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siege weapon results

Getting hit by siege weapons will result in anyone in the area of impact to be sent tumbling and flying away. This gives the illusion of physics, but is actually a sequence of animations with the player turning in midair as if being thrown. The player lands on his side when hitting the ground.


formations

formations are considered actions that group multiple players or enemies together.


SocialEdit

  • kiss
  • hug
  • dance 1-8
  • poke
  • pat on back
  • embrace
  • joke punch
  • laugh at
  • point at
  • look at
  • stare at
  • glance at
  • turn back to
  • turn head to

List of actionsEdit

ID Name Type Stats Description
B0001 Standing
B0002 Walk forward
B0003 Walk backward
B0004 Walk left
B0005 Walk right
B0006 Jog forward
B0007 Jog backward
B0008 Run forward
B0009 Run backward
B0010 Sprint forward
B0011 Sprint backward
B0012 Crouch
B0013 Sneak
B0014 Crawl
B0015 Low crawl
B0016 Desperate crawl
B0017 Injured crawl
B0018 Roll left on ground
B0019 Roll right on ground
B0020 Roll left from crouch
B0021 Roll right from crouch
B0022 Roll forward from crouch
B0023 Roll backward from crouch
B0024 Roll forward from standing
B0025 Roll left from standing
B0026 Roll right from standing
B0027 Roll backwards from standing
B0028 Roll forward from jumping
B0029 Roll left from jumping
B0030 Roll right from jumping
B0031 Roll backward from jumping
B0032 Stand from crouching
B0033 Stand from rolling
B0034 Stand from crawling
B0035 Stand from sitting
B0036 Stand from lying on back
B0037 Stand from lying forward
B0038 Stand from lying on side
B0039 Jump from standing
B0040 Sit from standing
B0041 Sit from crouching
B0042 Sit from sneaking
B0043 Lie down on back Horizontal and sloped surface, floor, ground
B0044 Lie down on left Horizontal and sloped surface, floor, ground
B0045 Lie down on right Horizontal and sloped surface, floor, ground
B0046 Lie down on chest Horizontal and sloped surface, floor, ground
B0047 Lie on side from lying on back
B0048 Lie on side from lying on front
B0049 Lie on chest from lying on side
B0050 Lie on back from lying on side
B0051 Lean against wall standing A casual lean on a vertical surface, wall, or tree
B0052 Lean against wall sitting A casual lean on a vertical surface, wall, or tree
B0053 Lean against wall sneaking Hugging wall with chest or back against wall
B0054 Lean against wall crouching
B0055 Sleep on back Use on ground, bed, mat, sleeping bag
B0056 Sleep on chest Use on ground, bed, mat, sleeping bag
B0057 Sleep on left Use on ground, bed, mat, sleeping bag
B0058 Sleep on right Use on ground, bed, mat, sleeping bag
B0059 Sleeping idle 1
B0060 Sleeping idle 2
B0061 Sleeping idle 3
B0062 Sleeping idle 4
B0063 Sleeping idle 5
B0064 Disturbed from sleeping 1
B0065 Disturbed from sleeping 2
B0066 Disturbed from sleeping 3
B0067 Wake from sleeping 1 Awake while lying on front, side or back
B0068 Wake from sleeping 2 Sit from lying on front, side, or back. Knees are bent in if on a floor or ground surface, knees dangling from edge of surface if on a bed.
B0069 Yawn 1 Yawn when waking from sleep
B0070 Yawn 2 Yawn when going to sleep
B0071 Yawn 3 Yawn when bored or under sleep spell
B0072 Yawn 4 Yawn when tired or under sleep spell
B0073 Idle sitting
B0074 Idle standing 1
B0075 Idle standing 2
B0076 Idle standing 3
B0077 Idle standing 4
B0078 Swimming 1 Wading
B0079 Swimming 2 Light breast stroke
B0080 Swimming 3 Fast breast stroke
B0081 Swimming 4 Light overhead stroke
B0082 Swimming 5 Fast overhead stroke
B0082 Swimming 6 Breast stroke underwater
B0082 Swimming 7 Foot paddle under water
B0082 Swimming 8 Swim left
B0082 Swimming 9 Swim right
B0082 Swimming 10 Swim backwards
B0082 Jump
B0082 Jump from walking
B0082 Jump from running
B0082 Tumble during jump Requires acrobatics
B0082 Dive during jump Requires running jump and no land 1 meter below self. If colliding with a solid surface, then count as impact.
B0082 Drown underwater
B0082 Die towards front standing
B0082 Die towards back standing
B0082 Die towards left standing
B0082 Die towards right standing
B0082 Die Default, immediate death during any action
B0082 Die lying on ground Limbs move, tense, and go limp
B0082 Die in air Body goes in to rag doll mode
B0082 Die attached to something Includes dying on spears, swords, whips
B0082 Die by pressure Body struggles while gripped by giant fist, mouth, collapsing walls
