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File: Blood for the Gods.png (364 KB, 463x384)
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>Chivalry 1, launched in 2012, based in the HL2's mod 'Age of Chivalry'
Has this kind of awesome bloody combat that has some Monty Python moments (Chivalry 2 is even better).
>SWTOR, Black Desert, Guild Wars 2, WoW, Conan Exiles, New World, Runescape, Throne & Liberty, TESO, Warframe, Destiny 2, Planetside 2, (future) EVE Vanguard, etc etc.
Have bigger budgets, better engines, constant updates or are new. The combat is boring, lame, awful or meh at best.

Imagine if we could have the gory coolness of Chivalry with the massiveness, epicness and kinomatography of the MMO genre and MMORPG subgenre.

Why the stagnation? Where is the innovation and search for new fresh experiences?
>>
MMOs require more funding than other types of games and therefore have more investor bullshit breathing down their neck. Ability bar combat is shit but WoW has it and it got huge so the investors say everyone should copy WoW.

Then there's the problem of adding meaningful rewards. If the combat is as skill-based as chivalry then there's basically no gear upgrades which removes the sense of progression that is the entire basis for keeping MMO players on the hamster wheel and that's how the developers make subscription money.

And also there's the performance problem. I'm no computer expert but I can imagine running servers with thousands of players doing chivalry combat is way fucking harder than ability bar combat.
>>
>>3846166
>Skill-based that requires getting gud
Lol dead on arrival
>>
>>3846166
Planetside 2's combat is pretty great, although it's not an MMORPG, so I don't know why the fuck you even included it.
>>
>>3846408
>read OP
>MMO genre and MMORPG subgenre.
>Planetside 2 is a MMOFPS with classes (little RPG exp) so it's included in OP's post
Anon, are you blind or illiterate?
>>
>>3846172
The constant improvement of tech will solve of this issues.

>>3846261
No.
>>
>>3847131
>The constant improvement of tech
lel, tech has been on a downward spiral for 15 years. Nothing but jeets in a cargo cult at this point.
>>
>>3846166
MMOs are all about mass market appeal.
Chivalry combat is the exact opposite of that.
Do the math on when this would ever happen.
>>
>>3846166
Lost Ark has good combat but it's completely ruined by typical Korean p2w timegate gacha slop. Fuck those niggers! why can't we just have the nice things without the bullshit?
>>
>>3847139
I know that we currently are in an stagnation/downgrade era, but it will not last forever.

>>3847177
I'm not saying that all MMOs have to be like this, but many players want something new, fresh. It could exist some, even indie/niche games or private servers of already existent MMO with Chivalry-like combat.

>>3847191
Idk anon, perhaps it's the Kali Yuga.
>>
>>3847131
You can't have a constant improvement of tech without an economic system to support it, and the neoliberal economic system has been robbing the future with scams for decades now.
>>
>>3848430
As I said before, nothing last forever.
So yeah, currently we have an awful retarded economic system, the thing is that will not be eternal.
>>
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>>3846166
Sorry anon, closest you get to decent combat in this genre is Vindictus.
>>
>>3846172
>the sense of progression that is the entire basis for keeping MMO players on the hamster wheel and that's how the developers make subscription money.
This is why any MMO game is inherently bad and could’ve been better if it wasn't designed as an MMO game.
>>
I agree with you, it would be really cool, but ultimately it is harder to monetize so it seems unlikely. Perhaps they could have a gear system that wouldn't totally circumvent the skill system, but I think no matter what you did you would run into problems. If there were Chivalry combat in an MMO context, you would essentially have sweats skillchecking high level players at low level, so PvP would be a wash. PvE is a whole other issue. If you were fighting a human the Chivalry combat would be viable, but it suddenly becomes problem when dealing with different varieties of monsters. Imagine trying to parry a giant spider, or attack under a giant mudcrab to not hit its shell, or a dragon etc... It all gets very murky on that level and takes way to much cost to design. Dragons Dogma Online had a unique combat system and probably the best of any MMO in so far as its mechanical depth, perhaps look into that?
>>
>>3848978
Perhaps but MMOs just scratch the itch of long-term progression. With your standard RPG you go from being some chucklefuck to being a god-killer in like 10 hours, it doesn't even feel like a journey.
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>>3846166
>The combat is boring, lame, awful or meh at best.

