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Old 11-23-2013, 12:01 AM
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knowom
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Quote:
Originally Posted by lerxst2112 View Post
LOL's engine is actually a lot more like a MMO or FPS than a RTS although it's really hard to broadly classify engines like that. Having worked on several of each type of game the engines are really similar.

That said the big problems I see with using the EQemu code are the PVP aspect and how to manage creeps. I'd probably start by drastically simplifying the combat code so anything could attack anything and then adding the team based aspect to that. For creeps, leashing, changing how hate works, and handling kills differently seem to be the big things.

That said, you're going to have a tough time since you can't change the client. No locked camera, fog of war, or click to move/attack will keep you from completely recreating something really close to a MOBA, but with effort you should be able to make something fun and unique.
That's actually essentially what myself and Nerdgasm discussed in regards to the PVP aspect. EQ PVP is a bit complicated in part because it was really designed around PVE with PVP a afterthought by Sony. This isn't to say it can't be better balanced, but more that it just generally wasn't well balanced compared to newer MMO's by default. Some of those aspects you mentioned we've been discussing and could pose problems that will need workarounds and compromises. It's won't be 100% like a MOBA in all aspects and really I can't say it was intended to be strictly speaking. It's also meant to still be a MMO and the core of it really is intended to feel like a MMO in mind, but with MOBA game elements in mind that enhance and add new game play mechanics to a MMO.

A lot of the designing for this server we intend to start off rather bare basics and build variety and complexity to it as we go. There are a lot of reasons for approaching it this way. It'll take time to implement everything on such a large scale is one major reason for it. Another is that we can do a better job to maintain and correct balance better if we start off by making smaller changes as we move along. We'd love to provide a lot of variety and complexity, but we're going to try to build and design it steps at a time. Before we start particular portions of development we hash it over a fair amount until we are content with it enough to move forward.

I think if the PVP aspects doesn't pan out it could turn into some sort of a strategic multi-faction based PVE tug of war type thing. The whole escort quests idea could be done on a mass scale around the idea of inhibitor spawns and nexus's that factions try to overtake and control to unlock and gain access to area's. On top of that factions quest could be mixed into the element and it could even be done in dynamic bipartisan inter-related ways between factions. The quests might have some type of auto balancing routines integrated into them and impact opposing factions. It would be neat to in sort of a NBA draft lottery type of randomization way.

Just using inhibitor spawns, nexus spawns, and towers in a zone with zombies for example to create sort of a walking dead type of scenario environment could be a whole lot of fun. Naturally a lot more could be done outside of that like a Lycan vs Vampire power struggle where players could pick a side to help. Plenty of different stuff could be done utilizing inhibitor, tower, and nexus game elements within the context of a MMO.

If we can keep it pretty authentic to the way most MOBA's work great if we need to adapt it to work for EQ that's something we'll need to figure out, but it's not like there aren't options on the table for stuff that could be done. I feel it's worth perusing keeping in mind all the different options and directions it could go despite obstacles that could pose troublesome.
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