B0082 Die by hanging Body dies from being hanged by noose
B0082 High jump Charged jump from holding down jump, slight height increase, hands in air to grab on to ledge surface
B0082 Grab on ledge surface Includes beams, branches, horizontal ropes
B0082 Grab on vertical surface Includes vertical hanging ropes, chains, vines, ladders, trees
B0082 Climb tree
B0082 Climb wall
B0082 Climb diagonal surface
B0082 Climb rope
B0082 Climb ladder
B0082 Hang from ledge
B0082 Rappel
B0082 Move sideways on horizontal surface Hugging wall and moving to the side, or moving from one rope to another
B0082 Throw item
B0082 Use sling
B0082 Use bow
B0082 Use crossbow
B0082 Use slingshot
B0082 Tumble forward
B0082 Tumble backward
B0082 Tumble left
B0082 Tumble right
B0082 Collide on horizontal surface From being tossed or thrown
B0082 Collide on vertical surface From being tossed or thrown
B0082 Drag 1 After being tossed on a surface and continuing to move
B0082 Drag 2 After being pulled by a vine, rope or chain
B0082 Slide back while standing From being pushed back by a spell
B0082 Slide forward while standing From being pulled by a spell
B0082 Read scroll Open and reading animation
B0082 Charge spell 1
B0082 Charge spell 2
B0082 Charge spell 3
B0082 Charge spell 4
Charge spell 5
Charge spell 6
Charge spell 7
Charge spell 8
Cast spell 1
Cast spell 2
Cast spell 3
Cast spell 4
B0 Cast spell 5
B0 Cast spell 6
B0 Cast spell 7
B0 Cast spell 8
B0 Sword attack 1
B0 Sword attack 2
B0 Sword attack 3
B0 Sword attack 4
B0 Sword attack 5
B0 Sword attack 6
B0 Sword attack 7
B0 Sword attack 8
B0 Spear attack 1
B0 Spear attack 2
B0 Spear attack 3
B0 Spear attack 4
B0 Spear attack 5
B0 Spear attack 6
B0 Spear attack 7
B0 Spear attack 8
B0 Staff attack 1
B0 Staff attack 2
B0 Staff attack 3
B0 Staff attack 4
B0 Staff attack 5
B0 Staff attack 6
B0 Staff attack 7
B0 Staff attack 8
B0 Bludgeon attack 1
B0 Bludgeon attack 2
B0 Bludgeon attack 3
B0 Bludgeon attack 4
B0 Bludgeon attack 5
B0 Bludgeon attack 6
B0 Bludgeon attack 7
B0 Bludgeon attack 8
B0 Axe attack 1
B0 Axe attack 2
B0 Axe attack 3
B0 Axe attack 4
B0 Axe attack 5
B0 Axe attack 6
B0 Axe attack 7
B0 Axe attack 8
B0 Two-handed sword 1
B0 Two-handed sword 2
B0 Two-handed sword 3
B0 Two-handed sword 4
B0 Two-handed sword 5
B0 Two-handed sword 6
B0 Two-handed sword 7
B0 Two-handed sword 8
B0 Two handed axe 1
B0 Two handed axe 2
B0 Two handed axe 3
B0 Two handed axe 4
B0 Two handed axe 5
B0 Two handed axe 6
B0 Two handed axe 7
B0 Two handed axe 8
B0 Whip attack 1
B0 Whip attack 2
B0 Whip attack 3
B0 Whip attack 4
B0 Whip attack 5
B0 Whip attack 6
B0 Whip attack 7
B0 Whip attack 8
B0 Use gun
B0 Parry axe left
B0 Parry axe right
B0 Parry spear left
B0 Parry spear right
B0 Parry sword left
B0 Parry sword right
B0 Parry staff left
B0 Parry staff right
B0 Block sword left
B0 Block sword right
B0 Block axe left
B0 Block axe right
B0 Block spear left
B0 Block spear right
B0 Block staff left
B0 Block staff right
B0 Block shield left
B0 Block shield right
B0 Deflect shield left
B0 Deflect shield right
B0 Attack position up
B0 Attack position middle
B0 Attack position down
B0 Block position up Blocking from high attacks coming downward, including air attacks
B0 Block position middle
B0 Block position down
B0 Parry position up Parrying from high attacks coming downward, including air attacks
B0 Parry position middle
B0 Parry position down
B0 Parried attack left
B0 Parried attack right
B0 Blocked attack left
B0 Blocked attack right
B0 Deflected attack left Weapons and projectiles can be deflected off of weapons, armor, and shields
B0 Deflected attack right Weapons and projectiles can be deflected off of weapons, armor, and shields
B0 Catch arrow left B0 Catch arrow right
B0 Duck in combat
B0 Hit from left
B0 Hit from right
B0 Hit from front
B0 Hit from back
B0 Knocked to ground from left
B0 Knocked to ground from right
B0 Knocked to ground from center
B0 Knocked to ground from back
B0 Sitting on chair or bench
B0 Idling on chair
B0 Throwing item while sitting
B0 Throwing item while crouching
B0 Throwing item while jumping
B0 Petting animal
B0 Hitting animal
B0 Scolding animal
B0 Calling animal
B0 Raising weapon Emote
B0 Chuckling Emote
B0 Giggling Emote
B0 Laughing Emote
B0 Cross arms Emote
B0 Shake head Emote
B0 Nod head Emote
B0 Surrender Emote
B0 Point finger at Emote
B0 Point arm at Emote
B0 Nod head at Emote
B0 Stare head at Emote
B0 Snarl at Emote