>Black Desert
The PvE combat may not have much depth and gets stale after a while, but its caster classes are all cool as fuck. Mostly in a style over substance way, but it's still a waste for that style to be stuck in a gookgrinder.

>Destiny 2, Planetside 2
How the fuck are those even relevant when they're just FPS and TPS respectively? And D2's gunplay is pretty decent actually, shame about everything else. PS2 is also decent for what it is.

>Why the stagnation? Where is the innovation
You clearly want something extremely specific and will never get it, because the genre is dead. You can thank the pocket casino "games" for that.
>>
>>3849462 (myself)
I'm not sure why I decided PS2 was a TPS somehow, it's been a while. I guess for someone who spends most of their time in vehicles, it could be.
>>
>>3849272
>it doesn't even feel like a journey.
it does if it's done properly and spaced over 25-50 hours rather than 3,000.

MMORPGs were a cool idea for their time and it was fun to experience an alternate reality (Classic Everquest, Classic WoW). But I don't think the social environment of those games can be recreated. The vidya market is too fragmented now.

During the 1st and 2nd generation of MMOs, those games attracted a very diverse cross-section of people from hardcore to casual to everything in between. And "casual" didn't just mean low-time investment, it could mean people willing to spend a lot of time in the game without playing competitively or aggressively. Consider that Everquest predates even Facebook. People would join EQ in order to just have something to do while socializing online. There were no online Minecraft servers. No League of Legends, Dark Souls, Valheim. No farmville. There were no battle royales and no twitch streamers. It was mostly just FPS, RTS (battle.net) and online card games.

Modern MMOs attract MMO fans. And while there's a range from high time-investmen to low time-investment, they're all there to efficiently consume the content and get the rewards. There's still some range of playstyle but it's much narrower than the 1998-2005 era when people would have entire social lives within the games. I know people who got married IRL after meeting in Everquest.
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>>3849600
>I know people who got married IRL after meeting in Everquest.
How many couples do you know who divorced from EQ addiction?
>>
>>3846172
>I can imagine running servers with thousands of players doing chivalry combat is way fucking harder than ability bar combat.
I'm not so sure because the bloated combat of some MMOs takes a lot already and some like WoW are already struggling (at least back in BfA when I played it was catastrophic) but combat based on precise timings does require better ping so even if it's not slower it will feel worse. I still think it's feasible if designed to limit the number of players fighting at the same place at the same time.
>>
>>3848374
>an stagnation/downgrade era, but it will not last forever.

The last technological stagnation era roughly lasted from the end of the Roman Republic until the 1800s, so you better get used to it. Industrial Revolutions over, everyone get back to serfing now.
>>
>>3849600
>But I don't think the social environment of those games can be recreated
Of course it can't, but it doesn't need to be. MMOs can theoretically stand purely on game design with the multiplayer aspect just being a living world to exist in. Nobody needs more terminally online chucklefucks being the obstacle to their gameplay. Instead you can have an auction house, some light chatting, or a stranger you run into in the overworld and hang with for a bit.

They don't need to do the bullshit of endless grinding, rng drops, weekly raids, dailies, and so forth. All of that is a cheap trick to try and overcome poor design. An MMO could keep people around through pure quality. There are many single player games which people have MMO levels of hours played in, even without mods.
>>
>>3847131
People that play MMORPGs are fat, useless losers. Why would these cunts want a skill-based system?
>>
>>3849752
> limit the number of players fighting at the same place at the same time
like battlegrounds in WoW?
>>
>>3856622
Yes, for example. Or simply designed to spread players in the world as much as possible at all times.
Or sharding but that kinda sucks



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