Talk:Action
From Neverend
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[edit] Archive
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.
[edit] Social
- 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
[edit] List of actions
| 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 |
[edit] Skill
Many actions are disabled until a skill enables them to be used, such as tumbling or grappling.
[edit] Use command
The "use" command allows most items and objects to be interacted with without requiring a specific animation.
[edit] Position
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.
[edit] What haven't you done in a MMORPG
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.
[edit] Movie action
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"
[edit] Other combat
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.