B0 Yell at Emote
B0 Scream at Emote
B0 Raise fist at Emote
B0 Give The Bird emote
B0 Yawn Emote
B0 Stretch arms Emote
B0 Flex arm Emote
B0 Sigh Emote
B0 Frustrated Emote
B0 Scratch chin Emote
B0 Scratch head Emote
B0 Scratch butt Emote
B0 Crack knuckles Emote
B0 Roll head Emote
B0 Roll eyes Emote
B0 Thumbs up Emote
B0 Thumbs down Emote
B0 Point weapon at Emote
B0 Turn back to Emote
B0 Bow to Emote
B0 Kneel to Emote
B0 Pray to Emote
B0 Worship Emote
B0 Poke Emote
B0 Offer to dance with Emote
B0 Start to dance with Emote
B0 Dance with Emote
B0 Dance Emote
B0 Offer to arm wrestle Emote
B0 Arm wrestle Emote
B0 Conversation 1 Dialog
B0 Conversation 2 Dialog
B0 Conversation 3 Dialog
B0 Conversation 4 Dialog
B0 Conversation 5 Dialog
B0 Conversation 6 Dialog
B0 Conversation 7 Dialog
B0 Conversation 8 Dialog
B0 Plow field need:hoe Farming
B0 Slash crops need:sword, sickle, scythe Farming
B0 Plant seeds need:seeds Farming
B0 Pick plants Farming
B0 Pick fruit Farming
B0 Pick fruit on ladder Farming
B0 Gather on ground Harvesting
B0 Gather on ladder need:ladder Harvesting
B0 Sweep floor need:broom Cleaning
B0 Wipe furniture need:cloth Cleaning
B0 Dust furniture need:feather duster Cleaning
B0 Dig need:shovel
B0 Mine need: pickaxe or mattock
B0 Chop tree need:axe Lumberjack
B0 Chop log need:axe Lumberjack
B0 Use anvil need: blacksmith hammer, anvil
B0 Use saw need:saw, logs
B0 Use planer need:planer, logs
B0 Use band saw need:band saw, logs
B0 Use dye vat need: dye vat, clothing, cloth, thread
B0 Use bellows need: bellows
B0 Light fireplace or campfire need:fireplace or campfire
B0 Light torch need:torch
B0 Light candle need:candle
B0 Lay brick need:brick
B0 Use object standing Activate levers, switches, lanterns, doors. Arm position is medium or raised.
B0 Use object crouching
B0 Use inventory item with hands while standing
B0 Use inventory item with hands while crouching
B0 Use external item with hands while standing
B0 Use external item with hands while crouching
B0 Eat item while standing
B0 Eat item while sitting
B0 Eat item while crouching
B0 Drink item while standing
B0 Drink item while sitting
B0 Drink item while crouching
B0 Read item in hands
B0 Take item from wall
B0 Place item on wall
B0 Write on paper sitting
B0 Write on paper standing
B0 Smoke item Cigars, cigarettes, pipes
B0 Play flute
B0 Play bagpipes
B0 Play violin
B0 Play piano
B0 Play chello
B0 Play guitar
B0 Play banjo
B0 Play harmonica
B0 Play drum set
B0 Play hand drums
B0 Play war drums
B0 Conduct music
B0 Cheer Emote
B0 Applaud Emote
B0 Whistle at Emote
B0 Woohoo Emote
B0 Shake hands with Emote
B0 Punch shoulder emote
B0 Pat back Emote
B0 Slap Emote
B0 Smack Emote
B0 Backhand Emote
B0 Power struggle Push weapons together and release. Can use bracers if no weapon. Can use hands if both have no weapon active.
B0 Chokehold Grappling
B0 Arm hold Grappling
B0 Submission hold Grappling
B0 Hands behind back Grappling
B0 Struggle with hands behind back Grappling
B0 Struggle with hands in front
B0 Struggle with back on ground Grappling
B0 Struggle with chest on ground Grappling
B0 Hold on ground Grappling
B0 Headlock Grappling
B0 Armlock Grappling
B0 Shoulder lock Grappling
B0 Neck lock Grappling
B0 Push grappler to side grapple:on ground Grappling
B0 Kick grappler overhead grapple:on ground Grappling
B0 Neck chop Grappling
B0 Use handcuffs need:handcuffs, restraints, manacles
B0 Stomach punch Brawling
B0 Head punch Brawling
B0 Chest punch Brawling
B0 Side stomach punch Brawling
B0 Shin kick Brawling
B0 Foot stomp Brawling
B0 Knee kick Brawling
B0 Uppercut Brawling
B0 Jab Brawling
B0 Backhand punch Brawling
B0 Swing punch Brawling
B0 Duel point Dueling
B0 Duel salute Dueling
B0 Duel point Dueling, weapon is pointed at opponent
B0 Duel submit Dueling, loser kneels
B0 Duel threat Dueling, weapon is at opponent's neck when standing or kneeling
B0 Neck threat Weapon is at neck of target
B0 Back threat Weapon is at back of target
B0 Face threat Weapon is at face of target
B0 Stomach threat Weapon is at stomach of target
B0 Backstab Weapon is stuck in to target's back
B0 Neckstab Weapon is plunged in to neck from behind
B0 Stomach stab Weapon is plunged in to stomach of target at front
B0 Jump attack special attack Automatic jump and attack downwards
B0 Strikethrough special attack Sliding slash forward, then turn to face back of opponent
B0 Sidestrike special attack Sliding slash forward and to side of opponent


