Darkfall fansite Darkfall Dogma have posted a short Q&A with Producer and Lead Designer, Claus Grovdal:Could you clarify combat logistics? Will we have full control over our attacks, parries and blocks?
Our development team is made up of gamers, and for years we have been envious of FPS players having combat centered fun in games such as Quake, Unreal, Counterstrike etc. They have had these cool combat systems that are fun and challenging, while we as MMORPG players have felt sold short using turn based simple and boring “click and wait” combat systems.
With Darkfall we wanted to move away from the traditional “select target, hit attack, sit back and wait for the result” combat systems we have seen in other online games. We wanted to include elements such as dodging, evasion, timing, aiming etc. These elements are well known from FPS games, but haven’t really been utilized in MMORPGs before. Darkfall uses a semi-FPS action system, where a typical fight will involve the mentioned elements; dodging, evasion, timing and aiming. Tactical elements also come into play, like using the higher ground, strafing, hiding behind corners, walls and objects, using the right skills or spells at the right time, using the right combinations of skills and spells, countering the enemy’s skills and spells, evaluating the enemy’s equipment, using the right debuffing spells etc. |