would be too much for what limitations we have.
That said, we don’t even want to do real-time combat. That’s just not the style of game we wish to make. Even if ROBLOX had less limitations, even if we were able to work around what ROBLOX has put forth, we would still go with this style of combat as it is the style of game we want to work with. For what reason @Vorlias has for making it this system is up to him, but me personally I enjoy a more relaxed MMORPG where I don’t have to worry about my every last step to block an incoming attack while also having to deal with attacking or supporting. If a user wants to play a more action packed real-time MMORPG, they can look for another game. It’s like being upset with Call of Duty because it’s not like Mass Effect. Two types of games that utilize guns in combat, but two different styles of gameplay. Each has their respective fan base, and each work with their style of combat.
I’ve noticed not many people read through my large blocks of text, so if that is too much to read:
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MMOs don’t have to have as many players as you assume, some of the first MMOs had only a could dozen players per instance
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Even with our incredibly efficient system, ROBLOX still has limitations that with everything else the game has planned and implemented wouldn’t be able to support real-time combat without effecting our farther away players or those with cheaper computers.
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Even if we had the limitations removed, we still wouldn’t want to make a real-time MMORPG, as that is not the style we are going for. Being upset or annoyed by that is as dumb as being upset that the Call of Duty combat isn’t like Mass Effect.
How long did it take to build it? What’s the part count?
Just interested, because it’s really impressive, I love the design.
There is about 200 Parts (with the unions), it took me 5hours to build and design it.
I usually design it while building.
This statement bothers me. Here’s why:
I think MMORPGs suck, and it’s because people have this idea of what an MMORPG should be. That is to say, “all MMORPGs should be like World of Warcraft.” This idea has taken a severe chokehold on what an MMORPG could be. I’ve played games like Tera or Elder Scrolls Online which have newer, more innovative combat systems which make the game immensely more fun. They still fall into the other pitfalls of MMORPGs, however, which I could get into another time.
“Because it’s like MMORPGs” is not a valid excuse for what objectively is a boring, unoriginal combat system. I don’t care that it’s copying, I care that it’s bad and so is the source from which it is copied.
This is an opinion, of course. I think that that kind of MMORPG combat system is bad. It’s not objectively bad.
This statement also bothers me.
I have a friend who loves traditional MMORPGs. He once said in a friendly debate, “if some level 1 guy could come and tear up the level 40 area because he was really good at the game that would be really, really stupid!” Me and a friend who were taking the opposite stance practically said in unison, “not only is that not stupid, it’s basically what we think would be awesome!”
The traditional viewpoint of MMORPGs is that what pays off is time. I believe that what should pay off is effort. If you’re good at the game, that’s all that matters – your stats should either not exist or have only slight impact on how you play.
Again, opinion, but I see MMORPGs just want to sink your time and it makes me sad. I don’t want to grind, I want to try my hardest and be rewarded for doing so.
@Vorlias @WhoBloxedWho @Waterlimon @Davidii
Have you guys seens Tera’s battle system?
The people doing this boss battle are experts. If you pay close enough attention, you’ll realize they are dodging a lot. In this game, you dodge/block or die, basically. There’s a tanker making the boss constantly target him. The others are either keeping their distances and/or attacking him from the back. I haven’t seen a better real time action MMORPG than this one.
@Vorlias, this was how I planed my RPG to be, if I ever finished. I might start remaking it though, once my animation plugin is complete. After all, the reason why I stopped was because of my laziness to animate.
EDIT: Here’s another one showing off the battle system:
Some random build I just did, my friend is away and I think my withdrawal symptoms are basically doing everything creative except work that will be relevant when he gets back haha.
This took a few hours today after college. 900 parts, 1 union.
Without Sheild on top:
Did a bit of improvements to the music display in my room. Obviously planning to add more to the screen.
Has animations and such.
ok.
I read that as ‘the lords of normal’ and had to do a double take