SkillEdit

Many actions are disabled until a skill enables them to be used, such as tumbling or grappling.

Use commandEdit

The "use" command allows most items and objects to be interacted with without requiring a specific animation.

PositionEdit

Some animations can be consolidated by having crawling, standing or sitting positions work independently of the action of the arms and torso. Some actions can use a generic hand motion to note interaction.


What haven't you done in a MMORPGEdit

What have I never done or seen in an MMORPG? The ability to use imagination, cunning, quick thinking. I'd like to be able to hide somewhere, and nobody ever think to see me. In other games, if you've got the choice to hide up a tree, players are gonna check up trees, because they know that that's a feature of the game.

How about being able to, not only hide behind trees, but hide behind a wall, on top of a roof etc. I don't believe the player should be given the option to "Climb up tree", but he would need to use his own agility and skill to possibly jump up there. But certainly he shouldnt be given the "option" to climb up there.

This now give the player some more freedom when choosing a hiding place. The player should be able to use anything that would be possible in the real world, not because the option's there, but because the player made the option to hide there.

Just something to think about...

I think probably the one thing I haven't done in an mmorpg is be able to explore a world that's not one-dimensional in its proportions. When you die you can be ressurrected but there never seems to be an afterlife, possession of dead bodies, things that establish a spirit world at all. It's always hack, kill, sell, get back up, hack some more.

Possession

Yes.. that will be an interesting thing to do. In other MMORPGs, it is possible to take control of multiple NPCs. Once control of an NPC has been achieved, it isn't a difficult task to have them attack, defend, or do anything else.

It will also be possible to possess player characters. And why not? This is a commonplace thing to do in a pen and paper Role Playing Game. It is also common in other MMORPGs to take over NPCs. why not the other way around?

There will not be many NPCs that have the ability to possess player characters (since they generally do not have very many personal goals that they would even have a desire to use a player to accomplish (except the destruction of the players party)

Players will have the ability to possess other players, however. This can come int he form of ACTUAL possession, where the player is in a meditative state and literally takes "possession" of another player seeing the game from their viewpoint..... OR they may also simply gain CONTROL of a player they way they would of other NPCs, able to give them direct orders.

I've never possessed another creature (player/NPC/Animal) in a mmorpg. I've never taken anyone a prisoner either.

Mostly because its viewed as a bad idea to make a player lose control of his character in mmorpg's.


Movie actionEdit

Movies lack the randomness that occurs in real life and in games. While less realistic, it adds a sense of drama or plot, where good guys and bad guys win or lose for a reason. What are some examples of things that happen mostly in movies?

-Last ditch effort. The character is defeated, but pulls some stamina and invigoration out of nowhere to pummel the enemy into the ground. "Rocky"

-Desperation attack. The character is defeated and placed in a hopeless situation, but fights back and wins. "Rob Roy"

-Hidden energy. The character is drained of energy, defeated, and somehow manages to find tremendous energy to defeat the opponent. "La Blue Girl"

-Memory. The character is defeated, but a memory gives them motivation to continue, or snaps someone out of mind control. "Sailor Moon"

-Recall. The character is nearly defeated, but the words of an old teacher give renewed motivation to succeed. "Fist of Legend" "Star Wars"

-Superiority. The character is not only more skilled, but more confident, and correct about an arguement or dispute- he cannot be defeated by a novice. "Crouching Tiger Hidden Dragon" "Revenge of the Sith"

-Determination. The will to win overcomes adversity. "Dragonball Z"

-Destiny. The character is destined to do great things, and does not succumb to random or meaningless death. "The Matrix" "Star Wars"

-Badass. The character has too much style, and therefore cannot fail a move or manuever. "Blade" "Vampire Hunter D"

-Bullet manuevering. Projectiles and explosions only occur near the character, never on the character. "Masters of the Universe" "Predator 2" "Star Wars" "James Bond"

-Low chance of survival = victory. Characters are outnumbered, but win through determination, luck, and attitude. "The Patriot" "Braveheart"

-Resurrection. The character will not die. "Friday the 13th" "Nightmare on Elm Street" "Halloween" "Child's Play"

-Lone survivor. The character is the only one left after a group has been killed, and survives. "Spirits Within" "Nightmare on Elm Street"

-Death when ready. The character only dies when important life goals have been fulfilled. "Cowboy Bebop" "Star Wars"

-Still not dead. The character should have died, but is only critically injured. "Alexander" "The Last Samurai"

-Didn't die at all. The character was trapped, sent to a new area, teleported, or replaced by a robot/clone/ghost/twin, etc. "X-Men" "Superman"

-Reincarnation. The character died, but now assumes a new form or appearance. "X-men"

-Luck. The character's skill is aided by extreme luck in order to use props, scenery, or timing to perform moves. "Jackie Chan"

-One liner. The character wins because of a well said one-liner. "Dirty Harry" "The Matrix"

-Morality. The character wins because he is right about something, or wrong about something. "Star Wars"

-Training. The character has more training, or has more ambition. "Highlander"

-Skill. The character uses precise moves with no error. "Elektra"

-Missing piece. The character is involved in or is part of some puzzle at the last minute. "The Fifth Element"

-Importance. The character is more important to the plot than anyone else, and survives. "Blade"

-Plot interference. Some other character or force intervenes. "Dogma"

-Prop. The character dies from being attached to a statue or falling in a vat of chemicals. "Batman"

-Item. The character succeeds by using an item that has personal meaning. "The Patriot" "Elektra"

-Vengeance. The character wins because of some past action the opponent committed. "The Punisher"

-Environment. The environment is used to trap the opponent. "Fantastic Four"

-Cave-in. The labyrinth of the opponent caves in, destroying the enemy. "Krull" "Red Sonya"

-Hiding. The character manages to escape the enemy by using terrain. "Empire Strikes Back."

-Instant Success. The character always succeeds in death-defying manuevers, narrowly escaping certain death, especially when closing doors, elevator shafts, crashing vehicles, or nearby explosions are involved, while a minor character would not be so lucky all the time. "Star Wars" "James Bond"

-Perfect aim. The character hits an intended body part without failure. "True Lies" "Sin City"

-Weakness. The character discovers a hidden weakness and manages to use it. "Independence Day"

-Befriend. An enemy becomes an ally in order to defeat a greater, more immediate threat. "Alien vs Predator"

Other combatEdit

Aside from DBZ, characters rarely pummel each other constantly. In books, description of combat can be awkward, either describing an intense struggle of skills, or minor details such as grazing an arm or stabbing through the heart.

In comics, characters have enough dialogue to describe their situation, taunt the enemy, make comments, and make use of the scenery such as using traps or scenery or calling henchmen, activating or destroying a destructive contraption, or using a knockout attack or a cave in to knock the opponent out.

In movies, the action is shown in fluid detail, from dodging, jumping away, deflecting, parrying, jump kicking, reversing an attack with another attack, etc. If there is a stab to a vital area, it's often accompanied by the oppponent saying some last words or information, or dying a dramatic death by falling over something, walking backwards, falling down a cliff, or activating a last minute spell or death trap.

In games, characters are given HP to represent how many hits they can take. But these hits are abstracted by HP. HP can represent a ton of blocks and parries, glancing off the armor, grazing or knocking someone's skin, dodging, etc. But it isn't shown in most games. Instead, you see the character taking a stalactite to the head, or a missile to the chest, or a slash with an axe. The HP says "he survived it somehow", which works fine in a pen and paper game where imagination can fill in the details, but in a video game it makes the character seem like superman with every hit.

You could make a game based entirely on dodging and deflecting attacks, with a lucky chance of hitting a vital area and causing severe bleeding or vital organ damage. But most people like to take hits. They like the survivability that HP gives them, and they like to take meteors to the head and cure the damage later. But you couldn't tell that in a story. "The hero took 5 slashes to the chest, healed, killed 10 kobolds, got hit twenty more times, healed, and kept going."

How can more movielike action be represented in a game? For one, you could actually show what combat is being abstracted in math based combat. Show the character dodging and blocking and parrying while taking minor scrapes and cuts. Large attacks, spells, and killing blows could be dodged instead of taking them, and show getting hit when the blow lands and does a critical or lethal hit. But most of the time, an attack will be intercepted by a block, a dodge, or another attack. Lethal attacks would require dodging, and maybe some would become easier to dodge with higher skill, such as a falling boulder or an ice shard.

What about dialogue and other actions? Taunting and threatening is an important addition to drama, and could be used to create tension before a fight. A swordsman can point his sword at a target, or a wolf can snarl at someone defensively. Someone more intelligent might deliver a monologue, a quote, an elaborate insult or extra information.

In the middle of combat, dialogue might be used to lower someone's reaction or wits. Someone could catch an opponent offguard with a comment, or persuade them not to fight, or bribe them.

The use of environment in combat can be based on commonly interactive thing in the world. Fire a powerful spell at a tree to knock it down, at a cave wall to cause a cave in, at a mountainside to cause boulders. Fire a flaming arrow into some liqour bottles or oil. Use a table or chair to block an attack as a distraction. Go under a table and come out the other side. Do some Solid Snake and Sam Fisher style interaction with different objects. Smash a wall or the ground as a giant and cause debris to fly. Send a chandalier crashing down, or parts of the roof when inside a building. The environment will usually harm the opponent in combat when activated in this way, but won't be activated in non-combat situations to precent abuse.

Opponents may have objects that are important to them in the midst of combat. An alarm bell would be important to a guard, who might take a couple its just to run and activate it. A wizard would distract a player with spells in order to run to an artifact that could grant more power or summon something. A dungeon keeper would set off traps that would cause extra mayhem for anyone inside. A nature spirit might turn a tree into an attacker or a moat into a water serpent.

There will be a system of blocks, parries and the like in UMMO. Some moves and dodges will even cause the player to physically change location.

Some dodges will even cause the target to become "untargetted" by the attacker, causing them to have to retarget the enemy combatant.

(some of theses systems will be implemented over time and not be immediately available)

When the Asian realms are brought Online, even more combat abilities will be unlocked in the gameplay.

Until then, it will be possible for players to have "special attacks" which include attacks to vital parts, even beheading and strikes to the heart. Strikes to the legs, arms,. etc.

these will have certain effects on the enemy's mobility, attack ability, or even cause fatal blows or knockout blows.

This will add a much more serious weight to combat in UMMO. It will lead to a much more violent and dangerous game. A game where death can almost come at any time depending on the level of the player and type of creature they are.

At the same time i cannot make the game unplayable, so there will be a slight element of what appears to be superman combat. Slashes wont always do everything they would in real life.

It will be difficult to balance realism with gameplay as far as the combat systems are concerned. But we will try our best during the Alpha testing to strike the balance that works best for the players involved and the realism we are trying to achieve.

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